Wanted system
Your character tracks several crime-related pieces of state at once:
| Concept | Role |
|---|---|
| Wanted | You are actively sought; interceptors and police events can fire |
| Remaining sentence | Pressure from crimes and judgments; drives how long you serve in prison |
| In prison | You are serving time in the crime module’s prison loop |
| Criminal record | Long-term tally that grows when sentenced; see Criminal record |
How you become wanted
When illegal outcomes add sentence time (success or failure):
- Remaining sentence goes up by that many days
- If you were not wanted and not already in prison, you become wanted and the game logs your first wanted entry
- If you were already wanted (but not in prison), logs show escalation
- If you are already in prison, your judgment extends in place
Reducing remaining sentence
The game can subtract from your remaining sentence (never below zero). When remaining sentence hits zero, wanted clears automatically.
Items or story effects that “reduce your sentence” on the outside use the same remaining-sentence pool. Time served in prison also eats those days day by day until release.
Consequences of being wanted
- Travel friction — crime module interceptors can trigger when you change location (home vs road variants)
- Stress on stats — chases and failed escapes hit health, morale, or energy
- Prison — capture applies your stacked remaining sentence as the baseline for your stay
Escape decisions: at home vs on the road
When police pressure triggers during movement, the game may offer decision checks:
- Escape at home — chase resolution when the situation is home-adjacent
- Escape on the road — chase resolution in open travel
Success lets you slip away; failure typically deepens the situation (more days, injury, or arrest paths depending on context).
Do not treat wanted as “free” debuff time. Every extra chunk of crime time stacks remaining sentence, which becomes real prison time if you are caught.
Quick reference
| Situation | What usually happens |
|---|---|
| First crime while clean | Wanted turns on; days accumulate |
| More crime while wanted | Days keep stacking; logs escalate |
| Crime while in prison | Judgment extends in-cell |
| Sentence reduction / release | Remaining sentence drops; zero clears wanted |