Gang & Illegal Roleplay Rules
Illegal roleplay should build stories for the people involved: crews develop a reputation, customers and rivals remember what happened, and choices bring consequences. These rules apply to official illegal factions, unofficial crews, independent criminals, and anyone taking part in gang, territory, contraband, robbery, or organized-crime roleplay.
The general Gameplay & Roleplay Rules, Robbery, Scamming & Property Crime Rules, and Faction, Organization & Government Roleplay Rules still apply. This thread explains the expectations that are specific to illegal roleplay.
Official factions and unofficial crews
An official illegal faction may use the faction systems, territory influence, treasury, ranks, and any assets assigned by management. An unofficial crew can still create illegal roleplay, build relationships, sell contraband, and develop its identity, but it may not claim official status or access benefits that have not been granted to it.
A group should exist for more than grinding drugs, weapons, robberies, or influence. Members are expected to develop recognizable characters, a believable purpose, and relationships that continue beyond one profitable scene.
Territory and influence
Influence measures supported faction activity inside a configured territory. Controlling a territory represents a criminal foothold; it does not make the area private property and does not give the controlling faction authority over every resident, business, or player who enters it.
Territory control does not create an automatic reason to attack someone. Conflict must grow from information the characters actually possess, with suitable interaction and escalation. A map marker, influence total, faction name, or out-of-character conversation is not character knowledge by itself.
Influence must come from genuine activity. Do not trade items back and forth, arrange fake buyers, rotate alternate characters, use another account or household connection, recycle the same goods, or repeat empty scenes for points. Asking another group to return items or money after a transaction is also influence farming.
The daily limits and anti-farming checks are part of the system, not a target to work around. Staff may remove influence, treasury income, items, or territory control when activity was staged to bypass those safeguards.
Gang conflict and escalation
Insults, colors, graffiti, presence in a neighborhood, or faction membership can contribute to a story, but none of them alone permits immediate violence. Characters should investigate, communicate, issue warnings, negotiate, retaliate proportionately, or otherwise allow a conflict to develop.
A so-called war does not suspend the normal combat rules. Each attack still needs a current in-character reason, correct character knowledge, a believable opportunity, and consideration for the location and uninvolved people. OOC arguments, reports, staff decisions, or Discord disagreements may never become reasons for in-character retaliation.
Large, prolonged, or server-wide faction conflicts should be discussed by the faction leaders and management before they begin. This allows the story, expected scale, and effect on other players to be understood without deciding its outcome in advance.
Robbery and theft
All robberies remain subject to the Robbery, Scamming & Property Crime Rules. The current cash limit is $5,000 per victim, the planned-robbery minimum is level 3, and the group cooldown is 15 minutes after a completed or failed robbery.
Items may only be taken when they are reasonably carried, discovered through roleplay, and supported by the inventory system. A victim cannot be forced to withdraw money, retrieve stored property, transfer a house, business, or vehicle, or purchase something for the robber.
NPC robberies must be treated as scenes, not free loot. Use the supported interaction, give the situation reasonable roleplay, and accept its outcome. Do not reconnect, manipulate NPC IDs, repeatedly trigger the same encounter, or use several characters to farm one NPC occurrence.
Vehicle, house, and business theft must use the supported systems or receive staff approval where the system cannot represent the intended scene. An unlocked state, loading issue, mapping gap, or desync is not permission to take property.
Contraband and illegal sales
Drug and weapon transactions should involve a believable seller, buyer, place, and reason. The commands complete the exchange; they do not replace the conversation or allow either side to ignore what happened afterward.
Do not use OOC messages to arrange a guaranteed outcome, return the money or item after credit is awarded, or move goods between your own characters. A sale that exists only to create influence, treasury money, or progression may be reversed even if the command technically succeeds.
Characters may lie, negotiate, refuse a deal, or set someone up through roleplay. Any scam remains subject to the published scam limit and may not rely on false information about server commands, staff authority, account access, or other OOC deception.
Graffiti and tagging
Graffiti should have an in-character purpose such as marking presence, sending a message, memorializing someone, or provoking a rival. It should be placed where the character can reasonably reach and where the result fits the surrounding world.
Tags may not contain OOC insults, personal attacks, slurs, real account information, or messages aimed at humiliating the player behind a character. Placing a tag does not instantly reveal who created it, and seeing another faction's tag does not automatically identify a specific person.
Faction treasury and shared assets
The illegal faction treasury belongs to the faction, not its leader. Treasury withdrawals, member payments, salaries, faction equipment, stored contraband, and faction vehicles must be used for a legitimate faction purpose and should make sense in character.
Leaders may not drain the treasury before resigning, distribute assets because of OOC friendship, move faction property to alternate characters, or disguise a personal payout as a faction expense. Leaders are responsible for reviewing transaction records and being able to explain significant withdrawals.
Members must not sell, hide, or give away shared assets without authority. Leaving or being removed from a faction does not turn faction property into personal property.
Police attention, evidence, and consequences
Illegal activity can create witnesses, evidence, heat, investigations, arrests, seizures, injuries, and financial loss. Low player count does not mean a public place is empty, and a territory with no officers present is not free of cameras, residents, businesses, or later investigation.
Characters may take reasonable precautions, but they may not use OOC information to avoid patrols, identify undercover characters, find evidence, or learn that a report was made. Evidence and law-enforcement records should be handled through the supported systems and the roleplay that produced them.
Alternate characters and faction separation
Do not use multiple characters in the same gang conflict, investigation, supply chain, territory push, or retaliation. Knowledge, customers, hidden locations, enemies, contraband, money, and faction plans do not transfer between characters because one player controls them.
When two of your characters could affect the same active storyline, step back with one of them and ask staff if the separation is unclear.
Keeping scenes fair
Illegal roleplay carries risk for everyone. Criminal characters are not guaranteed profit or victory, victims must receive a fair chance to respond, and law enforcement arrival does not invalidate a scene. Continue roleplaying the result unless staff pauses or corrects it.
If a technical problem affects a scene, preserve screenshots or video and use
Code:
/reportFor commands, influence values, capture requirements, heat, treasury income, salary funding, and troubleshooting, read Official Gang Factions: Illegal Influence and Treasury under the wiki's Illegal Roleplay Systems section.
