FACTIONS HANDBOOK

Guidelines for creating, managing, and growing factions within the community.

Establishing A Faction/Group

Foundations

Creating a faction should be immersive and based on roleplay. Prioritize roleplay when establishing your faction. If your faction's primary objective is not to promote and encourage roleplay and support other factions to do the same, re-evaluate your goals. We are a roleplay server—not cops and robbers or economy—and that is our focus for granting 'official' status.

Conflict & Presence

Conflict is encouraged when done appropriately. Staff actively play and watch up-and-coming factions. Leave a positive, memorable impact through immersive, engaging roleplay. There is no specific probationary period; earn official status through your impact.

Applications & Lore

Groups meeting minimum requirements should open a Discord faction ticket and fill out the application to become official. Factions do not have to be GTA-lore friendly, but may not portray real-life factions (e.g., Crips, Bloods).

Faction Standards

Expectations

We seek committed roleplayers who deliver captivating storylines and immersive roleplay. Ask yourself whether everyone is having fun to ensure high-quality roleplay for all.

Creativity & Support

Our community supports new players. We welcome unique twists and creative flair that fit your faction. We avoid limiting creativity unless unreasonable—the possibilities for roleplay are broad.

Faction Roster

Member Limits & Eligibility

Maximum 12 members per faction to maintain balance. All members (including prospects) must be whitelisted for at least 7 days before joining. Prospects count toward the 12-member cap and must be tracked as active. Maintain the roster with staff for all changes. Minimum 4 members to be official.

Alt Characters & Skirting Caps

No member slots for alternate characters of existing members. Do not create new characters just to re-join the same faction after being kicked or permanent death. Skirting caps via alliances, multiple chapters/joint factions, hang-arounds/prospects, or other means is strictly prohibited.

Leader Responsibility

Faction leaders are responsible for ensuring members follow server rules and contribute positively. Leaders are the first point of staff contact for faction issues.

Faction Identification

Identifiers

Factions must have clear identifiers (colors, clothing items, distinct presence) to avoid confusion with rivals and civilians. Identifiers are required during active faction wars; not mandated during normal criminal activities.

Theme & Pressing

Establish a unique theme/aesthetic that reflects your vibe. Members may 'press' factions with conflicting colors/presence but may not press civilians over colors. Exception: where a civilian uses your color to commit crimes while pretending to be your faction.

Faction/Group Vehicles

Usage During War

No vehicles are faction-exclusive. During war, use vehicles that match faction colors unless otherwise stated in war terms. Vehicles with bulletproof windows (or rear shielding/plating preventing bullets) are prohibited during conflicts (e.g., certain low sports/super cars with very thin rear windows).

Alliances

Restrictions

Alliances between factions are not allowed. Do not 'tie flags' to skirt member caps. Do not supply utilities or weapons to other factions during conflicts for free or at exceptionally reduced rates due to personal bias.

Relationships

Connections or friendships for business/personal benefit are fine, but must be set aside during conflicts. Third parties should not interfere simply because of relationships.

Strike System

Three-Strike Policy

Factions receive strikes when members, while roleplaying as their faction, are found breaking one or more rules. Three strikes result in disbandment. Strikes last 4 weeks from the violation date.

Leaving / Kicked Out Of Faction

Cooldowns

If you leave or are removed from a faction (including disbandment), you must wait 7 days before joining another faction. Cooldowns may be extended if evasion is detected.

Faction Characters

One Character Rule

You may only have ONE character in a faction at any given time.

PD Investigators on Alts

Members in PD investigative units on an alternate character may not be involved in active investigations involving their faction. They may be present in raids but must not relay information to faction members (no meta-gaming).

Faction/Group Wars

Roleplay First

We discourage war as a first solution. Explore non-violent resolutions where possible. If war is inevitable, guidelines and procedures for war terms and escalation must be followed.

Conduct & OOC

Zero going OOC during war. No DMs with ill intent. If staff deem a scenario too toxic, the conflict will be ended.

Faction/Group Beef

Reason & Progression

Beef should make sense and contribute to character/faction arcs. It should have valid reasons and not be based on very old events. Beef need not end in war; use appropriate RP to reach mutual agreements where possible.

War as Last Resort

War should occur naturally and be a last resort. Do not escalate to war over minor inconveniences. War must be mutually agreed; you cannot force a faction into war or keep shooting a faction that declines war terms. Open a Discord ticket for official war talks; staff must approve and set guidelines.

No Skirting War Terms

Do not continue war-like behavior without agreeing to terms. If unhappy with another faction, make them aware and seek terms rather than ongoing beef/shooting.

Purpose of War

War is a tool for resolution—a way to end beef and move on cleanly so both parties can continue broader roleplay.

War Terms

Collateral & Value

If warring over an asset/public area, both parties must offer something of equal or greater value. You cannot demand assets without offering fair collateral (e.g., another location, equivalent money, roleplay punishment) agreed by both parties.

Clarity & Goals

War terms must set clear goals (e.g., first to three wipes). Wars should contribute positive RP as pivotal arc moments.

