In short: Build a reputation through identity and stories—not a body count. The core Equinox Rules always apply.
1. Formation and recognition
1.1 — Groups may form organically
You do not need organization status to develop an identity, recruit, build relationships, or participate in criminal roleplay. Recognition adds supported organization features; it is not permission to create constant conflict.1.2 — Recognition requirements
Leadership must meet the current Allowlist+ requirements and apply through the approved process. Staff may consider roleplay quality, identity, leadership, activity, community involvement, story development, and disciplinary history.1.3 — Rosters
Recognized organizations must maintain 4–20 active members and an accurate roster. Only legitimate members belong on it. Do not add temporary members, friends, or associates to bypass player limits, war terms, or conflict rules. New members may not be added during an active war to create reinforcements.1.4 — Probation
Newly recognized gangs begin on probation. Receiving two gang strikes while on probation results in disbandment.2. Identity and leadership
2.1 — Identity must exist in roleplay
Create an organization through its people, culture, relationships, activity, and stories—not only a menu, property, or mechanics grind. No organization owns an entire color. Similar clothing may start a conversation, but it is not automatic initiation. Escalation requires impersonation, a protected identifier such as a patch or chain, the person’s response, or other legitimate roleplay.2.2 — Leaders are accountable
Leadership must maintain the roster and address recurring low-quality roleplay, excessive PvP, toxicity, or rule violations. A continuing group-wide problem may result in action against the organization even when a leader was not present for every incident.
Severe or intentional misconduct may skip steps and result in immediate strikes, suspension, leadership removal, loss of benefits, individual discipline, or disbandment.
3. Normal group conflict
3.1 — Five players per side
Outside an approved gang war, an organized criminal scenario is limited to five participating players per side. Lookouts, communications, reinforcements, and anyone otherwise assisting the active scene count. Do not rotate new members into the scene.3.2 — Traffic stops
No more than one additional vehicle may arrive to support a member involved in a traffic stop. A routine stop should not automatically become an organization-wide confrontation.3.3 — Police violence is a last resort
Routine police contact does not need to become a shootout. Leave room for pursuits, negotiations, investigations, arrests, court cases, informants, and longer stories.3.4 — Alliances do not combine numbers
Organizations may form alliances, but separate groups may not combine against a third organization or law enforcement to gain a numbers advantage. A specific storyline or event exception requires staff approval beforehand.4. Turf and sprays
4.1 — Contesting a player spray is hostile initiation
Actively contesting another organization’s player spray permits the defending organization to escalate immediately. This applies to player sprays—not NPC or local-gang territory.4.2 — No sniping
Sniping is prohibited during spray contests. These scenes should create direct interaction between the groups involved.5. Official gang wars
5.1 — A war requires agreement and approval
Organization leadership must establish the war in character, agree on terms, and submit them in a staff ticket. Terms should identify the participants, start and victory conditions, tokens, territory, and any additional restrictions. No conflict becomes an official gang war until staff approves it.5.2 — Participants must be identifiable and rostered
Use recognizable colors, clothing, patches, chains, kuttes, or other established identifiers. Only members rostered before the war may participate. No civilians, allies, temporary associates, or mid-war recruits may assist.5.3 — War exceptions are limited
During a legitimate engagement covered by the approved terms:- The normal five-player limit is lifted for eligible rostered members.
- Normal initiation requirements are waived.
- Sniping remains prohibited.
6. Gang tokens and engagement timers
6.1 — Token encounters
Tokens may be taken after an equal one-on-one encounter between eligible members. When one member is significantly outnumbered, the larger group may confront, pressure, or rob that person through reasonable roleplay. The group may not down the isolated player solely to obtain a token, and may not take a token under those circumstances.6.2 — Counterattack timing
After an attack, the defending organization must wait 30 minutes before counterattacking. If that counterattack fails, the original attackers must wait 45 minutes before striking again.6.3 — Medical resets are prohibited
Do not call 911 only to receive a quick revive and return to the engagement. If the opposing group has left and EMS or law enforcement does not arrive, use the normal respawn process. A player removed through death or respawn rules may not return to the same fight.6.4 — Ending a war
The approved terms determine victory. Breaking those terms may cause an automatic forfeit. After a war ends, the same organizations must wait three weeks before beginning another official war against each other.7. Criminal enterprises
7.1 — Racketeering and extortion
Protection schemes, criminal taxation, territory arrangements, and illegal distribution agreements must develop through roleplay. Repeated low-effort demands, unavoidable targeting, or harassment disguised as extortion may be stopped by staff. Large turf disputes or rack wars may require staff approval and the official gang-war process.7.2 — Scams
In-character scams are limited to a total value of $100,000 and must use legitimate IC interaction. Do not exploit OOC friendships, Discord agreements, staff identity, or server-mechanic claims to obtain access or property.7.3 — Do not lock others out of content
Criminal markets may create influence, rivalry, and competition. They may not be used to permanently deny every other organization or player access to server content.8. Civilians, information, and infiltration
8.1 — Civilians are not extra roster slots
Civilians may work with an organization and face consequences for their specific involvement. They may not be used as unofficial members to bypass group limits, rosters, or war rules, and cannot be forced into an ongoing war solely for interacting with one side.8.2 — Knowledge stays with the character
Do not transfer organization, infiltration, or corruption information between alternate characters. The character who learned it owns that knowledge.8.3 — Infiltration must be earned
Gang and organization infiltration must develop through extended roleplay. Do not create a character, immediately join a group, collect information, and leave only to benefit another storyline.8.4 — Restricted-role corruption
Government and whitelisted characters must follow the core restricted-role rule and any department requirements. A corruption storyline does not permit unrestricted access abuse, protected-stash theft, or distribution of government equipment.9. Recognition Benefits
Recognized organizations may receive approved areas, garages, sprays, clothing, funds, stashes, or other supported features. Benefits vary with server development and remain a privilege that staff may suspend or remove.Back to the core rules
Review the standards that apply to every organization member and scene.
