The life of crime career track is one of the ten basic career tracks for The Sims. Like "X-treme Career", it is a solid mid-range career track, with average pay at every rank and requiring an average number of friends to reach maximum rank.
This job may be available in computers or the newspapers. In The Sims (console), this career is locked at the start and can be unlocked by apprehending a burglar in Get a Life.
Entry-level two-bit thief--but you are your own boss. Dexterity and physical speed are obviously important. A certain amount of charisma is helpful, too, if you are going to charm those marks before you dip into their coats.
0
0
0
0
0
0
09:00 - 15:00
0
§140/day
2) Bagman
You're a foot soldier for a small-time mobster--making pickups and deliveries of dirty cash and "sensitive merchandise." You'll need to be quick on your feet to avoid the heat and rival punks. Work on your body skill will definitely pay off.
0
0
0
0
0
0
23:00 - 07:00
0
§200/day
3) Bookie
Make book on the dog track, horse races, and stadium games--where, one way or another, "the house" always wins. And this time "the house" is you. You never know when something may go wrong that requires some fast talking so keep those charisma and creativity skills sharp.
0
0
0
2
0
0
12:00 - 19:00
0
§275/day
4) Con Artist
Run schemes, scams, and swindles--anything to separate a naïve Sim from hard-earned cash. Profits increase, but this job needs inspired thinking and the power to persuade others.
0
0
1
2
0
1
09:00 - 15:00
2
§350/day
5) Getaway Driver
From two-bit crook to three-bit crook. To succeed as a driver you'll need some strong physical skills, and a mechanic's knowledge. But you want to get in on the main action, right? Work on your skills to show the boss how indispensable you are.
0
2
2
2
0
1
17:00 - 01:00
3
§425/day
6) Bank Robber
Instead of just driving the money away, now you're inside the Sim City First National Bank when it goes down--which cuts you in for a bigger slice. But you'd like to try your hand at some sneakier, more challenging crimes. Better brains, brawn and buddies will move you up.
0
3
3
3
1
1
15:00 - 23:00
4
§530/day
7) Cat Burglar
Higher scores, but more risk involved. Suddenly you're on the night shift. You cannot afford to let physical energy flag, or you'll botch a job. Mechanical skills are handy to keep your tools in good order and some creative problem solving will help you stay out of the slammer. Your friends are coming in very handy--more can only help.
1
3
3
5
2
2
21:00 - 03:00
6
§640/day
8) Counterfeiter
You're getting more sophisticated. Why steal money when you and your gang can print your own? You're getting quite a reputation and people are seeking your advice. Better practice your charisma and creativity in case you need to go international.
1
5
3
5
3
4
09:00 - 15:00
8
§760/day
9) Smuggler
Your business card says you're in the "Import/Export" business. Let's just say you supply everything people want that the law says they cannot have. You're bringing in and sending out goods by land, sea, and air, and earning the large profits all that implies. Your skills need to be fully honed to reach the apex of this illustrious career.
1
5
6
6
3
5
09:00 - 15:00
10
§900/day
10) Criminal Mastermind
Most men fear you. You run your own mob of thieves and hijackers, and can buy any house on the block. Your front is a respectable Sim City business, and you feel almost above the law.
Nice one, Ace! You smashed your ride into an ice cream truck. Repairs and melted vanilla cost you §2,000.[1]
Negative
-§1,000
6) Bank Robber
No chance cards for this level.
7) Cat Burglar
The fabulous "Jewels of the Czars" are on display at the Sim City Museum--or, were on display. The stones are now en-route to a Cairo gem cutter - with a §6,000 profit for you.
Positive
+§6,000
8) Counterfeiter
No chance cards for this level.
9) Smuggler
No chance cards for this level.
10) Criminal Mastermind
After minutes of serious soul-searching you finally decide to go straight. Your second cousin lands you a legitimate position at a major technology corporation. The previous experience you've had with keeping important items well-hidden from prying eyes could be quite useful here. You are now a Security Consultant.
