Fallout: The Traveler/Criminal Activities

Criminal Activities refers to the many illegal activities available to the criminally-minded Traveler in Fallout: The Traveler. Trespassing, lockpicking, hacking, robbing caravans, stealing a owned vehicle or rideable creature, taunting at someone, and murder are all considered illegal activities and are frowned upon by society and loss of karma. Avoid being seen if you want to engage in those activities without consequences unless working for a faction that does activities. If you are caught doing an illegal action by a witness you will incur a karma loss, gain or lose afinity with Companions depending on (i.e Barbara hates that if you steal a item and Strong likes that if you murder a NPC) and they will report your crime to local guards who will attempt to arrest you. When confronted by a guard you will have several different options to resolve the matter, some of which are unlocked through joining certain factions, earning a high reputation with a faction, unlocking certain perks or simply having a sufficient skill. Resisting an arrest will always turn the guards and NPCs with high responsibility in the area hostile towards you.

Overview
Red text for an action indicates that performing it is considered to be a crime. For example, an item's name that appears in red text means that the item is owned and picking it up is stealing. If you or a follower who is commanded to perform an illegal action are witnessed committing a crime you will lose Karma. Successfully sneaking while committing a crime will prevent you from being detected at cost of Karma as well.

Regardless of whether a crime is witnessed, the Crime sub-tab on the Statistics tab on the Paimon-Pip keeps track of all your criminal activities. Each illegal activity will incur a specific penalty in Karma. Animals can also be witnesses to crimes, so you must kill them in order to exonerate yourself.