🏦 PAT Heists

Round up a crew and pull a job β€” from a corner-store stick-up to the Federal Reserve β€” in a D&D-style survival gauntlet. Press your luck: the deeper you go, the bigger the loot, but one bad roll and the crew splits your cut.

πŸ’Ό The jobs

JobBuy-inRoundsDifficulty RequiresPrereqTake
πŸͺ the Corner Store
small-time stick-up β€” quick, low stakes, always open
2505DC 5–11always openβ€”register
🎰 the PAT Casino
the casino floor β€” the classic vault job
1,00010DC 6–20vault β‰₯ 100,000β€”vault, up to 40%
🚚 the Armored Convoy
hijack a cash-transport convoy β€” needs a casino job under your belt first
5,00010DC 8–20vault β‰₯ 250,000a casino jobvault, up to 70%
πŸ›οΈ the PAT Federal Reserve
the big one β€” needs Blueprints (found on casino/convoy jobs)
10,00012DC 10–20vault β‰₯ 500,000πŸ“ Blueprintsvault, up to 100%

Pick with !heist <job> (or !heist list). Money jobs are paced by two gates: your own personal heat meter β€” each job you start heats you up and cools over time, and it's yours alone, so other people's heists never block you β€” plus a global cooldown per job type (store 30m, casino 1h, convoy 2h, bank 3h). Each job caps how much of the vault it can crack: the casino skims at most 40%, the convoy 70%, and only the bank can clean it out (100%) β€” so a fat vault is worth far more to a bank crew than to casino grinders. The bank needs πŸ“ Blueprints, rarely found on casino/convoy jobs.

How to play

  1. Type !heist <job> to start one (or !join when one is forming).
  2. Each round, everyone rolls 1d20 + a random stat modifier (from your !sheet) vs a rising DC.
  3. Survive β†’ you accrue that round's loot. Get pinched β†’ you're out and your accrued loot is split among the survivors.
  4. Between rounds, type !bail to cash out your loot and quit while you're ahead.
  5. Survive to the end to crack the target: every survivor rolls a d20 and the top 5 rolls sum to the % of the pot you blow open (max 100%) β€” then split it. Solo? You take at most 20%. A big surviving crew can clean it out.

Edges

πŸ›’ Gear & abilities

Buy with PAT out of a heist (!shop Β· !buy <item> [qty] Β· !gear). Half of every purchase feeds the jackpot vault. It all auto-triggers during a heist β€” the strategy is in what you bring.

