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Gang/Criminal Organization Rules#

Gang wars are currently suspended until further notice. We are working on a new system for gang wars and will update this page when we have more information.

Roster Requirements#

  • Every gang must maintain an up-to-date roster and are required to have at least (1) Gang Management Staff member as an admin in their groups discord. Leaders are responsible for keeping the roster current.
  • A gang can have a maximum of 3 leaders, and must have at least 6 active members.
  • Each player can only have one character in a single gang and cannot have another character in a different gang.
  • Gangs cannot have sub-gangs, associate gangs, or affiliate gangs.
    • This means you cannot have a connected group, and you cannot have a group operate in tandem with the main gang.
  • If you are given a gang vehicle, motorcycle or any other gang related assets, you are to return that asset to the owner of the gang immediately upon release. This can be RPed out, but it should take no more than 7 days to fully cut ties.

Gang Leadership#

  • Leaders must be active in the city for 2-3 weeks before applying for gang status.
  • You are not allowed to run a gang if you own or are a member of staff or management of another community.
  • As a leader, you cannot force your members to perma death, as this would force a player to stop enjoying their RP. Instead, seek alternative ways to “punish” a player for trying to leave your group. Once the “punishment” has been dealt, the conflict is over and is not to be pushed further.

Gang Interaction Rules#

  • Robbing or killing another player is only permitted under the following circumstances:
    • The player has directly threatened, attacked, or stolen from you or your gang within the past 48 hours.
    • The player is engaged in criminal activity within your gang's territory.
    • The player has been identified as a rival gang member actively working against your gang's interests (e.g., spying, attempting to steal turf, sabotaging operations).
    • Other valid provocations, similar to the above. They must have a clearly defined purpose & goal, that both parties can clearly understand.
  • Gang members may only rob individuals who are clearly identified as members of a rival gang. Identification can be based on:
    • The individual wearing the rival gang's colors or insignia.
    • The individual being publicly recognized as a gang member (e.g., they have admitted to their gang affiliation, or their gang membership is common knowledge).
  • Gang members must have an extremely strong reasoning/backstory to kidnap a non-gang-affiliated player.
  • No "stage 2" after a robbery unless there's violent resistance.
  • Drive-by shootings are not allowed, as it can be seen as RDM & LQRP.
  • All conflicts between groups are limited to 7 v 7, however the 10 limit can apply if the scene has an ending with the police - only if one gang is involved in the conflict.
  • Castling Clause: If your gang rolls up to someone else's turf and starts a conflict, but they already have a set amount of people - the home base gang can try to de-escalate or leave to fit within scene limits, but will not be held liable for that scene limit.
    • Gangs will not be allowed to roll around under this clause, as it is only for home turf, surrounding home turf, or compounds
  • Baiting other gangs into conflict without valid in-character reasons is prohibited. It is also prohibited to bait law enforcement into conflict, no matter the reasoning.

Gang Conflicts#

  • During a gang conflict, interaction before engaging in violent actions is required, and must be done in gang colors and away from populated areas.
  • Gangs must have a strong RP reason for engaging in gang related conflicts.

Quip (In-City Social Media) Terms of Service#

  • Excessive spam or repetitive posts will lead to in-character consequences, including possible Quip bans.
  • Businesses must not get involved in gang activities or propaganda on Quip.

Colors#

Identifying Gang Members#

  • Your gang's primary colors must be worn during all gang-related activities, including conflicts, turf battles, and interactions with other groups.
  • Vehicles are not required to be a specific color, and seeing a vehicle as a specific color does not indicate that the person driving is in said gang.
    • You cannot shoot, provoke, or begin conflict with a vehicle, simply because they have an opposing gangs color.
  • Gang members must ensure that these identifying features are clearly visible during all gang-related activities. Small or subtle accessories (e.g., small flags, minimalistic patches) are not sufficient on their own.
  • Gang clothing must include prominent and distinctive features that clearly identify the wearer's gang affiliation (when performing gang-related activities). This can include:
    • Logos, patches, or insignia that are large and visible from a distance.
    • Consistent use of specific patterns or designs (e.g., camo, stripes) that are unique to the gang.
  • All flags, clothing, Kuttes, and colors must be pre-approved by Everfall Staff.

