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 job scales with the leader's level: 4 bands, from a $100 smash to a $1,500 vault. The band is frozen onto the job when the lobby opens, so every cat who joins sees the stake and the return before accepting — and the leader's level is the only one that decides which band it is.
| Band | Leader level | Stake a cat | Profit a cat | Back on a bust | Base odds | Run |
|---|---|---|---|---|---|---|
| Tier 1 heist | Any level | $100 | $150 | $50 | 50% | 15 minutes |
| Tier 2 heist | Level 5 | $250 | $400 | $100 | 45% | 15 minutes |
| Tier 3 heist | Level 12 | $600 | $1,000 | $200 | 40% | 20 minutes |
| Tier 4 heist | Level 20 | $1,500 | $2,600 | $500 | 35% | 30 minutes |
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, and a kit the leader buys for 10% of the stake adds 8. Nothing under 20% or over 85% is ever rolled, which is what stops one very strong cat carrying a lobby and what a trio of trained specialists is for.
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 launch costs
20 energy and 10 nerve from every cat — 40 minutes and 50 minutes of regeneration — checked for all of them together, so a clowder with one flat cat does not launch at all. A success pays 20 XP and a bust 5. A lobby recruits for 30 minutes and is cancelled with every stake returned if it never launches; leaving before the launch returns a stake 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.