Documentation

Once terms are set, both sides must open a Discord ticket with terms and proof of agreement so staff have documented evidence.

In-City Negotiation

Aim to set terms in the city via RP to keep it organic.

Duration

If win conditions are not met, faction wars may last a maximum of 3 real-life days unless staff approve a longer duration.

War Rules / Behaviour

Composure & OOC

Keep composure. Avoid insults or negativity that read as OOC toxicity. Keep all beef in-city—no out-of-city arguments. If beef becomes toxic, staff will end it.

No Alliances

Faction wars are strictly one faction vs one faction. No alliances.

Civilians/Third Parties

Civilians/other factions should leave the area of violent conflict. They only 'participate' if their life is at stake nearby. Warring factions should not target unrelated persons.

Hunting/Camping

Prefer mutual grounds or home turf for hunting rivals. Keep war activity away from high-population civilian zones. Do not camp hospitals/restaurants/businesses expecting rivals. Encounters should be authentic.

Shootout Cooldowns

Do not down rivals and camp the hospital. Time between shootouts can be specified in terms; general guideline is 30 minutes. Do not hunt to the point of harassment.

Identifiers During War

All members are involved in war unless terms exclude specific members. All involved members must be easily recognizable from a distance (clothing and vehicles with faction identifiers) 100% of the time during an active war unless terms specify otherwise.

Durations & Cooldowns

Wars can last from a few hours up to 3 days. After war ends, a 1-week cooldown applies before either faction can participate in another war.

Staff Intervention

If staff observe pure shooting matches, toxicity, or OOC beef, both factions will be disciplined and considered losers; any wagers are forfeited.

Third Partying

Definition & Policy

Definition: entering a fight between two teams and finishing both or finishing the winner. Third partying is unacceptable, cheap, and not engaging RP. It includes interrupting another group's illegal heist by shooting or interfering with the chase—let the job play out and seek revenge after.

Faction/Group Turf

Definition & Claims

Turf: an area where a faction/group asserts authority and presence. Factions may claim one official turf, where their presence is felt. Cannot be claimed: player-owned businesses; civilian hotspots/necessity services (hospitals, businesses, etc.); government-owned areas (LSIA, Zancudo, PDs, etc.); Central Business District (Legion Square and surroundings).

Becoming Official & Interaction

Turf is not official until the faction is officially recognized. Turf is not 'shoot on sight'—interact and make it clear it's your turf. If a prior-beef faction approaches armed, respond according to your group's RP style.

Holding Down Public Areas

Public Spots vs. Turf

Public conflict spots are not turf. You may hold down public areas but cannot claim them as turf. You can have turf nearby but not directly on public spots (e.g., not directly on a crafting bench).

Control & Collateral

It is your responsibility to hold the spot down. Public areas may be offered as collateral during war. If a faction that holds a spot loses a war where the spot is up for grabs, they must forfeit it.

Limits & Absences

A faction/group may hold down at most two public areas. Keep presence to maintain control. If absent, another faction may take over without warning; reclaiming is your responsibility without staff interference.

Shared Illegal Activity

Any faction may use or take from organized illegal activity. If you control an illegal public area, it is your responsibility to control it. Multiple factions/groups may not process drugs or work at the same non-blip crafting tables at the same time.

Conflict on Turf

Defense & Pursuit

If your home turf is attacked, all members may defend—even if not present initially. If group A pushes group B on B's turf and A retreats, all of B may pursue since they were initiated upon. Baiting is not permitted; do not initiate and then retreat to home turf solely to leverage more members.

Rules of Engagement (RoE)

Base Understanding

RoE define when and how force may be used. Refer to server rules for baseline initiation. Initiation requires the target to be aware of your intentions; creative misdirection is allowed if intent can be reasonably inferred. You cannot initiate without any dialogue.

Applies Server-Wide

RoE is not just for war; it is the baseline for everyone on the server.

Initiation During War

Special RoE

During war, factions may negotiate special RoE (e.g., on-sight, vehicles circling turf as initiation). Staff will not judge agreed RoE if both sides clearly agree; if terms feel too loose, do not agree.

Recording your POV

Evidence & Clarity

Use recording software (OBS, Medal, etc.) for reports, compensation, and war terms. Recording is vital during war to document terms, involvement, and scores so wars can conclude smoothly.

Faction Businesses

Ownership Limits

Factions may own a maximum of three businesses. If a faction-affiliated individual owns a business, it will be considered faction-owned.

Faction Assets

Provision & Revocation

Assets (business/MLO, legal or illegal) provided to a faction may be revoked due to inactivity or misuse. Assets are intended to improve interactions among factions, cops, and civilians and may include access to unique items/features.

Disbandment

Staff Authority & Causes

Staff may force disbandment at any time per the Golden Rule—never without reason. Multiple recorded instances of rule-breaking by faction members can lead to disbandment, timing depending on severity and impact. Leaders are accountable for member conduct and must ensure adherence to expectations.

Change Log

04/29/2025

Increased faction member limit to 12 members.