How do crimes work?
1 min read
Everything you need to survive the streets, explained short and clear.
The Dossier. 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.
How do crimes work?
Every crime costs the energy shown on its card. Pull off the job and you get cash. 12% of that cash counts as respect.
The base payout is 1.25 times the job's roll. Within 110 seconds a streak stacks up: 3% extra per step, up to 4 steps (12%). A critical hit (10% chance) replaces that streak and makes the cash 1.25 times bigger. Gear, district, street rush, tuning and family come on top of that.
The success chance depends on the job. Street starts at 90%, soldier at 68%, capo at 58%. Early street jobs never drop below 95%. A rank above the one where the job unlocked adds to the chance, mastery 0.25% per tier up to 20%, and gear up to 4%. The chance always stays between 55% and 97%.
Heat never pays extra. Above 20, heat takes up to 25 percentage points off your success chance, within those same limits.
If the job fails, the energy on the card is gone. The heat on the card follows the game: a capo job of 12 energy gives +15 when it works and +22 when it fails. You pay a fine of 8% of your street cash, at least $50 and at most $5,000, and never more than you carry. Recent fines show on your own profile in a card of their own, not in the bio.