Section 13: Gang Guidebook
Rules required to be followed by members of a gang and individuals interacting with gangs
Rule #55: Gang Limits
Description: As of right now, the max amount of people allowed in one gang is 25. Any gang that goes over that limit will require them to handle their roster and get back to the limit. Refusing to comply wit the limit can result in an disbandment of gangs or possible infractions such as a warning, suspension, or permanent ban.
Rule #56: Conflict Roleplay
Description: If communication has already taken place elsewhere (such as via text, call, etc.), it counts as an interaction. If someone is talking negatively about you or directly to you through social media, text, or phone call, you have the right to confront them and handle the situation.
Make sure to confirm the identity of the person you're confronting by observing their movements or hearing them speak. Please refer to our rules regarding RDM for clarification.
Gang Specific Conflicts
To avoid being targeted by a violent gang, it's best to avoid engaging in conflicts with them, as provoking fights is considered low-quality roleplay. Even after a war ends, tensions can linger and potentially escalate into another full-scale war if they become sufficiently hostile and violent. Any aggressive actions should have proper buildup or significant roleplay context. Always prioritize roleplay over gunplay.
Rule #57: Gang Territories
Description: Established gangs can defend their territory by shooting trespassers, including police, after issuing a 10-second warning or interaction. Castle Law applies only if the opposing party initiates violence; it cannot be claimed if individuals are positioned on rooftops with weapons, seemingly waiting for interactions.
Selling on another gang's turf exposes you to the risk of being robbed without warning.
Non-established gangs lack official territory ownership and do not hold the same authority over the areas they claim.
In the event of a gang shootout spilling onto the turf of a third-party gang, that gang has the option to intervene. Only the third party can initiate aggressive actions against the two fighting gangs. Once the original gangs vacate the area, the third party must cease their involvement.
If the third party decides to intervene, they must do so impartially, engaging both parties involved in the conflict. This rule is not intended for forming alliances or seeking external assistance.
Claiming Turf:
Gangs may claim their territory through activities such as drug sales, graffiti tagging, and property ownership. Property ownership is defined as having four or more gang members owning homes or properties within a specific neighborhood or area of the city.
Sprays:
Once a spray is placed in an unoccupied area, it becomes turf. When placing gang sprays, ensure the entire spray is visible and not clustered too closely together. It should be prominently placed where it can be easily seen, not hidden in an alley. This helps prevent accidental conflicts with others who might unknowingly spray over your turf. Any sprays placed in alleys or unclear locations will be removed. Avoid placing sprays too close together or spreading them too widely. Cluttering an area with multiple sprays can reduce their effectiveness and visibility. It's better to strategically place sprays in visible and significant locations to mark and define your gang's territory or message. You can remove a spray, but don't do it without a good reason. Good reasons include expanding your turf or cleaning up graffiti from your own or allied areas.
You cannot remove sprays for unverified gangs, even if it is on your turf. This gives the unverified gang ways to establish a reputation around the city. However, you can contest for it to be removed.
Removing sprays is one step toward declaring war or starting a beef, but only after the necessary roleplay has occurred. Whether that be in person or via social media.
When contesting a spray it triggers a series of events, leading to one of three outcomes: retreat, defeat, or removal. Repeatedly contesting to remove a spray just to lure or provoke the other groups isn't a sustainable or productive strategy.
When you contest a spray, it starts a series of events that will result in one of three outcomes:
Retreat: Your gang retreats, giving up the territory in question.
Defeat: Your gang loses β The winning group has authority to claim the territory but remember, the turf must be connected. If there is no connected turf, the winning gang cannot claim.
Removal: Your gang removes the spray from the turf as a forced or nonviolent alternative for various reasons.
Rule #58: Gang Attire
Description: When committing crimes with fellow gang members, you must wear your gang's specific clothing. Any crimes committed while not in gang attire should be considered personal and not associated with the gang.
"Pressing" People
As a gang member, you are allowed to display your unique item, flag, or clothing. You can threaten others to take these items off. If you've already warned someone once and see them wearing the items again, you can carry out your initial threat. You cannot target another player just because of the color of their clothing. Whitelisted gangs with their own unique item can confront players wearing it if those players are not part of their gang or do not have permission.
Rule #59: Alliances
Description: Alliances are designed to offer support and assistance for activities such as warfare, drug operations, crafting, and robberies. You may wear your gang attire with your allied gang, but allies are not to be considered an extension of your own gang and should only be relied upon in times of need. Gangs can form alliances with only one other gang at a time. After ending an alliance, a 30-day waiting period is required before forming a new one.
Rule #60: Gang Wars
Description: War should only be considered after all other roleplay options have been thoroughly explored. There must be a substantial reason to declare war, as trivial reasons like "they hit my car or tackled me and I want revenge" will be dismissed, and you will be encouraged to engage in more roleplay to develop a valid reasonβunless both sides mutually agree to go to war over it.
Gangs must meet in person to set the terms of the war. The number of participants from each side must be decided during this initial meeting. You can choose any number of participants, but this must be agreed upon before the war begins (for instance, if both sides agree, a 15v15 battle is permitted).
A ticket should be created involving the leaders of both warring gangs and staff to clarify and communicate the rules of war, ensuring that everyone understands and agrees on the guidelines.
If allies are involved, they can only provide up to two members to assist you, and the total number of participants on each side must still be respected. Punishments: Violating the agreed-upon war terms will result in an automatic loss. Make sure to keep a record of these terms.
Rule #61: Law Enforcement & EMS Gang Interactions
Description: During a gang war, both gangs and law enforcement must follow the rules for initiation and escalating violence. Cop violence should be a last resort when they intervene in a gang war. Law enforcement officers will be trained not to shoot on sight, and gangs are required to adhere to this rule as well.
Using /911 to request revival during a gang war is prohibited. Law enforcement is not obligated to repeatedly enter gang areas with ongoing shootouts and will not serve as personal EMS for gangs.
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