Why are they paying you to vandalize such a nice neighborhood? Spray paint houses, break street lights, slash car tires and throw trash everywhere. A guy gives you money in a brown bag each day...don't ask questions! Workplace:Mom's house
Bonus: None
0
0
0
0
0
0
10:00 - 14:00
0
§140/day
2) Shoplifter
Your zest for ruining the community caught the bosses eye. Get the old "five fingered discount" as often as possible, and start thinking CREATIVELY about more interesting crimes. Workplace:Dudley's Trailer
Bonus: §400
0
0
0
0
0
0
09:00 - 13:00
0
§200/day
3) Burglar
Now you're "in" - in people's homes that is! Creepy through the dark like a modern day ninja, helping yourself to their hard-earned valuables. Learn to use advanced tools and get some FRIENDS for the really big jobs. Workplace:Dudley's Trailer
Bonus: §550
0
0
0
0
0
2
23:00 - 05:00
0
§275/day
4) Car Thief
Any thief knows the real money is in car theft, but you do it with a CREATIVE twist. By reading obscure manuals and learning from old pros, you can bypass the car alarms as soon as they roll off the assembly line! Workplace:Toane's Gym
Bonus: §700
0
1
0
0
0
4
09:00 - 15:00
2
§350/day
5) Mugger
You accidentally stole your boss's limo, so he gave you a job with less brains, and more MUSCLE. Beating people for money is pretty rewarding...for you at least. Learn some new skills before they start calling you "Muggsy". Workplace:Toane's Gym
Bonus: §850
0
2
0
0
0
5
17:00 - 01:00
3
§425/day
6) Body Guard
Your reputation on the street as a brutal enforcer got you noticed quickly. The Boss likes your style and wants you at his side from now on. If anyone tries to touch him, if they even look at him wrong, beat them to a pulp! Workplace:Casa Caliente
Bonus: §1,060
0
3
1
1
0
6
15:00 - 23:00
4
§530/day
7) Arsonist
There's nothing like a nice, warm cozy fire! The dancing flames reflecting in your tear-filled eyes give you a terrifying appearance. If only they knew they were tears of joy! The screams just add to your pleasure now... Workplace:Casa Caliente
Bonus: §1,280
0
3
1
3
0
7
21:00 - 03:00
6
§640/day
8) Extortionist
Your past experience with vandalism, burglary, mugging and arson has uniquely qualified you for your new job. All YOU have to do is show up, and they hand over the money. Keep pumping up your body and your reputation to keep everyone scared. Workplace:Pixel Acres
Bonus: §1,520
0
5
2
3
0
8
09:00 - 15:00
8
§760/day
9) Hit Man
Some people just don't listen to reason...that's when you come in. When the Boss has a "mess" that needs "cleaning," he relies on your expertise in quick, efficient and dependable disposal jobs. Workplace:Pixel Acres
Bonus: §1,800
0
5
3
5
0
9
09:00 - 15:00
8
§900/day
10) Mob Boss
Too bad the boss wouldn't give you that big raise you wanted...he might have lived. Now YOU run the family. People have to do what YOU say! Just honor the "agreement" with all the other bosses, and everyone gets FILTHY RICH. Workplace:Malcolm's Mansion
Entry-level two-bit thief—but you are your own boss. Dexterity and physical speed are obviously important. A certain amount of creativity is helpful, too, if you are going to distract those marks while you dip into their pockets.
S M T W T F S
Wage: §196/day
11:00 - 17:00
Pension: §98/day
Bonus: None
2) Bagman
You're a foot soldier for a small-time mobster - making pickups and deliveries of dirty cash and "sensitive merchandise." You'll need to be quick on your feet to avoid the heat and rival punks. Work on your body skill will definitely pay off.
0
0
0
0
S M T W T F S
Wage: §280/day
17:00 - 01:00
Pension: §140/day
Bonus: §560
3) Bookie
Make a book on the dog track, horse races, and stadium games - where, one way or another, "the house" always wins. And this time "the house" is you. You never know when something may go wrong that requires some fast talking, so keep those creativity skills sharp.
1
0
0
0
S M T W T F S
Wage: §385/day
11:00 - 18:00
Pension: §193/day
Bonus: §770
4) Con Artist
Run schemes, scams, and swindles - anything to separate a naive Sim from hard-earned cash. Profits increase, but this job needs inspired thinking and power to persuade others.
3
0
0
1
S M T W T F S
Wage: §490/day
09:00 - 15:00
Pension: §245/day
Bonus: §980
5) Getaway Driver
From two-bit crook to three-bit crook. To succeed as a driver, you'll need some strong physical skills and a mechanic's knowledge. But you want to get in on the main action, right? Work on your skills to show the boss how indispensable you are.
4
2
1
2
S M T W T F S
Wage: §595/day
22:00 - 06:00
Pension: §298/day
Bonus: §1,190
6) Bank Robber
Instead of just driving the money away, now you're inside the SimCity First National Bank when it goes down - which cuts you in for a bigger slice. But you'd like to try your hand at some sneakier, more challenging crimes. Better brains, brawn and buddies will move you up.
