Committing Crimes
Crime is the base loop everything else is funded by: pick a job on the Streets page, spend Energy, and the server rolls a single pass/fail the instant you commit — there's no timer to wait out.
Ten tiers, one ladder
There are ten crime tiers, from Shoplifting (2 Energy, $20-$60, 90% base success) up to an Armored-Truck Job (15 Energy, $8,000-$12,000, 35% base success). Each step up costs more Energy, pays more, and gets meaner: success chance drops, and so does your odds of walking away clean if it goes wrong — jail chance on a failed job runs from 5% at tier 1 to 30% at tier 10. Higher tiers also gate behind rank: some don't unlock until you're a Soldier, Enforcer, or Capo.
Specialization crimes
From tier 4 up, most crimes belong to one of the four specializations (Street, Hacker, Financier, Marksman) — running a job in your own lane adds a flat +10% to your success chance on top of everything else. Tiers 1-3 have no specialization at all and are open to everyone equally.
Every specialization now has a job in all three rank bands (Soldier, Enforcer, Capo), so you never hit a stretch of the ladder where nothing carries your bonus. Nothing stops you running another lane's crime — you just don't get the +10%.
What falls off the job
Some of the time, a successful crime hands you a piece of gear on top of the cash — always hot, at a rolled rarity, and free. Each crime has its own loot table, and the card on the Streets page tells you exactly what it is before you spend the Energy:
- How often it drops, which climbs with the tier — a petty job is around 3-4%, an Armored-Truck Job is 12%.
- Which categories it can yield, and roughly how the odds split between them. These are logical, not just numeric: boosting a car can hand you a vehicle or a weapon out of the glovebox, but never a penthouse. Ransomware only ever yields Property — nothing physical falls out of an encrypted hard drive.
- A value ceiling on what it can roll. Shoplifting tops out around $800; only the Capo-tier jobs reach the top of the catalog with no cap at all.
Note "Property" is the game's connections-and-infrastructure category — lawyers, offshore accounts, shell companies, safehouses — as much as it is real estate, which is why the white-collar crimes are the ones that drop it.
The practical version: the bigger the job, the better the loot. Grinding the cheapest crime is no longer the fast way to kit yourself out.
What a crime costs beyond Energy
Every crime — success or fail — adds Heat, and every crime carries some jail risk on a fail (more, the higher its tier). A successful crime also feeds your Profile score (how visible you are as a target) and your skill proficiency in that category, which chips a small, capped bonus onto your success chance the more of that category you've pulled off. None of that is decided client-side: the payout, the Heat, the drop and the jail roll are all resolved on the server before your browser ever sees a result.