Exceptions to Wearing Colors#

  • Gang members do not need to wear colors during legal, non-gang-related activities.
  • Custom gang clothing should include clear, identifiable markings.

Interactions Over Colors#

  • Informing someone that they are wearing your gang's colors is acceptable, but further escalation is not allowed unless the person is impersonating your gang or escalates the situation.
  • Informing someone to get off of your turf if they are wearing opposing gangs clothing or colors is also allowed within reason, but further escalation is not allowed unless the person is impersonating your gang or escalates the situation.
    • If someone is purposely wearing a rivals color, they should expect to get pressed after valid interaction.

Non-Official (Non-Whitelisted) Gangs:#

Restrictions#

  • Prohibition on Gang-Like Behavior: Non-whitelisted groups are strictly prohibited from engaging in any behavior that mimics or imitates official gang activities. This includes:
    • Groups cannot wear matching colors, patterns, or accessories that could be mistaken for gang colors or symbols.
      • Wearing coordinated outfits during a heist is an exemption, as long as they don't get abused or become recognizable.
    • Groups cannot assert control over any specific area of the city, including but not limited to, public spaces, neighborhoods, or businesses, as if it were their territory.
    • Groups are not allowed to intimidate, press, or harass other players in a manner that replicates gang behavior, even if they are not claiming to be an official gang.
    • Groups cannot refer to themselves using terms like "gang," "crew," “family,” or other names that imply organized criminal activity. They must avoid any language that suggests they are an official or unofficial gang.
  • Non-whitelisted groups can engage in criminal activities together (e.g., heists, drug sales) but must do so as independent criminals, without any coordination that mimics organized gang behavior.
  • These groups must refrain from representing themselves as a cohesive criminal organization, and must avoid any behavior that could lead others to believe they are an organized gang.

Behavioral Expectations:

  • Any group found violating these rules by acting as a de facto gang will face immediate in-character consequences, including potential targeting by official gangs, DHS involvement, and server penalties such as temporary suspensions or bans.

Clubs and Non-Gang Organizations:

  • Clubs led by civilians not affiliated with gangs may exist, focusing on public events and avoiding activities that endanger public safety.

Special Considerations#

Property and Turf#

  • If someone uses their property for criminal activities in a rival gang's turf, they may be pressed. However, if they are in civilian attire and not engaging in gang-related activities, pressing them without valid RP reasoning is prohibited.
  • Gangs should respect personal property unless there is valid suspicion of gang-related activities.
    • Valid suspicion of gang-related activities must be based on specific, observable behaviors or evidence. This includes:
      • The individual being observed participating in known gang activities (e.g., selling drugs, engaging in gang-related violence).
      • The individual frequently associating with known gang members while engaged in suspicious activities.
      • The individual being spotted wearing gang colors, symbols, or clothing in areas known to be controlled by gangs.
      • Any reports or intelligence from reliable in-character sources (e.g., informants, surveillance) indicating gang affiliation.
    • Any action taken based on this suspicion must be justified with concrete examples and documented to avoid arbitrary enforcement.

Gang Activity on Turf#

  • Gangs can conduct activities on their turf without limit, but should scatter if police arrive.
  • Civilians should generally be left alone unless they interfere with gang operations.

RP Quality#

  • All conflicts should have strong in-character reasons, and random violence or harassment is discouraged.

Penalizations#

  • Each gang leader is expected to make sure their gang members are following server rules.
  • Gang leaders will be informed if their member breaks a server rule or has a low quality scene - on the flip side, leaders will also be informed if their members provide high quality scenes.

Strike System#

  • First Offense: Written warning with a 1-week cool-down truce - this means no violent conflict for a week, but you can still interact with other groups in civil manners.

  • Second Offense: Strike 1 with the option to disband offending members to reduce the strike.

