How jobs work
The rules, by topic. Cards and panels show your current numbers; how things work is explained here.
Basics
- Offers arrive on their own. They come in batches, and each one expires unless you accept it.
- Every step is its own bust check. A bust on any step ends the job.
- Only the next step shows its exact bust chance. Later steps show a band until information you buy while preparing reveals the numbers. Low risk Moderate risk High risk Severe risk
- Each completed step raises the rest. +1 bust chance on every step still ahead. The figures shown already include it.
- Step money goes into your pocket. A bust loses the pocket. Finishing banks it plus the bonus; walking away banks the pocket and gives up the bonus.
- Modifiers are already counted. A job's money, Respect and Heat figures include them.
- A bust costs Health. At 0 Health you're hospitalized for 30 min, or you pay $5,000 for early release.
Heat
- Heat is a cost. Completing a job adds its Heat; a bust adds +5.
- Heat raises every bust chance. The first 40 Heat add nothing; above that, every 5 Heat adds +1 to every step. It counts when you execute, so figures can change before then.
- Heat makes a bust hurt more. Bust damage grows with Heat, up to ×2 at 100.
- Heat cools on its own. 50 per hour.
- A bribe is the fast way down. −25 Heat at once. Each bribe within 60 min of the last costs more.
- Lay Low is the cheap way down. −30 Heat after 10 min. No new offers arrive meanwhile, and you can't accept one.
- High Heat pays. At 85 Heat or more, Hard and Extreme jobs offered then carry 25% more money and Respect.
Approaches
- An approach lowers one step's bust chance. Silent Entry (−10 bust chance, +2 Heat) or Inside Access (−20 bust chance, +5 Heat).
- One purchase is one use. It's applied to your next step unless you save it for a later one. It's spent when that step runs, bust or not.
- Unused uses are lost when the job ends. Buy again for another use.
- Everything else lasts the whole job. If the same purchase also counters a complication, that part isn't used up.
- A Fence step takes no approach. A use waits for the next step that can take it.
Complications
- Complications hide on a job's steps. Easy jobs have none. A complication shows once its step is next, or earlier if information you buy reveals it.
- Patrol. +22 bust chance on its step.
- Alarm. +15 bust chance on its step, and +5 on every later step once that step is done.
- Guards. +10 bust chance on its step, and a bust there does ×1.5 damage.
- Witnesses. +5 Heat when you complete the job, and +10 Heat on a bust on its step.
- A counter cancels a complication. Preparation that counters one works for the whole job, found or not. A crew member who handles one does the same.
Network
- Trust comes from a contact's jobs. You can also visit Lenny, Mick or Sara: $250, 3 min, +5 Trust.
- The Broker introduces new contacts. During a Career, at Trust 60 with him, for $1,500.
- Introduced contacts charge a retainer. Their offers wait until you pay $300. If the next batch arrives first, the waiting work is lost and so is 10 Trust; after 3 misses in a row they leave.
- Fence jobs end at the fence. After the theft you can walk away with your pocket, or fence it for +40% of the pocket and the bonus. Heat counts ×4 there, and a bust loses the pocket.
- Ask around for specific work. Pay on the Dashboard and that job is in your next batch of offers. If it can't be found, the money comes back.
Crew
- Contacts introduce crew during a Career. Each role is hired once, when your Trust with its contact is high enough.
- Each role handles one complication and has one skill. Driver: patrols, and you keep 75% of your pocket on a bust. Muscle: guards, and takes 50% of a bust's damage. Specialist: alarms, and +25% loot on store and vault steps. Lookout: witnesses, and spots trouble one step ahead.
- Bring crew while preparing, for free. Each takes a share of what you bank; the figures shown are after it. Nothing on a bust.
- A bust can get crew arrested. 20% each (10% with the Lookout on the job; she is never arrested). Pay $1,500 bail before 3 batches of offers arrive, or they're gone for the Career and their contact finds a replacement later.
- Crew jobs are the Broker's biggest work. They need specific roles and Trust 30 with the Broker, one at a time. The crew they need join when you accept and stay until the job ends.
Careers
- A Career is a long path with its own goal. You can start your first one when you're ready: 80% readiness, every area started and every foundation completed. The Career page shows where you stand.
- Later Careers ask for less. After a Career ends — completed or abandoned — you need two things before the next: try something new (a job, a contact, a preparation group or a higher approach than last time), and complete 6 jobs.
- Starting one resets your run. Money becomes a $1,000 advance, and Heat and your job streak start over. Your first 2 batches of offers are Easy and Medium only.
- A Career ends with its finale. The Broker offers it once every other requirement is met. After a bust it comes back in 3 batches of offers.
- Rank records how well you played. Feats raise it, it's locked in when you complete the finale, and it changes nothing you can do.
- A Career can't be switched. It can be abandoned, which is recorded with no rank.
- Mastery wants clean form. A bust on a Hard or Extreme job blocks completion until you complete another one. Abandoning a job isn't a bust.