FORSAKEN CITY RP

ORGANIZED CRIME REGULATIONS

Enforced by Forsaken City Staff & Gang Team

Last Updated: November 23rd, 2025

1. Purpose & Scope

The Organized Crime Regulations exist to ensure that criminal roleplay remains balanced, meaningful, and enjoyable for all participants in The Forsaken City. These standards establish how gangs operate, how conflicts begin and escalate, and how criminal interactions should be approached and resolved. All players involved in gang activity are expected to understand, follow, and uphold these guidelines at all times.

These rules are an extension to our main rules and should be treated as such, not a replacement of them.

2. Definitions & Terminology

This section clarifies the core terms used throughout these regulations. Concepts such as "initiation," "active conflict," "value of life," and "gang activity" carry specific meanings within the server. Clear definitions ensure that all players interpret the rules consistently and avoid misunderstandings during roleplay or conflict.

  • Organization — Any group acting under a shared name, structure, or identity to engage in coordinated roleplay, legal or illegal.
  • Criminal Act — Includes initiating violence, committing robberies, and robbing civilians.
  • Initiation — A clear, in-character action signaling the start of a conflict.
  • LQRP (Low Quality Roleplay) — Roleplay lacking justification, purpose, or depth, existing only to create combat.
  • PDA (Perma Death Agreement) — An approved, roleplay-driven event resulting in a character's permanent removal.
  • Strike — Formal disciplinary record issued against an organization for significant or repeated rule violations.
  • Powergaming — Exploiting mechanics or systems to gain unrealistic advantages inconsistent with credible RP.

3. Core Principles (Roleplay Standards)

All criminal roleplay must prioritize realism, character motivation, and situational awareness. Actions should reflect believable behavior, genuine stakes, and respect for the immersive environment. Players should avoid rule exploitation or overly game-like tactics and instead commit to quality storytelling, meaningful interactions, and fair escalation.

  • Roleplay Over Gunplay — Prioritize dialogue, consequences, and story-building over combat.
  • Proportionality — All responses should reflect realistic urgency and consequences.
  • Respect — Maintain mutual OOC respect and preserve immersion.
  • Integrity — Keep IC and OOC information strictly separate.

4. Police / EMS / Civilian Interactions

Interactions with non-criminal factions should reflect the separation between criminal activity and public service roles. Police engagement should follow procedural logic, while EMS personnel must be respected as non-combatants. Civilians, whether intentionally involved or caught in the middle, should be treated with the understanding that their choices and safety may influence RP outcomes. Clarity, communication, and restraint are expected when criminal actions affect uninvolved parties.

  • Law Enforcement (LEO): Avoid unnecessary violence. Evade or de-escalate over open combat.
  • EMS: Never obstruct or harm EMS personnel. They are strictly off-limits unless justified by deep narrative development and staff approval.
  • Civilians: Avoid endangering public areas unless critical to the story. Once your group's identity becomes known, your public visibility is considered an IC risk.

5. Business Interaction Policy

Criminal groups should approach businesses with structure and intention. Business owners must be given opportunities to respond in-character, and criminal groups should avoid one-sided pressure or repetitive, low-quality engagements. These interactions should create storylines, not harassment.

KEY TAKEAWAYS:

  • Organizations may not "tax," extort, or offer "protection" to legal businesses.
  • Conflict at businesses is prohibited unless narratively justified or authorized by staff.
  • Businesses are not safe zones, but repeated disruption will result in penalties or blacklisting.

6. Conflict Initiation & Required Steps

Conflict must begin with clear, understandable initiation that gives both sides reasonable awareness and choice. The initiating party must provide dialogue or actions that unmistakably signal intent and create a fair moment of tension before escalation. While initiation should be concise, it must still feel natural, meaningful, and grounded in roleplay rather than rapid, mechanical actions.

Before committing to violence:

  • Provide 2–3 minutes of in-character escalation.
  • Ensure initiation is clear to all involved.
  • Avoid sudden or ambiguous attacks resembling RDM.
  • Wars DO NOT bypass initiation unless stated in written terms.

7. Combat Conduct & Vehicle Usage

Combat scenarios should reflect realistic danger, appropriate weapon handling, and logical decision-making. Players must prioritize their character's value of life, making choices that align with the risks they face. Vehicles should be used in ways that mirror real-world limitations and intentions. Improper use—such as excessive ramming, unrealistic maneuvering, or turning vehicles into primary weapons—undermines immersion and is prohibited.

  • No use of emotes to change outcomes once combat begins.
  • Aircraft may not be used to scout or attack opposing organizations.
  • Drift Vehicles are not allowed to be used in criminal activities!
  • Vehicles offering unfair protection (bulletproof rears, louvers, wings) may not be used in combat scenarios.

