Rules
Please review the rules to keep things fair and fun for everyone.
What is Roleplay?
Fully embody your character in words and actions. React to in‑game events as you would in real life and stay realistic at all times.
VDM — Vehicle Deathmatch
Using vehicles as weapons to hit/kill players or ram vehicles is forbidden — even for EMS or police.
RDM — Random Deathmatch
Killing without valid reason, threat, or conflict is prohibited. You need dialogue/threat/context to justify force.
Meta Gaming
- Do not use out‑of‑game info (Discord/Twitch/streams/chats) in game.
- Example: friend shares someone’s location on Discord and you go kill them → Meta → violation.
Powergaming
Doing things your character could not realistically do or abusing systems/powers for personal gain.
Fear RP — Value of Life
Value your life and others’. Don’t act recklessly. Do not resist an armed person when unarmed. Self‑defense is allowed only when necessary. Negotiate first before risking lives.
General Offenses
- NRP Driving: unreal/reckless driving.
- Cop Baiting: provoking police to chase/kill/kidnap.
- Stream Sniping: using streams for info or harassment.
- Combat Logging: leaving to heal/escape or to avoid active scenes.
- Fail RP: breaking roleplay fundamentals.
- Toxicity: strictly prohibited.
- Racism: zero tolerance.
- Green Zones: weapon‑free areas defined by the server.
- CIA/Admins: when visible, treat as out of RP and follow instructions.
Compensation
Full compensation requires: server‑side issue + full video + within 3 days + list all losses in the video.
Reports
You may report any player with clear evidence. Tickets are handled transparently by the appropriate team.
Contacting Staff & Moderation
- Do not DM admins.
- Report griefers/bugs; failure to report is a violation.
- Don’t initiate talk with moderators; respond when addressed.
- Do not ignore/leave when summoned; evasion/assault = permanent ban.
- Be respectful and follow instructions.
- Do not try to identify admins’ personal characters.
Criminal Activities — General
- No operations without a logical scenario.
- Do not intrude on active scenes.
- Once robbery starts, entry is forbidden after police arrive (allowed before to complete numbers).
- Safe escape: no outside help; don’t run to gang HQ; you may flee to a pre‑agreed spot.
- If the escape fails, escape conditions are void; police may use any weapons.
- No music/dancing/mockery during robberies.
Balance Between Gangs & Police
- Don’t start if criminals outnumber police unfairly (e.g., 6v1).
- No driving/stealing police vehicles.
- No raiding police HQ.
- Assign a negotiator before robbery and show the hostage before police arrive.
- No hostage may result in immediate use of force.
- Police should mirror weapon class (pistol vs pistol, SMG vs SMG).
- Distinguish between safe escape vs agreed shootout and honor the terms.
Agreed Shootout vs Safe Escape
- Shootout: both sides agree on a location to fight; no running; stick to the agreed weapon class.
- Safe escape: helps criminals flee; if it fails, police aren’t bound by weapon limits.
- No lying about external assistance; obey the specified participant limits.
Gang Outfit
- No masks/armor outside criminal actions — especially in safe zones.
- Use a unified gang outfit and register it with staff.
Kidnapping — Civilians
- At least 4 police online.
- Criminals must outnumber by one (2v1, 3v2...).
- Must carry a firearm.
- Ensure area safety.
- No starting on bikes or with job vehicles.
- Ensure jobs are available except when prepping a scenario.
- Max ransom for civilians: $10,000.
Kidnapping — Police
- At least 5 police online.
- Criminals must outnumber by two (3v1).
- Only one officer may be kidnapped at a time.
- Max ransom: $15,000 (officer), $25,000 (command/unit heads).
- Do not strip police gear/ammo.
Hostages — General Rules
- No hostages from your own gang or using friends as hostages.
- Remove items from the hostage (weapon/phone/radio/GPS); verbal "take" is not valid.
- Kidnapping without negotiation may not exceed 15 minutes.
- No provoking/insulting hostages.
- Use cuffs.
- If the target flees to property/safe area you may continue; the runner is punishable (record proof).
- Hostages must obey captors’ orders.
- If the kidnapper disconnects, wait 10 minutes before escaping (record it).
- If the kidnapper leaves you unguarded, you may escape.
- If the kidnapper breaks rules, continue and record; don’t stop the scene.
Negotiation
- Do not request armor/weapons/ammo from the negotiator.
- One request per hostage.
- Police must not abandon the scene.
- Criminal must state whether negotiation succeeded or failed.
- Negotiator enters the robbery location only with permission.
- On success: hand over hostages first, then execute terms.
- Big robberies: use a public radio (one negotiator per side).
- If no police negotiator joins within 60s, police may breach.
- Negotiation aims for escape or minimal losses; requests must be clear and reasonable.
- A hostage indicates willingness to negotiate; do not hide behind hostages while shooting.
- Shooting first = rejecting negotiation → police may breach.
- Verify police count before starting.
- Max two armor vests per participant.
- No members of the same group outside the robbery area.
- When criminal activity is paused: robberies are forbidden; you may only kidnap to prep.
Weapons After Scenes & Investigation
- If a suspect cannot be revived after a scene, police may NOT seize their weapon.
- If revived, the weapon is seized at the station and handed to operations.
- Criminals may not ditch weapons by throwing them on the ground.
- Before investigation, the officer must ask if the suspect wants a lawyer (one phone call allowed).
- Charges and penalties must be explained before applying them.
- No jail/fines without sufficient cause or evidence; in‑flagrante is sufficient evidence.
Timers & Locations
- Negotiation time ≤ 10 minutes.
- Breach time = 20 minutes after negotiation ends (e.g., 5 + 20 = 25 total).
- Do not occupy locations just to lure police; police may siege or withdraw. Applies to gang HQs to preserve secrecy.
Gang Rules
- No alliances between gangs against other gangs or police for wars/robberies.
- You may kidnap/search rival members caught operating in your territory.
- Kidnapping/holding only within scenarios — no random acts.
- You cannot belong to multiple gangs on different characters.
- Gang wars must remain in RP.
- No random shooting without established hostility.
- Inter‑gang cooperation allowed only for weapons/drug trade.
- Gang leaders are accountable; entire gangs can be penalized.
- Violations may lead to gang removal.
- Police may seize gang HQ if discovered through RP.
- Police may negotiate or breach directly upon confirming suspicious activity.
- Police must announce approach within 10 minutes prior.
- If police take control, HQ can be closed up to 24 hours; avoid the area.
Robbery Participant Limits
- Stores: max 3 criminals — max 4 police.
- Fleeca/Paleto: max 4 criminals — max 5 police.
- Pacific Bank (Central): max 8 criminals — max 10 police.
- Vangelico (Jewelry): max 4 criminals — max 5 police.
Safe Zones (Green Zones)
- Police HQ and adjacent street — Hospital and its garage — Mechanic garages — Restaurants — Work and job pickup areas — Clothing stores — Car dealership — Hotel — Recycle area.
- Do not interfere with anyone while they are working.*