5
4
2
3
S M T W T F S
Wage: §742/day
15:00 - 23:00
Pension: §371/day
Bonus: §1,484
7) Cat Burglar
Higher scores, but more risk involved. Suddenly you're on the night shift. You cannot afford to let physical energy flag, or you'll botch a job. Mechanical skills are handy to keep your tools in good order and some creative problem solving will help you stay out of the slammer. Your friends are coming in very handy—more can only help.
7
4
5
3
S M T W T F S
Wage: §896/day
21:00 - 03:00
Pension: §448/day
Bonus: §1,792
8) Counterfeiter
You're getting more sophisticated. Why steal money when you and your gang can print your own? You're getting quite a reputation and people are seeking your advice. Better keep fit, you might need to do some overseas travelling soon.
7
7
6
4
S M T W T F S
Wage: §1,064/day
09:00 - 15:00
Pension: §532/day
Bonus: §2,128
9) Smuggler
Your business card says you're in the "Import/Export" business. Let's just say you supply everything people want that the law says they cannot have. You're bringing in and sending out goods by land, sea, and air, and earning the large profits all that implies. Your skills need to be fully honed to reach the apex of this illustrious career.
9
7
7
5
S M T W T F S
Wage: §1,575/day
02:00 - 08:00
Pension: §788/day
Bonus: §3,150
10) Criminal Mastermind
In your endless pursuit to take over the world, you've learned three things: one, always dress the part, two, crime really does pay, and three, never stop to reveal your nefarious plans before you actually carry them out.
10
10
8
7
S M T W T F S
Wage: §1,925/day
17:00 - 23:00
Pension: §963/day
Bonus: §3,850
Criminal Career Levels
1) Street Hawker
The important thing to remember when hawking other aspiring criminals' hot goods is to stay under the radar. A good street hawker keeps a low profile and only flashes the goods to customers away from the ever-watchful eyes of the fuzz. Keep the profits high and the merchandise intact, and try to get in good with one of the local bosses higher up in the food chain.
0
0
0
0
S M T W T F S
Wage: §50/day
15:00 - 18:00
Pension: §25/day
Bonus: None
2) Numbers Runner
Now you're in with a local "family" and they've trusted you with the day to day activities of a small part of the business. You toil in the seedy underbelly of the SimCity racetrack, crunching numbers and helping to set odds for the day's races. It's not glamorous, but it pays the bills.
1
0
0
1
S M T W T F S
Wage: §62/day
15:00 - 18:00
Pension: §31/day
Bonus: §124
3) Pickpocket
Entry-level two-bit thief—but you are your own boss. Dexterity and physical speed are obviously important. A certain amount of creativity is helpful, too, if you are going to distract those marks while you dip into their pockets.
2
1
1
1
S M T W T F S
Wage: §105/day
15:00 - 18:00
Pension: §53/day
Bonus: §210
Criminal Chance Cards
1) Pickpocket
<Sim> hits the crowded downtown streets and immerses himself/herself in the steady flow of banker types and wealthy socialites, all ripe for the picking. He/She zeroes in on a couple of targets, and the only decision left is whether to go for the tall stockbroker in pinstripes, or the flashy woman with the designer handbag and over-sized sunglasses.
Stockbroker
Success: +§130
15% chance
Failure: -§196 (a day's pay)
84% chance
Socialite
Success: Promoted to Bagman
84% chance
Failure: No Penalty
15% chance
2) Bagman
<Sim>'s "employer" has him/her delivering an endangered SimCity canary, notoriously difficult to catch in the wild, to a well know private "collector" of rare species. <Sim>'s been given a long list of care instructions and some packets of canary food, as well as a dozen additional deliveries on top of his/her normal routes. Hours into his/her day, he/she realizes that he's/she's been neglecting the canary, and when he/she goes to check on it in the trunk, discovers it lying motionless at the bottom of its cage. <Sim>'s in trouble, and can't possibly admit the truth to the parties involved. Should he/she lie about the circumstances surrounding the bird's death, or head to the wilderness and try to catch a replacement?
Lie
Success: No Reward
85% chance
Failure: -§500
14% chance
Replace
Success: +§1,250
14% chance
Failure: -§750
85% chance
3) Bookie
A few days ago one of <Sim>'s regulars picked a long shot nag to win and ended up winning herself a couple of grand, but before she could collect, she managed to get herself into some "trouble", which led to the accidental explosion of her car. <Sim> has effectively inherited the money, and if he/she were to pocket the winnings himself/herself no one would be the wiser, though he/she could also earn some street rep by splitting the winnings with his/her boss.
