Work
There is a page called Work, and it is the shortest answer in the game to what do I do now.
It is a menu of small jobs — lifting wallets in a queue, doing the rounds of the shopfronts that pay you, taking a boosted car to a man who does not ask questions, standing in a room above a pub for door money. Each one is a page, a button and an outcome.
The rule that matters
None of it costs Energy. Every job on the menu carries its own clock and nothing else, so they never wait on each other. Doing the rounds has no bearing on whether you can take a fight, and neither of them has any bearing on your crimes.
That is the whole point of the page. When your Energy is spent and every other button in the game has gone quiet, this one has not.
If you would rather not wait out a clock, Energy will buy out what is left of one, at the same rate it buys out a crime's.
What it costs you when it goes wrong
The same things everything else costs: a cell, a hospital bed, or Heat. Nothing on the menu invents a new punishment, and every card states its own odds and its own consequence before you click it.
Runs
One of them keeps count. Collect from the same shopfronts week after week and each round pays more than the last, up to a ceiling — and getting caught once puts you back to the bottom.
Nothing else on the menu remembers anything, and nothing anywhere on the page decays while you are away. Miss a week and your run is still where you left it; only being caught ends one.