The Cathedral clock job
Stop the clock and the whole quarter looks up. Be gone by then.
| District | Old Quarter |
|---|---|
| Level required | Level 18 |
| Nerve | 16 (1 hour 20 minutes of regeneration) |
| Base success chance | 50% |
| Payout | $4,500 – $7,350 |
| XP | 60 |
| Jail if caught | 1 hour |
| Injury on arrest | 30 health |
| Tools consumed | Lockpick set and Climbing rope |
| Common find | Antique collar |
| District rare | Old Quarter signet |
What a run is worth
The Cathedral clock job costs 16 nerve, which the city gives back in 1 hour 20 minutes. At its base 50% success chance an attempt returns about $2,963 on average, and $1,400 of that is spent on the tools it burns whether it lands or not — about $1,563 net — roughly $98 per point of nerve, before the chain multiplier, crew perks, courses and equipment move it.
It cannot be attempted without Lockpick set and Climbing rope, consumed whether the job lands or not, and a clean job breaks the tool about 5% of the time.
When it goes wrong
A failure means 1 hour in the cells, multiplied by your heat — a cat at 80 heat serves nearly twice as long, and the arrest costs 30 health on the way in. Bail is $25 a minute times your level, and each crime adds 10 heat to its district; heat cools by one point every five minutes and a district above 80 is closed for business entirely.
Clean jobs
A clean job — the critical outcome, whose odds rise as you master the crime — pays one and a half times the cash and the XP and turns up a Antique collar. About one clean job in a hundred also turns up Old Quarter signet, which is the only way that piece ever enters the city.