Crime Career

From TS3wiki

The local crime syndicate is looking for Sims to join their nefarious ranks. Sims who are in good physical condition, will get along with the rest of the gang, and has no problem doing things that some might label as "criminal," are encouraged to apply.

Contents

Place of Employment

Abandoned Warehouse

Apply directly at work place, Newspaper or Computer.

Benefits and Rewards

  • The Crime Career offers two options in the upper levels.
  • No one will rob your house while at least one Sim is in the Criminal career.
  • Your Sim will sometimes bring back an object that they 'borrowed' during work.
  • When you choose the Thief Branch your Sim can sneak onto a lot and not wake up the inhabitants, allowing you to rob the house during the night.
  • You get a piece of art at the Bank Robber level.
  • As Master Thief you get a statue called The Fox. Every time your Sim views it they get a 'I am the best' moodlet.
  • At the top level of the Evil Branch, your Sim gets the Aura of Evil. This has different effects on other Sims. Good Sims will boo at your Sim. Cowardly Sims will run away and evil or criminal Sims will get a boost in relationship with your Sim.

Levels

LevelTitleSalariesDaysTimeRequirementsDescription
1 Decoy

§17 / hour base

§30 / hour pension
Mon
Tue
Fri
Sat
Sun
10am-4pm
  • Mood
  • Athletic (1-3)
Can you keep a secret? The local crime syndicate is looking for a few good people to join the ranks. Specifically, somebody is needed who is in good physical condition, can get along with the rest of the gang, and has no problem doing things that some might label as “criminal.” There’s room at the top for world class thieves and the truly diabolical.
2 Cutpurse

§24 / hour base

§40 / hour pension
Mon
Tue
Fri
Sat
Sun
10am-4pm
  • Mood
  • Athletic (1-4)
The score gets a little bigger for the Cutpurse, but so do the risks. You’ll need to start working out to improve your chances of getting away if seen at the scene. After all, it’s never quite as easy as taking candy from a baby.
3 Thug

§31 / hour base

§50 / hour pension
Mon
Tue
Fri
Sat
Sun
9pm-3am
  • Mood
  • Athletic (2-6)
Every crime organization needs some muscle to lay down the rules and protect The Organization’s investments. The best Thugs are intimidating and muscular - the strong arm of The Organization. Don’t let nobody stand in your way.
4 Getaway driver

§40 / hour base

§60 / hour pension
Mon
Tue
Fri
Sat
Sun
9pm-3am
  • Mood
  • Athletic (3-7)
  • Accomplices
Innocent bystanders, spike strips, and rush-hour traffic are no trouble for you as a professional Getaway Driver. Keep your speeds high and your turns tight to keep the heat off your tail, and ensure members of The Organization get in, and get out, quick!
5 Bagman

§52 / hour base

§80 / hour pension
Mon
Tue
Fri
Sat
Sun
9pm-3am
  • Mood
  • Athletic (5-8)
  • Accomplices
The Bagman (or Bagwoman) is an integral part of the heist, which means bigger payout and more risk. Your accomplices need to be able to trust you now that you’re on the ground floor. Hold the bag tightly - never, ever, let go!
6 Con Artist

§63 / hour base

§90 / hour pension
Mon
Tue
Fri
Sat
Sun
9pm-3am
  • Mood
  • Athletic (5-9)
  • Accomplices
Whether it’s a sleight of hand, a “great investment opportunity”, or falsified papers, the Con Artist has everything the customers need … or think they need. Few can truly turn crime into an artistic expression. You either got it, or you don’t.

