Crimes & Heat
Pull street crimes for cash and XP. Failures cost you; heat climbs toward arrest.
The Crimes page is repeatable street work - pickpocketing through higher-stakes scams. Cash and XP on success. Heat and cooldowns either way.
How crimes work
- Each crime has difficulty, a payout range, and a shared global cooldown between attempts.
- Success chance improves with experience on that crime (up to a cap). Item and business boosts stack on top for the roll you see, but the final chance still cannot exceed that same cap — crimes never become guaranteed.
- Time away rusts that trained chance back toward its starting rate.
- Rewards: cash, XP, item loot, and sometimes drugs. Extra cash found as loot goes straight to your wallet.
- Higher-severity crimes unlock after enough successes on lower tiers.
- Intermediate / Advanced / Master jobs also need rank milestones (Criminal Overlord, Official BME Legend, Elite Legend V). Practice still unlocks the tier below first.
Start low. Burn energy and heat on jobs you can’t afford to fail, and you get pinched before the bankroll exists. Early path: Getting Started.
Heat
Crimes raise police heat. High heat means higher arrest risk on the next pull.
- Cool heat at the Legal Office (bribes, rate-limited) or by laying low.
- Adrenaline Shots (Credit Shop) can bypass crime cooldowns when you’re willing to spend.
Legal Office bribes are for when you’re free - not from inside a cell. If you’re already locked up, use the jail UI: Legal System & Jail.