Keep
Success: +§2,000
85% chance
Failure: -§1,000
14% chance
Split
Success: +§2,000 +1
14% chance
Failure: -1
85% chance
4) Con Artist
As of late, pickings have been thin in the con-artist racket. The Vice squad has been breathing down <Sim>'s neck, and the consumer affairs committee has launched an aggressive television ad campaign warning would-be victims to the dangers of recent confidence schemes. <Sim> has a few tricks left up his/her sleeve though. A contact has offered him/her some office space that might work well as the pretext for a classic vacation time-share scam (a sure fire way to swindle the elderly out of their retirement funds), or seeing as times are tough, <Sim> could go with the old door-to-door insurance policy scheme.
Time-Share
Success: +§8,000 +1
85% chance
Failure: -§5,000
14% chance
Insurance
Success: Promoted to Getaway Driver
14% chance
Failure: -2
85% chance
5) Getaway Driver
Speeding down inner-city streets, <Sim>'s on the getaway and heading to the bank job team's rendezvous point. Something went wrong during the heist: <Sim>'s car is occupied with only 3 of the 4 team members he'd/she'd dropped off before the job, and one of them is injured. Also, they only managed to make it out with 20K in hard currency. Thinking that the cops might be on to them, and therefore onto their escape route, <Sim> decides to change the plan, but isn't sure whether to take the turnpike or head down the narrow section of cobblestone surface streets.
Turnpike
Success: +§5,000 +1
85% chance
Failure: Get Fired
14% chance
Surface Streets
Success: Promoted to Bank Robber
14% chance
Failure: Demoted to Con Artist -1
85% chance
6) Bank Robber
During the final set-up meeting for the upcoming heist, <Sim> is informed that a member of the team has been taken ill and won't be coming with them, but that the job will go down as planned. New roles are discussed, and some of the more experienced members of the team will be forced to pick up some of the slack, but it's left up to <Sim> whether he/she wants to be a lookout in charge of crowd control or if he'd/she'd rather help out the demolitions expert with cracking the bank vault.
Look-out
Success: Promoted to Cat Burglar
85% chance
Failure: -§15,000
14% chance
Vault
Success: +§10,000
14% chance
Failure: Get Fired -2
85% chance
7) Cat Burglar
Inside the SimCity Museum of Metropolitan Art, <Sim> is on the hunt for a world famous diamond currently on display, but he's/she's hit a bit of a snag . . . laser beams, and close to a dozen of them. <Sim> hates laser beams, but is committed to acquiring the diamond, as he/she has a very eager buyer waiting in the wings. He/She could flex some muscle and go for an acrobatic approach, or he/she could try using the new suction-cup crossbow, recently voted "the preferred tool of Cat Burglars everywhere" by the SimCity local 709 Burglar's Union.
Acrobatics
Success: +§20,000 +1
15% chance
Failure: -1
84% chance
Cross-Bow
Success: +§20,000 +2
84% chance
Failure: Get Fired -§5,000
15% chance
8) Counterfeiter
<Sim>'s just finished a run of counterfeit Simoleons printed with a near perfect reproduction of the treasury's updated watermark, but truth be told, <Sim>'s now got so much funny money s/he's not sure what to do with it. He/She could use the cash to grease a few political palms with the hopes of impressing SimCity's Criminal Mastermind, The Llama Queen, or he/she could pull out all the stops and try to launder the Simoleons, and keep them all for himself/herself.
Bribe
Success: Promoted to Smuggler
85% chance
Failure: Demoted to Cat Burglar
14% chance
Launder
Success: +§50,000
14% chance
Failure: -§25,000
85% chance
9) Smuggler
<Sim>'s personally handling the sale of a large amount of imported "merchandise", and the deal is going down in a deserted warehouse down by the river. The purchasing party arrives and lays a briefcase down on a low stack of crates. <Sim> places his/her own steel briefcase next to it, but as he/she goes to open them the warehouse is racked by an explosion. The Vice squad has stormed the warehouse, and there is smoke and confusion everywhere. <Sim> could try to make his/her escape in the waiting speedboat, or hit the deck and sneak around to the front entrance under cover of darkness.
Speedboat
Success: +§50,000
50% chance
Failure: Get Fired -1
49% chance
Sneak Out
Success: +§55,000
49% chance
Failure: Get Fired
50% chance
10) Criminal Mastermind
There's a new superhero in town, and she's been giving <Sim>'s henchmen a difficult time. <Sim> could attempt to capture the superhero and place her in an elaborate mechanism that when left to its own devices would invariably cause her slow and complex demise, or he/she could focus his/her attention on the "Doomsday Device" he's/she's building, with the hopes of completing it and following through with his/her plans to hold SimCity for ransom.
Capture
Success: +§55,000
50% chance
Failure: -§20,000
49% chance
Doomsday
Success: +§60,000
49% chance
Failure: -§30,000
50% chance
For more information on Chance Cards in The Sims 2, see Chance card.
