Tier 1 heists: $100 in, $150 out
A tier 1 job is what a leader at level 1 opens. A leader always gets the highest band their level meets, so this is the deal from level 1 until level 5. Each cat in the clowder stakes $100 and comes home with that back plus about $150 if the job lands, or $50 if it does not.
| Leader level | Any level |
|---|---|
| Clowder | 2–3 cats, one role each |
| Stake a cat | $100 |
| Profit a cat on success | $150 |
| Returned on a bust | $50 |
| At risk a cat | $50 |
| Base success chance | 50% |
| Best odds reachable | 85% |
| Run time | 15 minutes |
| Kit | $10 for +8% odds |
| Launch cost a cat | 20 energy and 10 nerve |
| XP | 20 on success, 5 on a bust |
What the job is worth
A cat risks $50 — the stake less the $50 a bust hands back — against $150. At the band's base 50% that is about $50 an attempt, and it breaks even at 25%, under the base chance itself — so a clowder that has trained nothing is already on the right side of it. A full clowder of 3 shares a pool of $450 on a success: half of it evenly, half by role skill.
Reaching the ceiling
Odds start at 50% and the clowder raises them: up to 10 points from each cat's role stat, 10 for filling all 3 seats, and 8 for a $10 kit. 3 cats at the role cap with a kit reach 85% — the 85% ceiling exactly, and no pair can get there. A pair, however well trained, tops out at 78%.
Who can join one
Only the leader's level is read, and only when the lobby opens. A cat of any level can take a seat in a tier 1 job and is paid out of the same pool as everyone else, which is why the fastest way onto a richer band is to be invited onto one rather than to level into it. A leader who reaches level 5 opens tier 2 jobs instead — the ladder moves on, so the lower band stops being offered to them rather than staying as a cheaper option.