Run a catnip stall
Sell a little joy. Keep the change.
| District | The Alleys |
|---|---|
| Level required | Level 10 |
| Nerve | 8 (40 minutes of regeneration) |
| Base success chance | 66% |
| Payout | $860 – $1,420 |
| XP | 20 |
| Jail if caught | 20 minutes |
| Injury on arrest | None |
| Tools consumed | Catnip crate |
| Common find | Lucky fish bone |
| District rare | The Alleys glass eye |
What a run is worth
Run a catnip stall costs 8 nerve, which the city gives back in 40 minutes. At its base 66% success chance an attempt returns about $752 on average, and $300 of that is spent on the tools it burns whether it lands or not — about $452 net — roughly $57 per point of nerve, before the chain multiplier, crew perks, courses and equipment move it.
It cannot be attempted without Catnip crate, 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 20 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 Lucky fish bone. About one clean job in a hundred also turns up The Alleys glass eye, which is the only way that piece ever enters the city.