Jeweller’s window
A window display is an invitation with an alarm.
| District | Old Quarter |
|---|---|
| Level required | Level 12 |
| Nerve | 14 (1 hour 10 minutes of regeneration) |
| Base success chance | 54% |
| Payout | $2,150 – $3,550 |
| XP | 44 |
| Jail if caught | 45 minutes |
| Injury on arrest | 25 health |
| Tools consumed | Glass cutter |
| Common find | Antique collar |
| District rare | Old Quarter signet |
What a run is worth
Jeweller’s window costs 14 nerve, which the city gives back in 1 hour 10 minutes. At its base 54% success chance an attempt returns about $1,539 on average, and $600 of that is spent on the tools it burns whether it lands or not — about $939 net — roughly $67 per point of nerve, before the chain multiplier, crew perks, courses and equipment move it.
It cannot be attempted without Glass cutter, 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 45 minutes in the cells, multiplied by your heat — a cat at 80 heat serves nearly twice as long, and the arrest costs 25 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.