Your zest for ruining the community caught the boss's eye. Get the old "five fingered discount" as often as possible, and start working on creating a sinister image...it's all about marketing yourself.
1
0
0
0
09:00 - 17:00
Wage: §252/day
Bonus: §504
3) Burglar
Now you're "in" - in people's homes that is! Creeping through the dark like a modern day ninja, helping yourself to their hard-earned valuables. Learn to use advanced tools and get some FRIENDS for the really big jobs.
2
0
0
0
08:00 - 16:00
Wage: §350/day
Bonus: §700
4) Car Thief
Any thief knows the real simoleons are in car theft, But you do it with a CREATIVE twist. By reading obscure manuals and learning from old pros, you can bypass the car alarms as soon as they roll off the assembly line!
2
1
0
1
09:00 - 16:00
Wage: §448/day
Bonus: §896
5) Mugger
You accidentally stole your boss's limo, so he gave you a job with less brains, and more MUSCLE. Beating people for simoleons is pretty rewarding...for you at least. Learn some new skills before they start calling you "Muggsy."
3
1
1
3
09:00 - 16:00
Wage: §560/day
Bonus: §1,120
6) Body Guard
Your reputation on the street as a brutal enforcer got you noticed quickly. The Boss likes your style and wants you at his side from now on. If anyone tries to touch him, if they even look at him wrong, beat them to a pulp!
4
1
2
4
15:00 - 23:00
Wage: §728/day
Bonus: §1,456
7) Arsonist
There's nothing like a nice, warm cozy fire! The dancing flames reflecting in your tear-filled eyes give you a terrifying appearance. If only they knew they were tears of joy! The screams just add to your pleasure now...
5
2
2
5
21:00 - 03:00
Wage: §924/day
Bonus: §1,848
8) Extortionist
Your past experience with vandalism, burglary, mugging and arson has uniquely qualified you for your new job. All YOU have to do is show up, and they hand over the simoleons. Keep pumping up your body and your reputation to keep everyone scared.
5
5
3
6
09:00 - 15:00
Wage: §1,400/day
Bonus: §2,800
9) Hit Man
Some people just don't listen to reason...that's when you come in. When the Boss has a "mess" that needs "cleaning," he relies on your expertise in quick, efficient and dependable disposal jobs.
6
7
3
7
02:00 - 08:00
Wage: §1,665/day
Bonus: §3,330
10) Mob Boss
Too bad the Boss wouldn't give you that big raise you wanted...he might have lived. Now YOU run the family. People have to do what YOU say! Just honor the "agreement" with all the other bosses, and everyone gets FILTHY RICH.
9
9
3
8
17:00 - 23:00
Wage: §2,100/day
Bonus: §4,200
The Sims 3[]
Criminal is one of the basic career tracks in The Sims 3. Sims can be employed from the newspaper, computer, or abandoned warehouse. Sims work at a syndicate named "The Organization," as stated in the descriptions. It has two branches, which are "thief" and "evil". Evil branch requires the Sims to build a good relationship with their boss while also building up a bit of logic skill, and the thief branch requires Sims to build relationships with their accomplices and has even more athletic skill requirements than the evil branch. Occasionally, Sims in the higher levels of this career in both the thief or evil branches will sometimes "stash" a decorative item while at work, which then can be placed around the home permanently or sold for extra money.
Sims who join the thief branch will immediately gain the ability to "sneak", and once the Sim reaches level 10 of the thief branch, they will receive The Golden Fox statue which will grant the Master Thief an "I am the Greatest" moodlet for several hours. Sims who reach level 10 of the evil branch (Emperor of Evil) will receive a red aura of evil. Sims with the good, friendly, and family-oriented traits and Sims in law enforcement will boo in disapproval, and the Emperor of Evil's lifetime relationship with them will decrease due to the aura's effect. Cowards, losers, neurotic, and over-emotional Sims will run away from the aura, but evil, mean spirited, and insane Sims as well as other Sims who work in the criminal career without any of the "good" traits will cheer for the Emperor and will be granted a boosted relationship with the Sim.
Performance tones
Business as Usual
Work Hard - Increases performance faster but adds stress
Take It Easy - Increases fun but lowers performance
Meet Accomplices - Meets new co-workers
Conspire with Accomplices - Builds relationship with co-workers
Grovel to Leader - Builds relationship with the boss
Practice Illicit Activities - Increases athletic skill
Additionally, there is a slight chance that the Sim will be arrested while at work. Being arrested will cause Sims to miss work and lose their work performance. Sims with the lucky trait or Sims higher up in the levels of the criminal career will be less likely to be arrested. While in jail, Sims can do the following things:
Doing time
Work Out - Increases athletic skill
Hang with Inmates - Builds relationship with coworkers
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!
