Crime success rate
What TornLife's research has established about Crime success rate, and the questions players asked about it.
What TornLife has verified
- Staff said in Dec 2024 that a brand-new level 14 player with 27% best OC 2.0 role success was expected. New players need to build crime experience. Level 1 scenarios should give 40+ success chance, growing rapidly with crime exp and skills. (confirmed by Torn; [OC 2.0] Green leaf/low level success rate, )
- Developer announcement at Crimes 2.0 early access: bonuses from companies, educations, merits and factions that previously passively raised crime success chance now actively increase crime experience and crime skill gains. (confirmed by Torn; Crimes 2.0 early access is now open, )
- A separate 'stealth' mechanic exists in Torn's player-vs-player Attacking system (anonymity to the victim via weapon stealth ratings), unrelated to the Stealth Virus crime; a 2020 developer reply on a suggestion thread clarifies attacking is turn-based, not real-time, so stealth is evaluated per attack rather than decaying while a player waits. (confirmed by Torn; [111+R] Update to Stealth attacks intresting idea!, )
- A developer confirmed a 2025 bug where role modifiers were not being applied correctly to the base Checkpoint Success Rate (CSR) generated from a player's Crime XP, inflating some roles' CSR (e.g. on Blast from the Past) toward 99%. After the fix, CSR is base rate from Crime XP adjusted by a role-specific modifier, and 70%-80% was described as the intended, respectable range. (confirmed by Torn; OC 2.0, )
- The wiki's Pet Project OC 2.0 scenario notes success chance for Muscle is based on strength and for Picklock on dexterity, both marked as needing confirmation. (documented; Organized Crime 2.0 › Scenarios › Introductory Tasks › Pet Project, )
- Old wiki (Crimes 1.0) noted battle or work stats affected some crimes: high Speed for Shoplift, high Intelligence for Hacking and computer viruses. Only the natural nerve bar, not the total, raised success in 1.0. (older information; Crimes 1.0 › Introduction, )
- Crimes 1.0 had a maximum natural nerve bar of 60 and maximum total of 125. Players asked in 2019 and 2022 whether success rate caps; the pack shows no answer. (documented; Crimes 1.0 › Introduction, )
- OC 2.0 scenarios have a difficulty level (1 to 9) and a set of roles, each needing specific items. For example Clinical Precision is Level 8 with 4 roles and Best of the Lot is Level 2 with 4 roles. These pages give no success formula or cap. (documented; Organized Crime 2.0 › Scenarios › Introductory Tasks › Best of the Lot, )
- Once attached to an ATM, a skimmer can be monitored remotely, but it will occasionally be lost, broken, or discovered by authorities; this chance increases the longer the skimmer has been active. If this happens, the Card Skimmer, Spy Camera and all accumulated card details for that skimmer are lost. (confirmed by Torn; Crimes 2.0 : Card Skimming, )
- A critical failure on the sell card details action results in losing some of the stored card details (one documented case lost 2 card details out of roughly 1,200 held, due to a logging mismatch bug) and sends the player to jail (one case for 3h 16m). (confirmed by Torn; Card Skimming Critical removed all cards, )
- Players report repeated difficulty succeeding at the crime overall, including being jailed multiple times in a row and uncertainty about whether the crime ever goes smoothly, reflecting ongoing player frustration with install/recovery failure rates rather than a documented fixed success chance. (player reports; Card skimming, )
- Programming the Simple Virus item has a base coding time of 100 days, reducible by several percentage bonuses applied one after another (e.g. 50%, then 50% of the remainder, then 20%, then 10%) rather than added together, as of December 2024; a developer confirmed this multiplicative stacking is intentional for now. (confirmed by Torn; Stealth virus coding time, )
- Success/failure of a Stealth Virus attempt is shown as a colour: green indicates success, blue indicates a failed attempt (without jail). Players report getting mostly blue results, i.e. frequent failure, even with substantial nerve bar size and crime-experience merits/perks. (player reports; Stealth Virus and Intelligence, )
