Shop counter
Stolen goods and heat
A stolen item carries heat: the chance in % that a check finds it. Heat drops every night until the item is clean.
- 18
- Heat lost per night
- 17 Credits
- Or less: never marked stolen
- Seized
- Found in an inspection
A stolen item starts with heat by its base value. Security reputation lost when one is found depends on the same value bands.
| Base value | Starting heat | Clean after | Security reputation lost |
|---|---|---|---|
| 18 to 49 Credits | 25 | 2 nights | 2 |
| 50 to 84 Credits | 50 | 3 nights | 3 |
| 85 to 139 Credits | 75 | 5 nights | 4 |
| 140 Credits or more | 100 | 6 nights | 5 |
A Security customer checks every item you put on the counter. Contraband always starts an inspection. A stolen item is spotted with a chance equal to its heat; its heat then goes to 100 and the shop is inspected.
A stolen item spotted in the display case, or any contraband there, brings a Security Inspector that day.
Selling a stolen item adds Possession (Stolen Goods) crime: the sale value times its heat %. It is half for Black Market buyers, a third for the Revolution and none for the Cartel.
Routine inspections start once your Trafficking and Possession (Stolen Goods) crime reaches 50 Credits on your case file. Never with the VIP perk.
Days between routine inspections, by that crime
- 50 to 149 Credits
- 3 to 5 days
- 150 to 299 Credits
- 3 to 4 days
- 300 to 449 Credits
- 3 days
- 450 to 599 Credits
- 2 to 3 days
- 600 to 749 Credits
- 2 days
- 750 or more Credits
- 1 to 2 days
Trusted: 2 to 4 days longer. No Stone Unturned: 1 day sooner, and only the standard inspector.
Inspectors, one of three at equal odds
Searches the whole shop.
Offers to take a bribe.
Skips the trash bin.
Only the standard inspector comes once your Bribery crime reaches 500 Credits.
They search the main inventory, the back storage, the counter, the display case and the trash bin; the hidden compartment only when the poster is pulled aside. Items behind a lock or in a locked container are not found.
Contraband is always found, each stolen item with a chance equal to its heat. With a chance equal to your Luck in %, everything found is overlooked.
If something is found
+3 Security reputation, unless something was hidden, Luck cleared the find, or it began at the display case.
A warning. You keep the items.
The items are seized and destroyed.
Seized, plus a fine of the items' value. Unpaid: arrest, unless you hold Clemency.
Arrest, unless you hold Clemency.
Security reputation lost per item found
- Low-Level contraband
- 2
- Mid-Level contraband
- 3
- High-Level contraband
- 4
- Critical-Level contraband
- 5
A stolen contraband item costs both: a stolen Mid-Level item worth 60 Credits costs 5. One inspection costs at most 25.
Only the Shady Security Inspector offers one, and only when you can pay. On day 20 it costs 140 Credits at 0 Security reputation and 100 at +20; never below 40 or above 400. Bribes paid are tallied; the tally drops 5 Credits each day, and every time it reaches 250, 250 of Bribery crime is added.
A network upgrade from Wild: 250 Credits on Normal Mode, 100 more each time. Once, an arrest from a Critical find or an unpaid fine becomes a warning.
A stolen item you buy gets the Five Finger Discount by its heat, and the faction reputation the trade earns is multiplied.
Heat up to 25. Price -10%. 1.5 times the reputation.
Heat 26 to 50. Price -15%. Twice the reputation.
Heat 51 to 75. Price -20%. 2.5 times the reputation.
Heat over 75. Price -25%. Three times the reputation.