Wage: §17/hour
Bonus: N/A
Days: S M T W T F S
Pension: §30
Suburb 10:00 - 16:00
Bridgeport 13:00 - 18:30
Performance Factors
Mood
Athletic 0-3
2) Cutpurse
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.
Wage: §24/hour
Bonus: §204
Days: S M T W T F S
Pension: §40
Suburb 10:00 - 16:00
Bridgeport 13:00 - 18:30
Performance Factors
Mood
Athletic 1-4
3) Thug
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.
Wage: §32/hour
Bonus: §288
Days: S M T W T F S
Pension: §50
Suburb 21:00 - 03:00
Bridgeport 23:00 - 04:30
Performance Factors
Mood
Athletic 2-6
4) Getaway Driver
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!
Wage: §40/hour
Bonus: §384
Days: S M T W T F S
Pension: §60
Suburb 21:00 - 03:00
Bridgeport 23:00 - 04:30
Performance Factors
Mood
Athletic 3-7
Accomplices
5) Bagman / Bagwoman
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!
Wage: §52/hour
Bonus: §480
Days: S M T W T F S
Pension: §80
Suburb 21:00 - 03:00
Bridgeport 23:00 - 04:30
Performance Factors
Mood
Athletic 4-8
Accomplices
6) Con Artist
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.
After being promoted from Con Artist, Sims will be able to choose one of the two career paths, Evil or Thief branch.
Wage: §63/hour
Bonus: §624
Days: S M T W T F S
Pension: §90
Suburb 21:00 - 03:00
Bridgeport 23:00 - 04:30
Performance Factors
Mood
Athletic 5-9
Accomplices
Crimnal Career Levels - Evil Branch
7) Henchman
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.
Wage: §109/hour
Bonus: §756
Days:S M T W T F S
Pension: §160
Suburb 21:00 - 03:00
Bridgeport 00:00 - 05:30
Performance Factors
Mood
Athletic 5-9
Boss
8) Evil Sidekick
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 you can.
Perk: Random chance of stealing cheap-priced decorative items while working.
Wage: §142/hour
Bonus: §1,308
Days:S M T W T F S
Pension: §170
Suburb 21:00 - 03:00
Bridgeport 00:00 - 05:30
Performance Factors
Mood
Athletic 6-10
Logic 0-4
Boss
9) Super Villain
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...
Limousine replaces taxi as default vehicle. Random chance of stealing medium-priced decorative items while working.
Wage: §240/hour
Bonus: §1,704
Days:S M T W T F S
Pension: §230
Suburb 21:00 - 02:00
Bridgeport 00:00 - 05:00
Performance Factors
Mood
Athletic 7-10
Logic 3-6
Boss
10) Emperor of Evil
Without peer, (Sim Name) is in charge.
What needed to be done was done. Leaders fall and others step in to 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!
Perk: Sim will glow evil red in the presence of certain Sims. Good, Friendly, Family-Oriented and Law Enforcement Sims will be disgusted. Cowards, Losers, Neurotic, and Over-Emotional Sims will run away unless they are Friends with the Emperor, while Evil, Mean Spirited, and Insane Sims as well as all other Sims in the Criminal career will cheer and have a boosted relationship, as long they also don't have the Good, Friendly or Family-Oriented traits or work in Law Enforcement. The red aura will disappear if the Emperor quits or retires. Random chance of stealing expensive-priced decorative items while working.
Wage: §420/hour
Bonus: §2,880
Days:S M T W T F S
Pension: §300
Suburb 21:00 - 02:00
Bridgeport 00:00 - 05:00
Performance Factors
Mood
Athletic 8-10
Logic 5-10
Crimnal Career Levels - Thief Branch
7) Safecracker
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.
Perk: Grants the Burglar hidden trait which enables access to the "Sneak" movement interaction.
Wage: §96/hour
Bonus: §756
Days: S M T W T F S
Pension: §120
Suburb 21:00 - 02:00
Bridgeport 01:00 - 06:00
Performance Factors
Mood
Athletic 6-9
Accomplices
8) Bank Robber
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.
Perk: Free piece of art upon promotion. Random chance of stealing cheap decorative items while working.
Wage: §122/hour
Bonus: §1,152
Days: S M T W T F S
Pension: §120
Suburb 21:00 - 02:00
Bridgeport 01:00 - 06:00
Performance Factors
Mood
Athletic 7-10
Accomplices
9) Cat Burglar
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 any security system too impenetrable, lasers too numerous, or guard dogs too alert. Get in, get out, get rich.
