The Dossier
3 min read
Part two of the handbook. One card per feature, written as the file the police keep on you, or the file the family keeps on the city. This is where the exact rules and formulas live. Every number comes straight from the game.
Part one, the basics in plain language, is in the handbook.
Crimes
What it is
The daily grind. This is where every gangster earns their first cash. A crime is a job in the city you're standing in. Pull it off and you get street cash and respect. There are 156 jobs in three tiers: street, soldier and capo. Every city has street work from the first rank. Every job unlocks at its own rank, and some jobs need a specific weapon or car.
Where to find it
Street tab. Every job card shows the energy, the heat and your success chance right now.
How it works
Starting chance. Every tier starts at a fixed chance the moment you unlock the job: street 90%, soldier 68%, capo 58%.
Growing into it. The further you sit above the rank where the job unlocked, the better your chance. This rank bonus has its own ceiling.
Mastery. Every earlier success on this job adds 0.25%, up to at most 20%.
Gear. Your gear adds up to 4%. You get the full bonus when your best piece of the required kind beats the required item. With exactly the required item you get part of the bonus. On a job with no required item you get half, as long as you own a weapon or a car. No weapon and no car: nothing.
Early street jobs. The earliest street jobs are then lifted to at least 95%.
First clamp. The chance now sits between 55% and 97%.
Heat off the top. Above 20 heat, part of your chance comes off. That penalty grows to 25% at maximum heat (100). Then the chance is clamped between 55% and 97% again. So high heat always costs you chance, even if you were already at the maximum.
In short: your chance is the starting chance plus rank bonus, mastery and gear, minus a heat penalty, within a minimum and a maximum.
Worked example: a capo job you just unlocked, with no mastery, gear or heat: 58%. A higher rank adds a bonus on top.
Cash. The game picks an amount within the job's range and multiplies it by ×1.25. Then come the bonuses, in this order: first gear, district and streak are added together. That total is multiplied by Street rush (×1.45), then by tuning (plus 16%), then by the critical hit, and last by the family perk. The range on the job card already includes gear, district, Street rush and tuning. Streak and a critical hit are not in that range: they apply only when the job resolves.
Critical hit. Every successful job has a 10% chance of a critical hit. Your cash is then multiplied by ×1.25. The streak bonus doesn't count on that job: the critical hit replaces it.
Respect. 12% of the cash you earn from the job is added as respect.
Costs, returns and limits
Every job costs the energy on its card, whether it works or not. A successful job gives 3 heat plus the job's energy. If it fails, the energy is gone, you get more heat (even more on heavier jobs), your streak restarts and you pay a fine (see Fines). If you're then at 70 heat or higher, you can also land in jail. Heat never pays extra cash.