Example Violations:

  • Blocking all shots with cars.
  • Repairing vehicles mid-combat.

8. Territory & Influence Management

Gangs are responsible for maintaining their claimed areas with consistent roleplay, presence, and interaction. Territory should be defended or negotiated through meaningful story development rather than constant violence. Influence expands through character-driven choices, alliances, rivalries, and community engagement, not through repetitive or forced hostility. Each group's territorial identity should have depth and purpose.

9. Hostage, Negotiation & Kidnapping Procedures

Hostage situations and kidnappings must be deliberate and grounded in character motivations. Criminals should ensure hostages remain safe and integral to the roleplay scenario, while police and civilians must treat the event with seriousness and respect. Negotiations should feel authentic, with room for compromise, tension, and tactical decision-making. The focus is always on story quality rather than speed or easy advantage.

10. Escalation, Retaliation & War Management

When tensions rise, escalation must occur in a structured and understandable manner. Retaliation should reflect genuine in-character consequences, not impulsive or disproportionate responses. Gang wars are significant events requiring coordination, pacing, and maturity. All involved parties share the responsibility of keeping the conflict organized, engaging, and sustainable, avoiding burnout or low-quality engagements.

10.1. Scene Limits, Baiting & Re-Engagement

Rule of 6:

  • Maximum 6 members per organization in any active criminal scene.
  • The opposing side may match the number of active participants.

Heist Vehicle Limits:

  • You are allowed 2 cars to swap, block, or interfere in any chase that happens post-heist.

Baiting:

  • Prohibited in all forms. Staged altercations or lure setups result in direct strikes.

Medical/LEO Decorum:

  • Do not interfere with EMS or police after downing or arrests.
  • You cannot return to combat after receiving medical aid or being revived.

Re-Engagement Policy:

  • Cooldown: 2 hours after scene conclusion.
  • Includes returning to scene, retaliation, using alternate characters, or providing intel.
  • Exceptions: Only written war terms or staff events.
  • Penalties escalate from warnings to strikes and eventual disbandment.

10.2. War Structure & Negotiation

Wars are a last resort and should reflect ongoing storylines, not impulsive violence.

Progressive War Cycles:

  • First War: Negotiations by leaders; Disbandment off the table.
  • Second War: Negotiations by leaders, Disbandment on the table
  • Third War: Disbandment mandatory; losing side may face disbandment.
  • Each war cycle expires after 3 months of the last war between both groups.

Terms Template:

  • Parties involved
  • Start date/time
  • Restrictions (weapon types, numbers, areas)
  • Duration and checkpoints
  • Victory/spoil conditions
  • Leadership signatures

11. Communication & Chain of Command

Criminal organizations should maintain clear leadership structures and decision-making processes. Leaders are responsible for guiding their members, ensuring rule compliance, and resolving issues before they escalate into staff concerns. Internal communication should support stability, clarity, and responsibility within the group, promoting long-term continuity and respect both in-character and out-of-character.

11.1 PDA Policy (Perma Death Agreement)

Requirements:

  • Gang Team approval required.
  • Valid basis: betrayal, covenant violation, or major IC event.

Procedure:

  • Submit ticket with: player name, justification, evidence, execution timeline, and buyout terms.
  • Must be executed within 14 days if approved.
  • Post-PDA scenes must be submitted for RP quality review.

Buyout Example:

A targeted character may negotiate a buyout before execution. Leaders retain discretion to accept.

11.2 Bleed-In / Bleed-Out Guidelines:

  • "Bleed-In" marks full membership and a formal in-character contract.
  • "Bleed-Out" removes all memory of the organization and criminal connections.

Leaving an Organization:

  • 30-day cooldown enforced regardless of new character creation.
  • Circumvention (alts, aliases) leads to suspension or permanent ban.

11.3 Strike System

Criteria:

  • Issued when 2+ members break LQRP, baiting, or business-related rules.

Consequences:

Strikes Outcome
1 Warning, expires 30 days
2 Review + 90-day probation
3 Disbandment review, possible bans

Severe cases may trigger disciplinary action at 2 strikes.

12. Administrative Oversight & Enforcement

The Staff and Gang Team are responsible for monitoring compliance, resolving disputes, and ensuring these regulations are upheld. Their role is to protect the quality of criminal roleplay through guidance, corrective actions, and structured interventions when necessary. Administrative decisions aim to maintain fairness, consistency, and community health across all gangs and criminal activities.