Perk: Free piece of art upon promotion. Limousine replaces taxi as default vehicle. Random chance of stealing medium-priced decorative items while working.
Wage: §225/hour
Bonus: §1,464
Days: S M T W T F S
Pension: §180
Suburb 21:00 - 01:00
Bridgeport 00:00 - 04:00
Performance Factors
Mood
Athletic 8-10
Accomplices
10) Master Thief
Without peer, (Sim Name) is in charge.
The Organization has profited greatly from your efforts. Every major crime fighting organization files 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.
Perk: Random chance of stealing expensive decoration items while working. Special golden fox statue which will give "I am the Greatest" moodlet whenever viewed by the Master Thief.
Wage: §525/hour
Bonus: §2,700
Days: S M T W T F S
Pension: §400
Suburb 21:00 - 01:00
Bridgeport 00:00 - 04:00
Performance Factors
Mood
Athletic 9-10
Accomplices
Glitches[]
There is a bug in Sunset Valley that makes Sims unable to enter the Outstanding Citizen Warehouse Corp. as an International Super Spy or even as a criminal to go to work. This can be fixed by deleting everything on the lot (including the building), and placing a new Outstanding Citizen Warehouse Corp. building on the lot.
The arrested Sim can either get out of jail or stop going to jail en route when they bladder is low. The Sim in question will walk out of the jail or leave the police car and wet themselves, but they won't have to back in.[confirmation needed]
The arrested Sim can also get out of jail if someone calls them before he enters. The call will override the go to jail action and even if the Sim rejects the call, they won't go to jail.
There is a glitch on the level 3 Thug rank after promotion, in which a PC Sim is required to go to work on Wednesday at 9pm on the 2nd week and thereafter even though they are not scheduled to work on that day. The PC Sim will not get a notice to go to work until work has started. The player can also go down in performance and get demoted if they do not go to work on that day. In addition, the player will not go up in performance if they do go to work. The player can get out of going to work that day unnecessarily by calling and taking 1 day of unpaid leave after promotion.
At times, if the NPC boss is not at work or comes late to work, the PC Sim will not get an increase in performance until the NPC boss comes to work. The PC sims will be stuck on the "Going to Work" status until the NPC boss arrives. To make matters worse, the PC Sim will not go up in performance and can still go down in performance if they leave work early. Certain events will not transpire nor will rewards be received until the NPC boss comes to work.
Another glitch is from level 4 Getaway Driver upwards when a Sim goes to work (starts at 9pm), but increase of job performance does not start and the working status stays as "Going to Work" until 12 midnight. Leaving work and going back does not make any difference.
The Criminal career is one of the career tracks from The Sims 4 base game. After being promoted from level five, Sims will be able to choose one of the two career paths: Boss or Oracle.
Description: "Not every Sim wants to play by the rules. You can make tons of Simoleons and have fun, too, as an outlaw."
Workplace: Mobwives
1) Tough Guy/Gal
Every criminal mastermind needs an entry-level bodyguard with irrational anger issues. <sim first name> will beef up doorways and rumble through dark alleys, keeping rivals at bay with those three little words, "Whaddayou lookin' at?"
Wage: §9/hour
Days: S M T W T F S
Hours: 5:00 PM - 12:00 AM
Ideal Mood: Playful
Promotion Tasks: None
Daily Task: Mischief Interactions
Bonus: None
Pension: Unknown
2) Petty Thief
Are those candy bars in your pocket? Where did you get that lovely old-lady-style purse? <sim first name> is now in charge of outfitting the bosses with snacks for the interrogation room and birthday gifts for their mother-in-laws, using his/her five finger discount.
Wage: §13/hour
Days:S M T W T F S
Hours: 8:00 PM - 3:00 AM
Ideal Mood: Playful
Promotion Tasks: Reach Level 2 Mischief Skill
Daily Task: Mischief Interactions
Bonus: §465; Emblems of Espionage
Pension: Unknown
3) Ringleader
Switching to management is never easy. Will your gang remember to rob the bank before it closes? Can the goon have a sick day when he's scheduled to work the riot? Fortunately, <sim first name> knows how to lead a ring of delinquents into trouble, like a total boss.
Wage: §17/hour
Days:S M T W T F S
Hours: 8:00 PM - 4:00 AM
Ideal Mood: Playful
Promotion Tasks: Reach Level 3 Mischief Skill
Daily Task: Mischief Interactions
Bonus: §558; Duffel o' Cash; Pick Pocket interaction
Pension: Unknown
4) Felonius Monk
It's time for <sim first name> to give up the misdemeanors. What is he/she, a baby? Time to put on the big boy/girl pants and pull the big boy/girl crimes: felonies. Maybe he'll/she'll even plan a heist!
