Crimes are the main source of cash, XP and loot. There are 13 crimes in 5 tiers, unlocked by level. Each attempt costs energy and rolls once for success; a failure can land you in jail.
- Success chance = (base % + Σ stat × weight − tier difficulty + gear crime bonus) ÷ 100, clamped between 5% and 95%. Stats include gear and active drug effects, and the Σ stat × weight sum gets the residence bonus (+5% in a tier 2 district, +10% in tier 3). The Crimes page shows your live chance for every crime.
- Reward. A success pays a random amount between the crime's min and max, boosted by any "Crime Reward" gear bonus, and grants its fixed XP. Failures pay nothing.
- Jail. After a failure a second roll checks the crime's jail risk (plus "Jail Risk" modifiers from gear and drugs). A bust locks you up for tier × 5 min, so tier 1 = 5 min and tier 5 = 25 min. Penthouse and Mansion shorten sentences by 10% / 20% (never below 30 seconds).
- Loot. Each success rolls at most one item drop. Rarities are checked rarest first with the chances in the table below; the item is then picked from the pieces that drop on that tier. Consumables can drop on the same roll (Soda: 10% on any tier).
- No client dice. The roll is seeded from your id, the crime and the server time — replaying the request cannot change the outcome.
| Tier | Crime | Min level | Energy | Base % | Jail risk | Reward | XP | Stat weights |
|---|---|---|---|---|---|---|---|---|
| T1 · Pickpocket | Swipe a Phone | 1 | 5 | 62% | 3% | $60–$140 | 6 | SPD 0.35, CUN 0.15 |
| T1 · Pickpocket | Lift a Wallet | 1 | 5 | 65% | 2% | $50–$150 | 5 | SPD 0.3, CUN 0.2 |
| T2 · Shoplifting | Shoplift Jewelry | 3 | 8 | 45% | 5% | $180–$380 | 14 | SPD 0.2, CUN 0.35 |
| T2 · Shoplifting | Shoplift Electronics | 3 | 8 | 50% | 4% | $150–$400 | 12 | SPD 0.25, CUN 0.3 |
| T2 · Shoplifting | Raid Warehouse | 4 | 10 | 42% | 5% | $200–$420 | 15 | SPD 0.2, CUN 0.2, STR 0.2 |
| T3 · Grand Theft | Steal a Sedan | 6 | 12 | 48% | 7% | $400–$900 | 25 | SPD 0.3, CUN 0.25, STR 0.1 |
| T3 · Grand Theft | Jack a Sports Car | 7 | 14 | 40% | 8% | $500–$950 | 30 | SPD 0.35, CUN 0.2, STR 0.1 |
| T3 · Grand Theft | Hijack a Cargo Truck | 8 | 15 | 32% | 8% | $700–$1,200 | 35 | SPD 0.15, CUN 0.2, STR 0.3 |
| T4 · Heist | Rob a Credit Union | 12 | 20 | 25% | 11% | $1,500–$4,000 | 60 | SPD 0.15, CUN 0.3, DEF 0.1, STR 0.2 |
| T4 · Heist | Crack the City Vault | 15 | 25 | 20% | 13% | $2,000–$5,000 | 80 | SPD 0.1, CUN 0.35, DEF 0.1, STR 0.2 |
| T5 · Grand Heist | Rob the Museum | 18 | 28 | 18% | 14% | $6,000–$14,000 | 130 | SPD 0.2, CUN 0.35, DEF 0.15, STR 0.1 |
| T5 · Grand Heist | Crack the Casino Vault | 24 | 32 | 14% | 17% | $10,000–$24,000 | 200 | SPD 0.15, CUN 0.4, DEF 0.15, STR 0.2 |
| T5 · Grand Heist | Raid the Federal Reserve | 30 | 38 | 10% | 21% | $20,000–$50,000 | 320 | SPD 0.15, CUN 0.4, DEF 0.2, STR 0.25 |
| Tier | Sentence |
|---|---|
| T1 · Pickpocket | 5 min |
| T2 · Shoplifting | 10 min |
| T3 · Grand Theft | 15 min |
| T4 · Heist | 20 min |
| T5 · Grand Heist | 25 min |
| Rarity | T1 · Pickpocket | T2 · Shoplifting | T3 · Grand Theft | T4 · Heist | T5 · Grand Heist |
|---|---|---|---|---|---|
| Street | 12% | 10% | 6% | 4% | 3% |
| Hustler | 2% | 4% | 6% | 6% | 5% |
| Syndicate | — | — | 2% | 3% | 5% |
| Kingpin | — | — | — | 0.8% | 1.5% |
| Godfather | — | — | — | 0.02% | 0.05% |
The Big Score
- Who and when. Unlocks at level 40. Daily limit: 1. The target is the same for the whole city and turns at 20:00 São Paulo time, along with the day's attempt; each target favours different stats.
- The odds. Your gear counts at 20% and the drugs you took count in full, over the stats the day's target favours. Never above 60%. Costs 75 energy.
- If it fails. 60% chance of jail (jail gear helps), for 30 minutes.
- If it works. $600,000–$1,400,000, raised by your reward bonus, plus 10,000 XP, and a 10% chance of a Godfather piece. The money goes into a Bag, not your pocket, and the whole city is told.
- The Bag. It can't be spent, deposited, mailed or given to your gang. Every fight you lose, the winner takes 10% of what's left in it, and not your pocket; an account that ever shared your device takes nothing. After 4h on the street it cools off and goes to your bank; in jail, in hospital or shielded by an active war, the clock stops. With a Bag in hand, or enlisted in a war, you can't pull another score. In the PvP hunt, the carrying filter also shows who holds a Bag, the fattest first.
- Special Order. On the score's card, name one of the 12 Godfather pieces the score can drop. When a Godfather drops, it is the piece on order 50% of the time; otherwise one of the others. Free, and you can change it whenever you like: it counts from the next score and clears itself when the piece arrives. No guarantee.
