NPC workers automate selected activities using your character's resources and progression. They are not separate characters with an unlimited supply of Energy or Nerve.
| Worker | Activity | Main trade-off |
|---|---|---|
| Henchman | Selected crimes | 75% of positive cash payouts and no item loot |
| Wheelman | Selected GTA attempts | Vehicles receive 25 additional damage points |
| Chemist | Selected drug-processing recipes | Processing takes 25% longer |
The Chemist processes materials; it does not grow drugs. Output per batch follows the normal recipe calculation.
Henchman and Wheelman settings control selected activities, order and an optional Heat threshold for Lay Low. Chemist settings control recipes and output requirements.
A new contract costs 200 Donator Points and provides eight hours. Active Donator Status reduces the hire cost to 150.
A top-up adds four hours for 100 Donator Points, or 75 with active Donator Status. It is available when less than four hours remain.
You cannot hire a second live worker of the same type. Review the contract status and remaining time on the Workers screen.
Active and waiting contracts consume time. Missing resources, blocked actions or a worker's jail stay can therefore use paid time without producing actions.
A manual pause freezes contract time and frees the corresponding activity for manual play. A jailed worker cannot be manually paused.
The Chemist's stop-when-finished setting can suspend the contract when materials or eligible work are unavailable. Suspension freezes time and is periodically rechecked for automatic resumption.
Worker jail outcomes place the worker in jail instead of the player for the automated attempt. The contract is not automatically ended. Release a worker through a bust or wait for its sentence.
Monitor your resources, Heat, materials and worker statistics.
Mechanics checked against the game code on 16 September 2026.