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Robberies

The daily grind — from grocery-store registers to the Vatican vault.

Robbery is the city's bread and butter: pick a job, spend the stamina, and either walk away with cash and sharper stats or get hauled off to Jail. There are two boards — solo robberies you run alone, and gang robberies you run with your family.

Solo robberies

Thirty-nine jobs across six tiers — petty, street, moderate, serious, organized, legendary — from snatching a grocery register to cracking the Vatican's vault. There is no upfront stake beyond stamina (5–50% depending on the job), but failure can still cost cash, stats, and jail time. Success pays a cash range plus stat growth, split across your four stats according to your profession, plus $CRIME priced off the stamina you spent. Higher tiers pay dramatically more but demand real power: your robbery muscle is led by Intelligence, so equipped Gadgets matter, with the other effective stats contributing too.

Jobs unlock as the season progresses, not as you level — the top tiers only open in the season's second half, so even veterans grind the mid-board first. Each job shows its success chance before you commit.

When it goes wrong

Failure costStandard jobLegendary job
Cash in hand lost10%20%
Each stat drops by2% of itself2% of itself
But never more than10 runs of that job10 runs of that job
JailSentence scales with your levelLonger — the city makes examples
Empty your pockets first
Failure takes its cut from cash in hand, never the bank. Deposit before you gamble on a hard job.

The stat burn is capped: however big you get, a failed job can never cost more than 10 successful runs of that same job. Bigger jobs therefore risk more in absolute terms, but a bad night can't undo a week — and the ladder always pays to climb. The board shows the exact stat loss and your average gain per run before you commit.

Gang robberies

The gang board runs bigger jobs for crews of 2–8 gang members — from the Payroll Van up to the top-tier vault job. They're open to any gang from day one; what gates a job is crew size, stamina, and event availability, not your personal level. Any member can open a session for a job; gang mates join freely, the opener can kick or cancel, and the job fires once the crew is big enough. Every member's stamina is committed on joining.

Crew power works differently: it leans on Resistance, and it's measured across the whole crew — one weak or strung-out member drags everyone down. Success pays every member a full share and the full stat gain: the score grows with the crew rather than being divided, so bringing more bodies never cuts anyone's cut — a fuller crew earns each member slightly more. Every member also banks the job's $CRIME drop in full, at double the solo rate for the stamina spent. Per stamina spent, a gang job pays well above the solo job of the same difficulty. Failure costs each member 10% of cash in hand and 3% of each stat — capped, as on the solo board, at 10 runs of the job — and can land the whole crew in jail. Sessions live on the gang's shared board.

Event jobs

Some days the city hosts an event — a summit, a grand prix, a presidential visit — and for that day only, special one-off robberies appear on both boards. They vanish when the event ends, and they're worth double gang rank points while they last. Check the newspaper.

Event jobs climb with the season: the early ones are within reach of a young crew, and the true scores only surface in the back half. Each fires once per season, and the days shift every season — so there is no calendar to memorise, only the newspaper to read. They pay well above the standard board for the same difficulty, and the gang versions pay the most of anything in the city.

Addiction eats your take
Past 50% addiction, every robbery pays less and your power sags — at full addiction you lose half the take and a quarter of your muscle. Detox before it gets that far.
FAQSpecialized Crews