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Every heist band in MeowStreets

A heist is a temporary public clowder — 2 or 3 cats, one role each, formed for a single job and gone once it lands. The leader's level picks the band — 4 of them, and only the leader's level decides which — and the band sets the scale of the night. The leader then picks one of 3 jobs, which sets its shape: the cold store (cheap, quick, forgiving), the midnight vault (the middle of the road), the armoured van (heavy, slow, all three roles). Both are frozen onto the job when the lobby opens, so every cat who joins sees the stake, the run and the return before accepting.

BandLeader levelStake a catProfit a catBase oddsRun
Tier 1 heistAny level$50–$200$75–$36040%–58%6 minutes–30 minutes
Tier 2 heistLevel 5$125–$500$200–$96035%–53%6 minutes–30 minutes
Tier 3 heistLevel 12$300–$1,200$500–$2,40030%–48%8 minutes–40 minutes
Tier 4 heistLevel 20$750–$3,000$1,300–$6,24025%–43%12 minutes–1 hour

Who is in a clowder

3 roles, one to a cat: Lookout (dexterity), Lockpicker (strength), Getaway driver (speed). A role is claimed on the way in, so no two cats in a clowder do the same job and a full clowder of 3 holds one of each. The stat behind a role is what it contributes to the odds, and equipment counts by raising that stat rather than being added on top of it.

What decides the odds

A band opens at its own base chance and the clowder raises it from there. Each cat's role stat is worth up to 100 skill — the first 20 points count whole, the next 20 count half and everything after that a quarter — and every 10 skill is one point of chance. Filling all 3 seats adds 10. Nothing under 20% is ever rolled, and each job has a ceiling of its own — the cold store at 85%, the midnight vault at 85%, the armoured van at 75% — which is what stops one very strong cat carrying a lobby, and what stops the biggest job simply being the best one once a clowder has trained every role.

How a success is split

Every cat gets their stake back plus a share of a pool worth one band profit per cat in the clowder. Half of that pool is split evenly and half by role skill, measured at launch rather than at payout, so a trained cat takes more than an even share without freezing a newcomer out. A bust pays the band's fail return instead — part of the stake, never none of it and never all — and the outcome is drawn the moment the job launches and hidden until the clowder comes home.

What a heist costs

10 nerve from every cat whichever job it is — 50 minutes of regeneration — and energy that belongs to the job: 10 on the cold store, 20 on the midnight vault, 30 on the armoured van. Both are paid on forming or joining, with the stake, so a lobby only ever holds cats who can afford the job. A success pays 20 XP and a bust 5. A lobby recruits for 30 minutes and is cancelled with every stake, energy and nerve returned if it never launches; leaving before the launch returns all three too, and once the job is away nothing can be called off. Working a shift does not stop a cat planning or joining one — jail, the vet and a job already underway do. While a heist is running its cats cannot commit a crime or train, which is the real cost of a long job and the reason a short one exists.