Robbery, Scamming & Property Crime Rules
Player-versus-player crime should create meaningful roleplay without becoming a method of repeatedly stripping members of progress.
Eligibility
A character must be level 3 or higher to deliberately initiate a planned robbery or scam against another player. Characters below level 3 should not be selected as planned targets unless they voluntarily and knowingly enter an ongoing criminal situation.
New-player status never protects someone who deliberately joins a violent crime, but it must not be used as an excuse to farm inexperienced members.
Robbery limit
A robber may take no more than $5,000 in cash from one victim during a single robbery scene.
A robber may also take reasonable carried items that are visible, discovered through valid roleplay, and permitted by the inventory system. Staff may reverse items taken through rushed, forced, or implausible searches.
You may not force a victim to:
- Withdraw money from a bank or ATM.
- Transfer ownership of a house, business, or vehicle.
- Hand over account credentials or OOC purchases.
- Retrieve stored assets from another location.
- Purchase items for the robber through a scripted shop.
Scamming limit
The maximum value of an in-character scam is $50,000 per victim and connected scheme unless management approves a larger, long-term storyline in advance.
Scams must be conducted in character and provide the victim a reasonable opportunity to identify warning signs. OOC deception, fake staff authority, forged screenshots, website impersonation, account access, and misleading someone about server mechanics are prohibited.
Property, businesses, unique vehicles, donor benefits, accounts, and real-world money may not be obtained through an unapproved scam.
Robbery cooldown
A character must wait at least 15 minutes after a completed or failed robbery before initiating another planned robbery. The cooldown applies to the full participating group; rotating the person who issues demands does not bypass it.
Staff may stop a crew that repeatedly targets players in a short period even when the exact cooldown has passed.
Escalation and demands
Robbers must clearly communicate demands and provide a reasonable chance to comply. Immediate shooting without time to understand or respond is not acceptable unless the target presents an obvious immediate threat.
Victims must react realistically to danger, but robbers may not use intentionally impossible deadlines, unreadable messages, or animation locks to manufacture noncompliance.
Public locations and witnesses
Robbery in a busy town center, active business, government building, hospital, station, or heavily traveled road carries a high risk of witnesses and emergency response. Criminals must account for the setting instead of treating low player count as an empty world.
Protected locations after violent crime
A participant in a violent crime may not enter a protected location for 15 minutes to end the scene or avoid pursuit. A player may enter to surrender, continue an arrest, or receive emergency medical care while remaining available to the involved parties.
Property theft and burglary
Breaking into a vehicle, house, or business requires access provided by the game system or staff-approved roleplay. You may not exploit unlocked states, mapping gaps, desync, furniture placement, or interior loading to enter a property.
Items may only be taken when the system supports removal or staff has approved the specific scene. A successful break-in does not grant unlimited access to everything an owner has stored.
Vehicle theft
Vehicle theft requires reasonable preparation and roleplay. Opportunistic theft of an unattended running vehicle may occur, but repeatedly stealing vehicles only to destroy, abandon, or grief owners is prohibited.
High-value or unique vehicle theft may receive additional restrictions based on the current vehicle policy.
Law-enforcement contact
Crime does not become invalid because police arrive quickly. Criminals must continue the scene and may flee, negotiate, surrender, or resist within the ordinary rules. Players may not disconnect, hide in inaccessible interiors, or transfer stolen assets to avoid recovery.
Refunds and reversals
Staff may return assets when a rule violation materially caused the loss. A failed criminal plan, lawful seizure, poor judgment, or ordinary in-character betrayal is not automatically refundable.
