# Crimes & jobs

![Robbery module art](/files/1eCf93s5KylyNQSbYfyp)

CrimeOnChain isn’t only spreadsheets and shops—you take **scores** and **jobs** as modules unlock.

## What kind of work you’ll see

Over time you’ll see more flavours of criminal work, for example:

* street theft and **stick-ups**
* **car theft**
* **bank** and high-stakes **robberies**
* **hacking**, **blackmail**, and **hits** (assassinations)

Each activity will have its own **risk**, **cost**, and **payout** so you can choose how loud you want to be.

## Robberies

Early on you might start with something like **robbing a store**, then graduate to **banks** and **tougher locations** as you unlock them. Higher risk usually means **better rewards**—and **harder failures**.

## How job screens feel

Most **job** or **crime** screens use a **list on one side** and **details on the other**. You’ll see what you need to **unlock** the job, what it **costs** (including stamina), the **reward band**, and your **odds** before you commit. Read the **right-hand panel** before you hit go.

More systems and **live events** will layer on as the game grows. For the **starter business loop**, use [**Find your way around**](/help/start-here/web-application.md) and **Getting started** in-game.


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