Crate-jacking
Everyone looks at the crane. Nobody looks at the crates.
| District | Dockside |
|---|---|
| Level required | Level 9 |
| Nerve | 10 (50 minutes of regeneration) |
| Base success chance | 64% |
| Payout | $1,100 – $1,800 |
| XP | 26 |
| Jail if caught | 25 minutes |
| Injury on arrest | 10 health |
| Tools consumed | Crowbar |
| Common find | Dockside pearl |
| District rare | Black tide pearl |
What a run is worth
Crate-jacking costs 10 nerve, which the city gives back in 50 minutes. At its base 64% success chance an attempt returns about $928 on average, and $400 of that is spent on the tools it burns whether it lands or not — about $528 net — roughly $53 per point of nerve, before the chain multiplier, crew perks, courses and equipment move it.
It cannot be attempted without Crowbar, 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 25 minutes in the cells, multiplied by your heat — a cat at 80 heat serves nearly twice as long, and the arrest costs 10 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 Dockside pearl. About one clean job in a hundred also turns up Black tide pearl, which is the only way that piece ever enters the city.