Harbourmaster’s safe
The keys to the whole harbour, in one very heavy box.
| District | Dockside |
|---|---|
| Level required | Level 14 |
| Nerve | 12 (1 hour of regeneration) |
| Base success chance | 58% |
| Payout | $2,400 – $3,900 |
| XP | 36 |
| Jail if caught | 40 minutes |
| Injury on arrest | None |
| Tools consumed | Lockpick set |
| Common find | Dockside pearl |
| District rare | Black tide pearl |
What a run is worth
Harbourmaster’s safe costs 12 nerve, which the city gives back in 1 hour. At its base 58% success chance an attempt returns about $1,827 on average, and $900 of that is spent on the tools it burns whether it lands or not — about $927 net — roughly $77 per point of nerve, before the chain multiplier, crew perks, courses and equipment move it.
It cannot be attempted without Lockpick set, 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 40 minutes in the cells, multiplied by your heat — a cat at 80 heat serves nearly twice as long. 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.