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Crimes

How crimes work in Ashport: Nerve, success odds, critical fails, crime skill, streaks and Crime Rank, with a list of all 11 crimes.

Crimes cost Nerve and pay cash, items and experience. Ashport has 11 crimes, each with its own small mechanic, and every one shows its real odds before you commit.

All crimes

CrimeNerveUnlockIn short
Scavenge2Open from the startPick through what the city throws away.
Lift4Open from the startWalk in, walk out, pay for nothing.
Pick & Lift3Open from the startRead the crowd. Pick the mark. Be gone.
Tagging3Open from the startPut your name on the city.
Fence Run5Crime Rank 3 (Hustler)Buy hot goods cheap, move them across town, sell before the heat catches up.
Skim3owning a Card SkimmerFit a skimmer to a terminal, let it collect, and get it back before someone notices.
Break-in6Crime Rank 5 (Grifter)Scout it, case it, then hit it.
Phish4the Social Engineering courseWrite the perfect lure for the right inbox.
Chop Shop6Crime Rank 8 (Wheelman)Steal a car by class and strip it for parts. Sometimes you keep the car.
Crack4the Cryptography course and owning a Cracking RigBrute-force a password with a rig you build up.
Arson for Hire8Crime Rank 12 (Underboss)A client wants something to burn. Pick the accelerant, the ignition and the moment.

Success odds

The odds shown on every target are built like this:

success = base + 0.4% per skill level above the target's requirement + modifiers success is kept between 5% and 95%

Modifiers include the time, tide and weather, the crime's enhancer item, perks from merits, faction perks, jobs and courses, and any drug buff. The odds breakdown lists each one.

Critical fails

A try can succeed, fail, or fail critically. A plain fail costs the Nerve and nothing else. A critical fail sends you to jail or the hospital for the time listed on the target.

critical fail = target's critical base x (1 - success) x 2, at most 50%

So the better your odds, the smaller your chance of a critical fail. At 95% success a 5% critical base becomes 0.5%.

Crime skill

Each crime has its own skill from 1 to 100. Higher skill opens harder targets and adds 0.4% success per level above a target's requirement. Skill XP per try:

success: Nerve x 10 fail: Nerve x 3 x (1 + 2.5% per success in a row, up to 20 in a row) x (1 + Mood / 10,000, Mood counted up to 5,000)

A critical fail resets the streak. The XP for the next skill level is 25 x level1.35: 25 for level 2, 560 at level 10, 4,915 at level 50.

Every crime also gives player XP: Nerve x 4 on a success, Nerve x 1 otherwise.

Crime Rank

Your Crime Rank counts lifetime successful crimes across all crimes. Each rank adds 5 max Nerve (you start at 15) and 3% crime cash, and some crimes unlock at a rank.

RankTitleSuccessesMax Nerve from rank
0Nobody015
1Corner Kid1020
2Street Rat3025
3Hustler7530
4Lookout15035
5Grifter30040
6Operator50045
7Fixer80050
8Wheelman1,20055
9Enforcer1,80060
10Lieutenant2,60065
11Shot Caller3,60070
12Underboss5,00075
13Kingpin7,00080
14Harbor Legend10,00085
15Myth of Ashport14,00090

Unique finds

Some targets hide a one-off find with a tiny chance per success once your skill is high enough. Each unique can only be found once per player, and most of them belong in a museum set.

Where you can commit crimes

Not while you are in the hospital or jail, and not while flying. Abroad, the crime there is smuggling.

Questions

How are crime odds worked out?

Base odds plus 0.4% per skill level above the requirement plus modifiers (time, tide, weather, enhancer, perks), kept between 5% and 95%.

What is a critical fail?

A failure that sends you to jail or hospital. Its chance is the target critical base times (1 - success) times 2, at most 50%.

What does Crime Rank do?

Each rank adds 5 max Nerve and 3% crime cash, and unlocks some crimes.