ItemPATTypeEffect
🦺 Body Armor15,000Permanent+2 CON, βˆ’1 DEX on every heist check AND arena clash. Permanent.
πŸ”« Sidearm15,000PermanentA concealed pistol: +2 STR, βˆ’1 CHA on every check/clash. Permanent.
🧀 Grip Gloves15,000PermanentClimbing gloves & soft soles: +2 DEX, βˆ’1 STR on every check/clash. Permanent.
πŸ₯Š Brass Knuckles15,000Permanent+1 on physical (STR/DEX/CON) clashes, βˆ’1 on mental (INT/WIS/CHA) clashes. Permanent, arena only.
🩸 Adrenaline Shot2,000ConsumableArena/Brawl: auto re-roll a losing clash once (keep the better roll).
🌬️ Second Wind8,000ConsumableArena: on an elimination, ~50% to survive and fight on. One-shot (used win or lose).
πŸ”“ Lockpick2,000ConsumableAuto re-roll one failed check (keep the better roll).
πŸ”‘ Handcuff Keys3,000ConsumableOn a pinch, ~50% to slip the cuffs and survive the round (keep held loot, no loot that round).
βš–οΈ A Good Lawyer4,000ConsumableOn a pinch, 49% to keep your held loot instead of losing it to the crew.
πŸš— Getaway Driver12,000Crew perkCrew perk: the first robber about to be pinched gets pulled out and survives (keeps held loot, no loot that round). One save per driver β€” but max 1 per round and 3 per heist. A save on the final round cashes you out without cracking the vault.
πŸ“‘ Police Scanner5,000Crew perkCrew perk: +2 to the whole crew's rolls on the first tense round (DC 14+). One is enough.
πŸ—ΊοΈ Schematics25,000Crew perkCrew perk: βˆ’1 to every round's DC, all heist β€” swings the odds hard. One is enough.
πŸ’¨ Smoke Bomb8,000Crew perkCrew perk: the whole crew rolls advantage on the first brutal round (DC 16+). One is enough.
🎭 Body Double20,000ConsumableOn a pinch a decoy takes the fall β€” you're GUARANTEED to survive the round (keep your held loot, no loot that round). One-shot, auto-fires.
πŸ“œ Presidential Pardon100,000One-shotWipes YOUR heat meter straight to 0 the moment you buy it β€” line up another big job right now. One-shot.
🧳 Burner Identity40,000One-shotDitch a hot identity β€” knocks 40 off YOUR heat meter the moment you buy it. One-shot.
🎩 Alibi50,000ConsumableAuto-fires on your next casino/convoy/bank job β€” it's off the books, you gain NO heat from it. Stay ice-cold after a big score. One-shot.
πŸ“„ Forged Papers3,000One-shotA fresh identity from the counterfeiters β€” knocks 20 off YOUR heat the moment you buy it. One-shot.
🍾 Bottle Service100,000One-shotBall out at the club β€” Pepe drops the anthem, throws you a shout-out and 10K XP. Pure flex.
πŸ“¦ Black-Market Crate5,000One-shotPay the fence and crack the crate β€” you get one random heist consumable. A gamble.
πŸ”« Extra Clip2,500ConsumableAuto re-roll one more failed check (stacks with your Lockpick). One charge.
🩸 Hollow Points3,000ConsumableArena/Brawl: roll ADVANTAGE on one clash. One charge.
🧨 Breaching Charge4,000ConsumableBlow the door β€” auto-fires on a failed check for a flat +4 to your roll. One charge.
πŸ”₯ Thermite6,000ConsumableMelt any obstacle β€” GUARANTEES you pass a round you'd have failed. Auto-fires. One charge.
πŸ’Š Uppers2,000ConsumablePop one for an edge β€” roll ADVANTAGE on a round you're not already sharp for. One charge.
πŸ’‰ Painkillers3,500ConsumableOn a pinch, ~50% to shrug it off and stay in (keep held loot, no loot that round). One charge.
🏁 Ghost Plates5,000ConsumableCloned plates from the chop shop β€” when you BAIL you vanish clean with +20% on your payout. One charge.
πŸ’¨ Nitrous2,500ConsumableArena/Brawl: +2 on one clash. One charge.

πŸ’Ž Rare scores (drops)

Can't be bought β€” these only turn up when you get deep into a casino, convoy or bank job. Use 🎲 Loaded Dice with !reroll <stat> and πŸ’ Kingpin's Ring with !ring <stat>; The Fence and Mastermind are permanent the moment you find them.

DropWhat it does
πŸ“ Vault BlueprintsRequired to plan the Bank job. Rarely found on casino/convoy heists β€” not for sale.
🎲 Loaded DiceRare heist score. Reroll one of your six stats β€” a gamble, it can go UP or DOWN: !reroll <stat>. Not for sale.
πŸ’ Kingpin's RingRare heist relic. Permanently raise one stat by +1 (up to 20): !ring <stat>. Not for sale.
🧠 MastermindRare permanent relic: you roll ADVANTAGE whenever a round tests either of your two best stats. Not for sale.
πŸ“ˆ The FenceRare permanent connection: +10% on ALL your heist payouts. Not for sale.

🎰 Casino round ladder

RoundDifficultyBase loot
1DC 6500 Γ—
2DC 71,000 Γ—
3DC 91,500 Γ—
4DC 112,000 Γ—
5DC 132,500 Γ—
6DC 153,000 Γ—
7DC 173,500 Γ—
8DC 184,000 Γ—
9DC 194,500 Γ—
10DC 205,000 Γ—

Other jobs shift this curve up or down β€” see the difficulty column above.

πŸ† Top hauls

#RobberTotal looted
1tricon8,823,093
2moxier8,602,493
3plantbaked4,241,450
4i_alex3,960,631
5jordanjroc3,621,595
6~NeenerNeenerNeener~3,380,351
7-Wattz-3,267,875
8trulyscrumptious2,507,514
9tatybish2,024,281
10antiantiantifa1,796,288

πŸ₯‡ Deepest runs

#RobberDeepest
1triconR12/10
2trulyscrumptiousR12/10
3DoGR12/10
4~NeenerNeenerNeener~R12/10
5moxierR12/10
6-Wattz-R12/10
7pabloescobramR12/10
8slacker_R12/10
9b3_d33R12/10
10karluhR11/10

πŸ’₯ Vault cracked by…

PepeFrog BotPublicAccess.TV