Wage: §23/hour
Days:S M T W T F S
Hours: 7:00 PM - 2:00 AM
Ideal Mood: Playful
Promotion Tasks: Reach Level 5 Mischief Skill
Daily Task: Mischief Interactions
Bonus: §670; Vintage Baseball Bat Sculpture
Pension: Unknown
5) Minor Crimelord
Wanna make a deal in this 'hood? You gotta go through <sim first name>. He/she worked his/her way up to running the racket on this turf, from that botanical garden over there, all the way down to the new organic grocery store.
Wage: §32/hour
Days:S M T W T F S
Hours: 8:00 PM - 2:00 AM
Ideal Mood: Playful
Promotion Tasks: Reach Level 6 Mischief Skill
Daily Task: Mischief Interactions
Bonus: §804; New Clothes
Pension: Unknown
Criminal Career Levels - Boss Branch
Description: "The streets are your playground. You know there are only two paths: up to the top, or down with the fishes. You? You're going up."
Workplace: Mobwives
6) The Muscle
From knocking out armed guards to intimidating rival gangs with a single arched eyebrow, <sim first name> is now the brawn behind the brains. And he’s/she’s closer to the action than ever. Don’t mess with him/her!
Wage: §106/hour
Days: S M T W T F S
Hours: 10:00 PM - 4:00 AM
Ideal Mood: Focused
Promotion Tasks: Reach Level 7 Mischief Skill
Daily Task: Mean Interactions
Bonus: §1,148; Stolen ATM
Pension: Unknown
7) Getaway Driver
<sim first name> has taken his/her talents into the mean streets, rocking getaway cars up on two wheels, hugging corners, running from cops. This stuff would make a pretty exciting video game!
<sim first name> has proven his/her strength and dexterity. Now, the big bosses have given him/her a stethoscope, a drill, and a map of target banks. Doors are finally opening for <sim first name>. Literally.
Bonus: §4,211; Stolen Necklace of the Late Duchess Pinky
Pension: Unknown
9) The Brains
<sim first name> has finally earned his/her PhD... from the STREETS. As the brain of his/her own organization, <sim first name> will plan the big jobs, make the big scores, and bring home the big Simoleons.
Wage: §383/hour
Days: S M T W T F S
Hours: 6:00 PM - 1:00 AM
Ideal Mood: Focused
Promotion Tasks: Max Mischief Skill to Level 10 Reach Level 6 Handiness Skill
Daily Task: Upgrade Objects
Bonus: §6,699; Search For Bank Blueprints on the computer
Pension: Unknown
10) The Boss
What’s even better than being The Brains of the organization? Being The Brains’ boss! Now <sim first name>’s crew can do all the work, while he/she takes a bath in §1000 bills. Who cares if it’s dirty money when there’s so much of it?
Description: "Why be part of the machine, when you can take it down? There are plenty of ways to skin a cat, or an enterprise, and you'll figure them out."
Workplace: Mobwives
6) DigiThief
<sim first name> can now commit cyber crime from the comfort of home, via email. "Dear Uncle, I am important king in other country. You have won inheritance. Please send bank account password to receive my crown."
<sim first name> has managed to earn the respect of other hackers, a group not valued for an overabundance of respect! They look to him/her for advice on how to work around the toughest security measures while covering their tracks.
Bonus: §1,723; Hot & Cold Tech Spec Poster; Hack Mainframe on the computer
Pension: Unknown
8) An0nymous Ghost
Now hidden behind endless aliases, no one really knows <sim first name>. He/she sits alone, in a sleek office, overseeing the off-shore diversion of funds by an elite hacker team, while stroking a black cat.
<sim first name> has really stepped up his/her game. He/she creates viruses that topple international corporations and incites civil wars by releasing sensitive government documents (okay, that second one might have been an accident).
Wage: §234/hour
Days: S M T W T F S
Hours: 1:00 AM - 8:00 AM
Ideal Mood: Focused
Promotion Tasks: Max Mischief Skill to Level 10 Reach Level 8 Programming Skill
Daily Task: Hack or Make Viruses
Bonus: §4,686
Pension: Unknown
10) The Oracle
Bent on taking down the old world order, a team of top hackers, ghosts, and demons takes cues from a single source. <sim first name> has become the chosen one. His/her army of angsty teens and disgruntled introverts has its finger on the red button controlling everything.
In the Mainland Chinese release of the first installment of The Sims, Criminals were changed to Mimes. They were still criminals in the Republic of China release.
References[]
↑The text of the chance card says §2,000, but the fine is actually §1,000