- Players reported Stealth Virus success rates noticeably lower than other crimes at comparable skill: one reported roughly 40% success on Stealth Virus versus 90%+ on Simple Virus; another with 500+ attempts still failed about 40% of the time; another estimated a 'green' success as rare, occurring perhaps a few times a day even with a 25 natural nerve bar, 5/10 crime-experience merits and 12% faction crime bonus. (player reports; Insight on stealth virus (help), )
- At launch, additional targets with more advanced passwords and encryption levels unlock as skill increases; players can brute-force characters or guess obscured characters that lack encryption layers, with up to three incorrect guesses allowed per password before lockout. (confirmed by Torn; Crimes 2.0 : Cracking, )
- Torn staff confirmed and fixed a bug in January 2024 where the number of characters actually revealed by a brute-force attempt did not match what the rig's Brute Forcing Strength (BFS) should have guaranteed, traced to overclocking not applying correctly to the BFS calculation. (confirmed by Torn; Incorrect # Characters Brute Forced vs. BFS?, )
- Torn staff (CloudJumper) stated that different crime scenarios within the same difficulty tier of Crimes 2.0 can carry different base crime-experience (CE) requirements, meaning one scenario can be harder than another in the same tier, which changes the crime-pay-rate (CPR) and payout between scenarios even at the same tier; rewards are scaled to difficulty. (confirmed by Torn; Significant drop in Success chance for new crimes, )
- OC 2.0 terminology: Checkpoint Pass Rate (CPR) is the odds for a player to pass checkpoints for their selected role; an OC's spawning Tier runs 1 to 5 and affects scope cost and reward. (documented; [OCs 2.0] Anatomy of an Organized Crime, )
- 'Checkpoint Success Rate' (CSR) was officially renamed to 'Checkpoint Pass Rate' (CPR) by the developer, consistent with the /faction/crime API field 'checkpoint_pass_rate'. (confirmed by Torn; OC 2.0 available role success rate, )
- Staff changed the Arsonist Organized Crime role in August 2026 so its CPR is influenced by Arson Crime Skill, confirming individual role success rate (CPR) can be tied to the relevant crime skill for that role, adjusted via patch. (confirmed by Torn; OC 2.0, )
- At launch of a major OC 2.0 version (Organized Crimes V) in May 2025, staff flagged a bug where the Cat Burglar role's CPR appeared far lower than it should be; this was fixed the same day. (confirmed by Torn; OC 2.0, )
- A developer stated that if an entire OC team has an 80% Checkpoint Success Rate (CSR) each, the faction can generally expect a 90% total success rate for the overall scenario, implying overall pass chance is not a simple multiplicative product of individual checkpoint rates. (confirmed by Torn; OC 2.0, )
- Patch list #371 (28/01/2025) fixed a bug where work-stat-based role modifiers were increasing OC 2.0 Checkpoint Pass Rates slightly more than intended, confirming that work stat role modifiers are a real input to a role's CPR. (confirmed by Torn; Patch list #371 : 28/01/2025, )
- Patch list #371 (28/01/2025) also fixed a rounding issue causing OC 2.0 Checkpoint Pass Rates to randomly drop by 1% after gaining Crime XP, confirming CPR is recalculated and can tick up as a player's role-relevant Crime XP increases during planning. (confirmed by Torn; Patch list #371 : 28/01/2025, )
Questions about Crime success rate
- How do you increase the chance of success in organized crimes 2.0?
Each role's Checkpoint Pass Rate (CPR) - renamed from 'Checkpoint Success Rate' in January 2025 - is calculated from the player's Crime XP for that c…
Crimes ·
- How does the Card Skimming crime work, and when is the best time to cash out the card details you obtain from it?
Card Skimming is install → accumulate → recover → sell: install costs 6 nerve (needs a Card Skimmer + Spy Camera), recovery costs 4 nerve per an acti…
Crimes ·
- What affects crime success rate in Torn, and is there a cap on it?
No cap on personal crime success rate is documented in the sources. In Crimes 2.0, success depends on hidden crime experience (CE), per-crime crime s…
Crimes ·