Organised crimes
Your gang's Jobs board: plan a job, take a seat, split the haul and earn the gang Respect toward its next level.
A gang grows by working together. The Jobs board in your gang's menu (and the planning table in the gang HQ) lists the jobs your family can pull, from a one-person shakedown to a vault the whole city dreams about.
The ladder
Jobs come in tiers. A small gang starts with Lone Hand work (one person does everything), then Two-Man Work, Three of a Kind, The Small Crew, The Outfit Job and The Big Score. Bigger tiers open at higher gang levels and need a bigger crew. Each job also has a minimum player level for everyone on it.
Moving up the ladder
A bigger tier opens when three things are true: the gang's level, enough members for the crew, and a track record: clean jobs (jobs that came off) at the tier directly below. Two-Man Work needs no record. Three of a Kind needs 2 clean jobs at Two-Man Work, The Small Crew 3 at Three of a Kind, The Outfit Job 4 at The Small Crew, The Big Score 5 at The Outfit Job and Syndicate Business 6 at The Big Score. Every crew of the gang counts. Failures never count and never take anything away, and a tier that has opened stays open. The record belongs to the gang: if the gang breaks up, it is gone. The Jobs board shows what a locked tier still needs, for example "3 of 5 clean jobs at Three of a Kind to open The Small Crew".
Crew experience
Every clean job you pull counts toward your own experience at that tier, for good, and it follows you if you change gang. With 3 clean jobs at a tier you've Been around (+1% to the crew's odds on that tier's jobs), with 10 you're an Old hand (+2%) and with 25 you're Trusted (+3%). The crew adds up everyone's bonus, at most +5% in all. It only helps the one roll that decides the job: never the pay, the heat, Respect, experience points or the chance of being caught, and it can't be bought. Your record is at the top of the Jobs board, and your rank shows by your name on a job's seat.
Planning a job
A rank allowed to plan jobs (the Don and Underbosses to start with; the Don can change that on the Ranks page) picks a job and sets the treasury's cut: 50% to start, between 10% and 90%. Everyone sees the cut before joining, and it is fixed once the first member takes a seat. The planner can let the job go when every seat is taken, or pick a time within the next 12 hours. A plan that isn't ready in time simply lapses: nobody loses anything.
Seats and roles
Each seat has a role: Driver (Speed), Muscle (Strength), Safecracker (Dexterity) and Lookout (Street Smarts). Anyone can take any seat. A strong stat in the right seat helps the crew's odds a little; it never locks anyone out. You'll see the odds in words, never as a number.
To take a seat you need to have been in the gang 3 days, be free (not in jail, hospital or travelling) and active, and not be linked to anyone else on the crew. You can be on 3 jobs a day, and the gang can run the same job again after 4 hours. The board tells you before you press why a seat is closed to you. A gang's founder, while still its Don, does not wait those days for a Lone Hand job.
When the job goes
Each tier asks a fixed amount of nerve from everyone on the crew; the board shows how much. You can put up extra nerve too, up to 2 times the stake in all: it raises the take and adds a little to the odds (at most +3%), and it is spent win or lose. Then one roll decides it for the whole crew. The result is shown on the board straight away.
- It comes off: the haul grows with the nerve the crew put in, a little more for a bigger crew. 10% goes on expenses and the treasury takes its cut. The rest is the crew's, shared by rank: each rank has a share weight, and the higher the rank, the bigger the share. The Don sets the weights (Set the shares), and they are fixed on a plan once its first seat is taken. How much of your share you get depends on turning up (below). You also get experience, and the gang earns Respect toward its next level.
- It goes wrong: the heat doubles and each of you may be caught on your own (jail or hospital, like a crime of the same size). Those who slip away still learn something.
Gang jobs never count toward your own crime record, crime mastery or medals, and they give no personal Respect or items.
Turning up: "I'll be there" and the ready check
- "I'll be there": once you have a seat, press it to say you will show up. You can take it back until the job goes. Whoever fills the last seat is counted as there at once.
- Pay by turning up: confirmed and online when the job goes (seen in the last 10 minutes) means your full share; confirmed but away, 50% of it; never confirmed, 0%. Whatever isn't paid goes to the treasury. A member who never confirmed still spends nerve, counts for the crew and can be caught.
- Can't take part at all (in jail or hospital, on the road, laying low, or short of nerve for your stake when the job goes): you are left out, spend nothing and get nothing, and the job goes on without you.
- The ready check: 10 minutes before a planned start, a pop-up on any page shows seated members who are online anything that would keep them out, with a way to fix it. Each member who presses I'm ready adds 2% to the crew's odds, up to +6%.
- Being in the job's district when it starts adds 2% for each member there, up to +6%.
- A reminder email goes out 60 minutes before a planned start, only if you switched on reminder emails (see Notifications and emails).
Gang Respect
A gang earns at most 25% of its next level's Respect a day from jobs and from members giving their own Respect. Members who have been in the gang 7 days can give their personal Respect on the Treasury page, at 2 of theirs for 1 of the gang's. It never comes back and it never earns anyone a rank.
Tips
- A one-member gang can still work: Lone Hand jobs need nobody else.
- Put the strongest Driver behind the wheel and the sharpest eyes on lookout.
- Lay low before a big job: your heat lowers the crew's odds.