The Gangster
Your character: stats, resources, and what keeps you alive.
Every season resets your gangster to the same starting line: $1,000 in your pocket, 50 tickets, and a city that has forgotten your round progress. Your account name remains, but the stats, cash, and reputation are rebuilt inside the new round. Your gangster is the sum of four core stats, a handful of trade skills, and the resources you burn to act.
Core stats
All four grow through Training & University and successful crimes, and together with your wealth they feed your respect - the number that decides your level and your place on the leaderboard (see Level & Respect). Black Market equipment adds a percentage on top of its matching raw stat: weapons for Strength, armor for Resistance, gadgets for Intelligence, and accessories for Charisma.
Trade skills
Resources
The clock
Crime City runs faster than the real world: one game day lasts 6 real hours, one game hour 15 real minutes. Building production and hooker earnings tick on game days (tickets are the exception - they run on real days) - the day counter in the header tells you where the season stands. See Seasons & Permadeath.
Professions
At level 3 you pick a profession - a permanent specialization for the season that shapes how you earn. Choose to match how you actually play: online often, or checking in twice a day.
Your profession also tilts which stats grow when a robbery succeeds - a Robber's scores feed Intelligence first, a Hitman's feed Strength, a Pimp's feed Charisma, a Businessman's feed Resistance.
Reading a public profile
Profiles never print another gangster's real numbers. Wealth, driving skill, and busting XP appear as tier labels, so a rival's page tells you the neighborhood, not the address. Wealth counts pocket cash only - banked money is invisible to everyone:
Driving skill and busting XP wear the same disguise - their ladders are in Racing and Jail. Gang profiles play the same game: the family vaults show tier labels instead of balances.
The other profile counters (racing record, beatings landed, bullets shot, kills, special-crime status, friend count) show real numbers - but each of those can be hidden from your own profile in its settings.
Honour & dishonour
Other players can put honour or dishonour on your name, and both totals are public on your profile. Everyone gets a level-scaled budget of points to hand out per 24-real-hour period, so a reputation - good or bad - has to be earned from many people, not bought from one.
Every send carries at least 10 points. There is no drip-feeding a budget out one point at a time - a level 1 gangster gets two marks per period and a level 14 gets fifteen, so each one is a decision. Sending anonymously is priced per point on top of that, which puts the cheapest unsigned mark at 100 $CRIME.
Marks are the one thing being out of action does not stop. The panel is on your dashboard and on any player's profile, and both stay open while you are in Jail, in the Hospital, mid-Training & University or in a safe house - so a sentence, a hospital bed, a gym timer or a stint in hiding is time you can still spend settling up.
Your testament
From the dashboard you can name an heir. If you're permanently killed, that player inherits 40% of your bank balance and your cars (as many as their garage can hold) - the killer loots your pockets, and whatever neither of them takes leaves the city with you. Pick someone you trust; the dead don't get to renegotiate.