Expectations
- This is a story-driven server, not a “gang wars” server. Gangs are expected to create immersive roleplay, not just PvP.
- Groups must interact with the broader community — drug deals, races, heists, alliances, rivalries, etc. Grinding alone or isolating your group is not acceptable.
- Criminal RP must focus on storylines and interactions, not solely profit or win-chasing.
Classifications
- Gangs – Groups with a shared identity (color, clothing, symbols, flags, etc.), usually with defined territory and internal codes.
- Organized Crime Groups (OCG) – Structured groups focused on profit-driven crime (boosting, heists, trafficking). Identifiable by uniforms, items, or colors.
- Motorcycle Clubs (MCs) – Clubs centered on bikes, brotherhood, and a clubhouse/turf. Some may be “1% clubs” and engage in organized crime. Usually identified by kuttes/patches.
- Racing Crews – Crews dedicated to street racing. May do side crimes to fund cars but are primarily race-focused.
Starting a Gang
- Leaders must have Allowlist+ to whitelist. Whitelisted gangs receive perks (boss menu, MLO base, etc.).
- Non-whitelisted gangs can still RP as gangs but won’t have special perks.
- All gangs begin on probation. Two strikes during probation = disbanded.
- Gangs must have 4–20 members and keep an updated roster.
- If someone is wearing your colors, you may warn them but cannot escalate unless:
- They are impersonating,
- They escalate first, or
- They wear an item specific to your gang.
- We encourage you to do stuff as a gang, regardless of your group being whitelisted or not!
Accountability & Discipline
- Gang leaders are responsible for their members’ RP quality. Poor gang RP can result in strikes even if the leader was not involved.
- Strike System:
- 1st Offense – Written warning
- 2nd Offense – 1 strike, no further action
- 3rd Offense – 2 strikes, loss of perks, 14-day suspension
- 4th Offense – Disbanded
- Staff reserve the right to escalate punishment (up to immediate disband) for extreme cases.
General Gang Rules
- Only 1 vehicle may assist during traffic stops.
- Violence should be a last resort in LEO interactions.
- Gangs cannot ally against a third gang or against LEO. Temporary event/storyline exceptions require staff approval.
- Outside of declared wars, criminal scenarios are capped at 5 players per side.
Turf & Sprays
- Sprays = territorial markers. A gang’s turf is defined by its base of operations.
- Contesting a spray counts as initiation. The defending gang may escalate immediately.
- Sniping is prohibited in all spray contests.
- Contesting applies only to gang sprays, not local NPC areas.
Gang Wars
- Declaration: Must be agreed IC between leaders and registered via staff ticket with terms.
- Colors/Identification: Members must wear colors or identifiable clothing. Gang vehicles should reflect gang colors.
- Engagement Rules:
- Initiation rules waived inside turf fights.
- Group size cap lifted — full gang may participate.
- No sniping allowed.
- Outsiders may not participate. Only rostered members may join. No adding new members mid-war.
- Looting:
- Wars use gang “tokens” (flags, chains, tags, etc.). Each gang starts with a set number of items. Looting these from enemies progresses the war.
- 1v1 encounters: Gang tokens may be taken. Outnumbered encounters: You may press/rob but cannot down or take gang tokens.
- Timers:
- Defenders must wait 30 min before counterattacking.
- If they fail, attackers may strike again after 45 min.
- Cooldown: After a war concludes, tensions reset. No new wars for 3 weeks between the same gangs.
- Violation of Terms = Automatic forfeit.
- Medical/Respawn: No using 911 to respawn mid-fight. If EMS/LEO don’t arrive after rival leaves, you may respawn.
Additional Crime/Gang RP Rules
- Racketeering/Extortion – Allowed with staff-monitored escalation. Extorting businesses must create RP, not grind. Excessive “pay or die” harassment is prohibited.
- Scamming – Criminal scams allowed, but capped at $100k value. Cannot scam using OOC trust (Discord trades, stash theft).
- Rack Wars / Turf Economy – Turf may control access to drug sales or distribution. Any disputes must be staff-approved and follow war rules.
- Civilian Involvement – Civilians cannot be forced into wars. If a civilian helps a gang, they may be treated as temporary associates but cannot be rostered.
- Cross-Character Knowledge – You cannot use info from one of your characters’ gang involvement on another character.
- Inside Jobs
- LEO/EMS/DOJ Corruption – Corruption RP is allowed under the Corruption RP Rules. Staff approval is not required, but all corruption activity must follow those rules. (Example: taking bribes is fine, handing out weapons or raiding stashes is not.)
- Gang/Organization Infiltration – Undercover RP (infiltrating gangs, cartels, or organizations) is allowed, but must be built up through extended roleplay. Instant “spy alts” or dropping into a gang without development is not permitted.
- Alt Character Knowledge – You cannot use information from one of your characters’ infiltration/corruption arcs on another of your characters.
What are the perks of being Whitelisted?
- Custom Area (MLO or Shell)
- Gang Garage
- Custom Spray
- Custom Clothes
- Gang Funds
- Gang Stash