    • To reduce a strike by disbanding offending members, the gang leader must permanently remove the member(s) from the gang, with documentation provided to the staff team. These members cannot rejoin the same gang for a minimum of 30 days.
    • If it's found that disbanded members were temporarily removed to game the system and later rejoined, the strike will be reinstated, and additional penalties may be applied to the gang.
  • Third Offense: Strike 2 (Probation), potentially losing access to some perks.

  • Fourth Offense: Strike 3 (Turf Arrest), restricting the gang to its turf and prohibiting participation in gang wars.

  • Fifth Offense: Loss of all gang perks/disbandment.

Strike Reset#

  • Strikes reset to Strike 1 after 60 days if no further disciplinary actions occur, and will be reset back to warning level after another 30 days if no further disciplinary actions occur.

Activity Requirement#

  • Gangs must maintain at least 6 active members, with weekly check-ins. Failure to maintain activity can lead to disbandment.

We reserve the right to suspend or disband a gang at any time; A gang may be placed on suspension while following the above guidelines. While suspended, members of the gang are no longer allowed to affiliate with one another on a gang level for a period of time subject to staff discretion (Typically two weeks).

Turf Rules#

Claiming and Controlling Turf#

  • Gangs can claim specific turfs, including drug territories and key locations like money washes.
  • If you want to take over another gang's turf, you must have a valid reason to start said rivalry. These rivalries cannot turn into shooting wars, and losing a rivalry has consequences such as losing turf, drugs, or materials.
    • If you lose a shootout/rivalry - you have lost. There will be a 24 hour cooldown in place after said shootout to prevent a win mentality, and to keep things equal, high quality, and less stressful for law enforcement officers.
  • Gangs can impose taxes or fees on other gangs or individuals using their turf, but these must be reasonable and agreed upon through RP negotiations. Excessive or unrealistic demands that disrupt the flow of RP or lead to negative experiences will not be tolerated.
    • Any disputes over the fairness of taxes or fees should be resolved through RP, with the option to escalate to staff mediation if necessary.
    • Gangs that are found to be exploiting this rule to harass or unfairly burden other players will face penalties, including strikes or suspension.
  • Heists are excluded from this, you cannot “claim” territory, turf, or try to tax someone around these areas.

Interactions on Turf#

  • Civilians are protected but can be pressed if engaging in illegal activities.
  • Rival gang members on your turf must be warned before escalation to violence.
  • Wearing gang colors on a rival gang's turf is considered an act of aggression.

Civilians on Turf#

  • Civilians should not be targeted unless involved in illegal activities.

Police: Detectives, Gang Investigations & Criminal Informants#

Character Restrictions#

  • Officers with gang-affiliated characters (Whether it is the same character, or a different character) cannot be part of CIU, GIU, GTF, or any other gang investigation units.
  • Law enforcement are prohibited from creating alternate characters to act as informants.

Undercover Operations#

  • Undercover officers may engage in minor roles in criminal activities, defined as roles that do not involve direct participation in major crimes. Examples include:
    • Lookout: Serving as a lookout during a heist or drug deal without direct involvement in the crime.
    • Driver: Acting as a getaway driver, provided they do not engage in violent or illegal acts themselves.
    • Observer: Monitoring criminal activities without participating, gathering intelligence for future operations.
  • Limits: Officers cannot take on roles that involve planning, executing, or leading major crimes such as bank robberies, murders, or large-scale drug operations. Participation must be passive and primarily for intelligence-gathering purposes.
  • Any undercover operation involving minor roles must be reported to an approved by a supervisor before proceeding. This is to ensure compliance with the rules, and to make sure it makes sense in the investigation.

Off-Duty Behavior (for Undercover Cops)#

  • Off-duty officers may engage in self-defense, including lethal force if legally justified, but such actions will be investigated under standard procedure.
  • Off-duty officers may consume alcohol and home-grown weed recreationally if it does not interfere with duties.

Using Informants#

  • Informants must be met in RP, with no prior affiliation on either criminal or cop cousin.
  • Gang members and leaders can be interrogated, but their safety must be considered during this process.