Cops and prison
Stars, losing the cops, surrendering, breaking out.
Wanted stars
Every crime has a set price in stars. The bigger the score, the harder the cops come at you. And once you're wanted, you stay at that level until you lose them.
Witnesses
For small street jobs, it's not the cops who see you, it's the passers-by. They film, then they run off to call it in. You've got a few seconds to shut them up.
Losing the cops
Stars don't fade on their own. You have to break their line of sight, then get out of the search area without being spotted again. The rest is driving and nerves.
Getting arrested
Cops don't cuff someone who's running: they shoot to kill. If you'd rather end up in a cell than in the morgue, giving yourself up is your call.
Bolingbroke
Orange jumpsuit, a yard full of inmates, guards with tasers. Your sentence only runs while you're online and in your cell, so you'd better know how to cut it short. Or get out early.
Breaking out
Bolingbroke isn't airtight. Force the gate, cut the fence, or wait for your boys to blow the wall. Either way, you come out with every cop in the county on your tail.
Bounties
Every crime puts cash on your head. Whoever drops you collects it. The cops don't care: bounties are strictly between players.
Bounty hunter
Fugitives have skipped bail. You take a file off the board, track them down, cuff them and bring them in. Nothing to do with bounties between players: here the target is an NPC, and whoever delivers first gets paid.
Your record
Mugshot against the height chart, charge, sentence, career numbers. Every arrest and every job leaves a mark. Might as well make it look good.
Earned marks
Some marks can't be bought. A scar, a prison tattoo, a teardrop on the face: the parlor doesn't sell them and doesn't remove them. You have to earn them.
Safe zones
A few spots in town where nobody shoots. Handy to catch your breath or wait for your crew. But the protection has limits, and you hit them fast.