Section 3: Robbery & Hostage Rules
- 1. Police Presence
High-priority robberies (bank, jewelry) normally require a minimum of 6 officers on duty. Taking a police hostage requires 7 officers.
⚡ Low-Pop Exception: When server population is below 20, police and player quantity requirements are reduced by 50%. Staff may also allow NPC hostages when pop is very low. - 2. Hostage Rules
Hostages must be random civilians found in the city. No friends, associates, or staged fake hostages. One robber cannot pose as a hostage.
- 3. Scene Setup
The scene must be reasonably set up before starting. You cannot add people or arrive late once the hostage is taken.
- 4. Scene Limits
Maximum 6 robbers and 3 vehicles per scene. The hostage cannot be taken from the scene after the crime — law enforcement will act to prevent removal.
- 5. Ransom
Maximum $50,000 cash per hostage. The hostage must be released if ransom is paid. Negotiations may occur via mutual radio, phone, or megaphone.
Section 4: Organization & Gang Rules
📌 DEFINITION
- What is an Organization?
A group of 5+ players with a shared identity (name, colors, symbols) engaged in coordinated criminal activity with hierarchy and permanence.
👥 MEMBERSHIP
- 1. One Active Org Character
You may only have one active org character at a time. Maximum 2 organizations per player across all characters. Exceptions for disbanded or properly traded orgs.
- 2. Member Requirements
Minimum 5 active members to form and maintain an org after whitelisting. If activity drops, you get a 15-day warning before disbandment (reapply in 30 days). Maximum 30 members.
- 3. 10-Day Wait Period
New orgs are under a 10-day probationary period after whitelist acceptance. During this time only 1 strike is allowed before disbandment, and the org cannot go to war.
- 4. Blood In / Blood Out
Leadership may enforce IC consequences including perma-death (with admin oversight). Leaders are responsible for their members' behavior.
🗺️ SAFE PASSAGE & TERRITORY
- 5. Civilian Assets
Critical civilian assets (gas stations, vehicle sales, supply stores) must remain accessible. Drug spots and black markets are not protected.
- 6. Turf Rules
Orgs may tax, threaten, or remove rivals from their turf. You cannot harass pure civilians doing legal RP. House robberies on your own turf are prohibited.
⚔️ RIVALRIES & WARS
- 7. Build Beef First
Build genuine IC beef through roleplay before escalating to violence. Simple disrespect is not enough to justify shooting.
- 8. Org Conflict Escalation Ladder
Org-on-org beef must follow proper buildup:
1st interaction — Fists only.
2nd interaction — Melee weapons.
3rd interaction — All weapons.
4th interaction — On sight. Active war.
You cannot return to a scene for 30 minutes after death during any stage of org conflict.
- 9. Declaring Full War
Submit an RP ticket for approval and announce in advance. An in-city parley on neutral ground must set terms (no violence at parley). Limit to one ally organization. Wars should not exceed 72 hours.
- 10. During War
Wear org colors when initiating attacks. Follow the 15-minute cooldown between scenes. Wars run on an attack-retaliation cycle — last man standing wins the round. No third-party injecting. LEO and EMS respond normally but will not heavily interfere; EMS will not enter active red zones repeatedly.
📋 ORGANIZATION DISCIPLINE
- 11. Strike System
Orgs follow the same strike system as players. First strike is a warning; each additional strike is a 1-week suspension; 3 strikes risks disbandment. Strikes clear after 60 days unless behavior repeats.
- 12. Roster Responsibility
Leaders must maintain a roster (city names + Discord names) on a Google Sheet, shared with RP staff via ticket. Minimum 1 leader and 1 VP. Potential members count toward your 30-person cap.