Criminal - Evil

LevelTitleSalariesDaysTimeRequirementsDescription
7 Henchman §109/hour base
§160/hour pension
Mon
Tue
Wed
Thurs
Fri
9pm-3am
  • Mood
  • Athletic (5-9)
  • Boss
Don’t let the uniform fool you - being a Henchman is serious business. Get close to The Leader and learn all that he has to offer. Carry out the evil machinations of those above you, and never question anything.
8 Evil Sidekick §142/hour base
§170/hour pension
§3,000 bonus
Mon
Tue
Thurs
Fri
9pm-3am
  • Mood
  • Athletic (6-10)
  • Logic (1-4)
  • Boss
Sidekickhood comes with many perks, most notably being one step closer to The Leader and working under a true mastermind - the Super Villain. Take note, wreak havoc as you see fit, and serve The Organization as best as you can.
9 Super Villain §240/hour base
§230/hour pension
§3,792 bonus
Mon
Tue
Thurs
Fri
9am-1pm
  • Mood
  • Athletic (7-10)
  • Logic (3-6)
  • Boss
Pure evil flows through your Super Villainous dark veins! Innocents fear the very mention of your name, be it in made-for-TV horror movies, or on the evening news. Nobody is closer to The Leader than you, nor is anybody as powerful…
10 Emperor of Evil §420/hour base
§300/hour pension
§6,144 bonus
Mon
Tue
Fri
9pm-2am
  • Mood
  • Athletic (8-10)
  • Logic (5-10)
  • Boss

Without peer, your Sim is in charge!

What needed to be done was done. Leaders fall and others step into take their place, as is inevitable. Within The Organization you are known only as The Leader. Outside these walls… The Emperor of Evil. The Leader of the Free World may think justice will prevail, but that time has passed! A new age has dawned!

Criminal - Thief

LevelTitleSalariesDaysTimeRequirementsDescription
7 Safecracker §96/hour base
§120/hour pension
§1,560 bonus
Mon
Tue
Fri
Sat
Sun
9pm-2am
  • Mood
  • Athletic (6-9)
  • Accomplices
Tick. Tock. Click! You must have the hands of a surgeon and the ears of a jackal to successfully manipulate the intricate mechanisms of a safe. And when all else fails, load it up with dynamite! Tick. Tock. Tick…. Boom! You now also have access to the Sneak interaction.
8 Bank Robber §122/hour base
§120/hour pension
§2,448 bonus
Tue
Fri
Sat
Sun
9pm-2am
  • Mood
  • Athletic (7-10)
  • Accomplices
The time for big pay-outs and leading the heist is upon you. Bank Robbers need to pick the bank, scope the joint, plan the timing, then get in and out before the coppers are on to the team.
9 Cat Burglar §225/hour base
§180/hour pension
unknown bonus
Tue
Fri
Sat
Sun
9pm-1am
  • Mood
  • Athletic (8-10)
  • Accomplices
The take from dozens of bank robberies do not compare to a single Cat Burglar operation. You’ll solo the biggest heists from now on. There shouldn’t be a any security system too impenetrable, lasers too numerous, or guard dogs too alert. Get in, get out, get rich.
10 Master Thief §525/hour base
§400/hour pension
unknown bonus
Tue
Fri
Sat
Sun
9pm-1am
  • Mood
  • Athletic (9-10)
  • Accomplices

Without peer, your Sim is in charge!

The Organization has profited greatly from your efforts. Every major crime fighting organization puts you on their most wanted list, but you’ve left no trace behind. There is no job that cannot be done on this planet… or any other. The Master Thief leaves a permanent mark on The Organization that is followed by a long, long line of zeros.

Criminal Career Books

Title # of Pages Career Level Comments
Avoid Bulges and Other Helpful Tips 116 1
Adapting to the Wallet Environment 183 2
From Goon to Guido: Thuggery Evolved 191 3
Make Em' Pay 202 4
Losing the Huckster Label 245 5
Snake Oil and Other Sound Investment Strategies 312 6
Advanced Combinatorials 383 7
Making Yourself Indispensable 403 8
The Mythical Hot Tin Roof 475 9
Hostile Takeover: When to Make the Move 512 10

Criminal Options

Performance Description Up or Downside
Work Hard Increases performance Adds stress
Take It Easy Relaxing at work Increases fun but slower performance
Practice Illicit Activities Practices the athletic skill -
Meet Accomplices Builds relationship with co-workers -
Comspire with Accomplices Builds relationship with co-workers -
Do a Side Job Earns extra cash -
Grovel to Leader Builds relationship with Boss Increases performance but adds stress
Personal tools
TSR Workshop
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