12.1 Reporting & Adjudication

  • Submit full evidence (timestamps, video, witness logs).
  • Process: Intake → Review → Interview → Decision.
  • Burden of proof: Majority of evidence.
  • Severe cases require higher evidence standards.

12.2 Appeals & Recordkeeping

  • One appeal allowed per decision (7-day limit with new evidence).
  • Logs include strikes, PDAs, war agreements, and rulings.
  • Transparency maintained via redacted summaries.

12.3 Administrative Authority

The Gang Team holds final authority in all interpretations and enforcement of organizational rules. All contact must occur through ticketing channels only.

Private messaging staff about rulings or investigations will result in disciplinary action.

13. Operational Requirements

Activity Requirement

Gang leaders must remain active in the city and engaged within their organization. Continuous inactivity, failure to participate in storyline development, or prolonged leadership absence may initiate staff review or leadership reassignment.

Roster and Communication

Organizations are required to maintain updated member records and ensure full compliance with city communications policy.

  • All member updates, additions, or removals must be reflected within 48 hours.
  • Each organization must maintain an accurate roster with member character names, CFX IDs, and Discord tags.
  • All official organizations must join the designated Gang Discord for oversight, roster verification, and staff announcements.

Grace Periods

Upon leaving, disbanding, or being removed from an organization, a 30-day grace period begins. During this time:

  • You may not form, join, or assist another organization.
  • Alternate characters may not be used to circumvent the cooldown.
  • Violations of this policy may result in temporary or permanent suspension from The Forsaken City RP

14. Establishment & The Veil Recognition System

Purpose:

The Veil serves as the in-character and administrative oversight body for all organizations within The Forsaken City. It monitors growth, evaluates conduct, and ensures all criminal RP complements the city's storytelling environment.

Phase 1: Recognition by The Veil

To become a recognized organization, a group must first demonstrate presence, narrative purpose, and community value.

Requirements:

  • Secure one (1) in-character vouch from an already recognized organization or respected figure.
  • Maintain a minimum of five (5) active members during the initial phase.
  • Ensure all members uphold the city's values of roleplay depth, respect, and balanced escalation.
  • Enrollment with The Veil requires submission of a short IC backstory and character roster through a ticket.
  • Vouches cannot be traded, purchased, or exchanged for monetary compensation either in or out of character.

Phase 2: Probationary Observation

Once recognized, an organization enters a city-wide evaluation period managed by The Veil and Gang Team. There is no fixed timeframe; advancement depends on consistent demonstration of quality roleplay.

Monitored Aspects:

  • Consistent presence and storyline contribution.
  • Absence of toxicity or powergaming reports.
  • Balance of story-driven and consequence-driven conflict.
  • Proper initiation and escalation in all criminal interactions.
  • Adherence to established gang and city rules.

The Veil and Gang Team reserve the right to extend or terminate probation based on observation results.

Phase 3: Whitelist (Official Organization Status)

Gangs that complete their probation successfully may apply for official "Whitelisted" status. This designation allows access to special benefits and additional in-character resources, rewarding responsible and creative RP.

Whitelisted Organizations Gain Access To:

  • Request for a base or compound (MLO), with Gang Team approval required before any purchase.
  • Eligibility for custom gang assets (sprays, clothing, liveries, etc.), all subject to pre-approval.
  • Improved narrative integration across the city through verified storyline support.

Whitelist Obligations:

  • Gang leaders must remain active in-city and maintain organized leadership. Extended inactivity may result in review or removal of whitelist status.
  • All organizational purchases (Gang Packages, Tebex items, etc.) must receive Gang Team approval before submission. Unauthorized purchases will not be honored or compensated.
  • All vehicles marked under the organization remain property of the group. Departing members must return gang assets; failure to comply may result in vehicle or asset removal.
  • If an organization disbands, all assets revert to city management.

Phase 4: Ongoing Compliance & Revocation

Whitelisted groups are held to a significantly higher standard. The Veil may revoke whitelist status or initiate disciplinary review for the following reasons:

  • Major rule violations or repeated LQRP reports.
  • Inactivity or loss of member engagement.
  • Bypassing Gang Team communication protocols.
  • Asset mismanagement or unauthorized purchases.

Whitelist removal may lead to temporary suspension, review periods, or permanent disbandment based on the severity of violations.

15. Final Statement

The Forsaken City's Organized Crime ecosystem thrives when roleplay is immersive, thoughtful, and purposeful. These regulations serve as a foundation for meaningful interactions, long-term development, and shared storytelling. All players participating in criminal RP contribute to the world's narrative, and through mutual respect and high standards, we create experiences that are dynamic, engaging, and unforgettable.