ShamrockRP

Server Rules

Crime & Criminal Organizations

Robbery Rules

  • 1.When interacting with a player you have the choice to EITHER rob or kill them. You may not rob a player you've killed and you may not kill a player you've robbed, UNLESS they use lethal force as self-defense.
  • 2.Player robberies take place fully in RP. The victim will do 't/cash' and show how much cash they have on their person. The robber will decide how much to take. Clip any incidents where proper RP isn't followed and make a support ticket.
  • 3.Once you have robbed someone, you or your organization may not rob the same victim again until after the next storm. Be reasonable with who you target and what you take.
  • 4.Once you have robbed someone, you or your organization cannot rob another person for 1 hour (see Crime Player Limits & Cooldowns (Non-Organization) or (Organization)).
  • 5.Robbery restrictions include a player's personal inventory, saddlebags, and wagon.
  • 6.If a player's horse or wagon is already in view when the robbery starts, you may rob both, but you may not force a player to call their horse or wagon in AFTER an interaction has started.
  • 7.You may NOT force a player to withdraw money from their bank account, business or property ledger, or transfer horses and wagons to you.
  • 8.You may not rob or take a player hostage who is in their menus or interactions.
  • 9.No chain robbing: follow the applicable Crime Player Limits & Cooldowns section rather than stacking crimes back-to-back in ways those limits disallow. Organizations must also follow the universal robbery cooldown in Crime Player Limits & Cooldowns (Organization).
  • 10.If Law shows up during a robbery and asks how many members there are (hostages, other organization members, etc.), while you do not need to provide an accurate account, you must comply with server rules and limitations.
  • 11.Members of a robbery must be decided before any interaction starts and cannot be changed while interaction is taking place. If one member gets captured, another cannot take their place.
  • 12.Lookouts can only fire if they see the opposing party raise their weapons, fire their weapons, or if their leading scene member gives a predetermined discernible signal (hands up, certain emote or keyword, etc.).
  • 13.After a crime has been committed, you may not swap outfits or alter your physical appearance for 30 minutes from the moment the crime ended. You may remove articles of clothing only.
  • 14.No crime is permitted within 30 minutes before restart and 30 minutes after restart. If a restart warning comes up during an active scene, you may finish it, but no new scenes are permitted.
  • 15.Organization crime limits and universal cooldowns in Crime Player Limits & Cooldowns (Organization) take precedence where they apply.

Bank Robberies

  • 1.Bank robbery player limits are in Crime Player Limits & Cooldowns (Non-Organization) or (Organization). Criminals not involved must not interfere and should leave the area.
  • 2.No more than 4 criminals may remain outside the bank during the robbery (e.g., on a roof or street). All robbers must be inside the town limits of the bank being robbed.
  • 3.The 'town limits' refer to the core area of the town, excluding outskirts. The gray border on the map is not considered part of the town.
  • 4.Law enforcement may inquire about the number of criminals and hostages involved. Criminals must respond truthfully so law enforcement can accurately assess the situation.
  • 5.Bank robberies follow the once-per-storm cooldown in your applicable Crime Player Limits & Cooldowns section. Organizations must also follow the universal robbery cooldown in Crime Player Limits & Cooldowns (Organization).

Train Robberies

  • 1.Criminals may disguise themselves before a train robbery but must reveal themselves once the robbery begins.
  • 2.Law enforcement and train personnel may ask how many criminals and hostages are involved and whether any criminals are stationed outside the train. Criminals must answer truthfully.
  • 3.During high-value train robberies (involving safes), criminals cannot remove the train's engineer or conductor, as this character has unique in-game mechanics and responsibilities.
  • 4.Train robberies follow the player limit and once-per-storm cooldown in your applicable Crime Player Limits & Cooldowns section. Organizations must also follow the universal robbery cooldown where applicable.
  • 5.For passenger train robberies: If the robbery is aborted before any characters are robbed, it does not start the train robbery cooldown. If any player is robbed, the cooldown applies.

Art Heists

  • 1.Art heist player limits are in Crime Player Limits & Cooldowns (Non-Organization) or (Organization). Those not involved must not interfere and should leave the scene.
  • 2.Only 4 members may be outside the main area of the art gallery during the heist (e.g., on a roof or nearby street). All participants must be within the city limits (e.g., Saint Denis).
  • 3.Law enforcement may ask about the number of criminals and hostages. While criminals are not required to provide truthful information in RP, they must comply with server rules and limitations.
  • 4.Once the alarm is triggered and law enforcement is alerted, criminals must not return to the art gallery after leaving with stolen items. Attempting to steal more after escaping is a rule violation.
  • 5.Art heists follow the once-per-storm cooldown in your applicable Crime Player Limits & Cooldowns section. Organizations must also follow the universal robbery cooldown in Crime Player Limits & Cooldowns (Organization).

Jailbreaks & Escaping Custody

  • 1.Due to script limitations, jailbreaks require pre-approval from staff before completion. Make a ticket in Discord so an admin can be on standby. This process will be removed once we upgrade our law script.
  • 2.Sheriff Office breakout and Sisika inmate breakout use the player limits and 24-hour IRL cooldowns in Crime Player Limits & Cooldowns (Non-Organization) or Crime Player Limits & Cooldowns (Organization), as applicable. Organization breakouts do not count toward the universal robbery cooldown.
  • 3.This cooldown affects both escape attempts from cells and while transporting prisoners to other locations. The cooldown begins when a jailbreak is initiated, regardless of success or failure.
  • 4.During an active jailbreak cooldown, follow the applicable Crime Player Limits & Cooldowns section for what other crime types you or your organization may start.

Crime Player Limits & Cooldowns (Non-Organization)

  • 1.Local Robbery: Up to 2 players – No cooldown.
  • 2.Player Robbery: Up to 3 players – 1 hour cooldown (next restart/storm if same victim).
  • 3.Contraband Sale (To Local): Up to 3 players – No cooldown.
  • 4.Contraband Sale (To Player): Up to 4 players – No cooldown.
  • 5.Moonshine Still/Wagon: Up to 4 players – No cooldown.
  • 6.Store Robbery: Up to 3 players – 2 hour cooldown.
  • 7.Train Robbery: Up to 4 players – Once per storm.
  • 8.Art Heists: Up to 4 players – Once per storm.
  • 9.Bank Robbery: Up to 4 players – Once per storm.
  • 10.Sheriff Office Breakout: Up to 4 players – 24 hour cooldown.
  • 11.Sisika Inmate Breakout: Not available for non-organizations.

Criminal Organizations

Criminal Organization Rules

  • 1.If you intend to start a criminal organization (gang, criminal family, syndicate, etc.) you must abide by all rules, and uphold a higher standard of roleplay to ensure criminal RP is the highest quality possible. Failure to do so may result in your group facing disbandment.
  • 2.To start a criminal organization, submit a Criminal Organization Application on the official Shamrock Website. In your application, provide: organization name, roster with all members' IC and Discord names, and an identifier for your organization.
  • 3.As a criminal organization in Shamrock, your top priority should be to create fun and interesting RP scenarios for everyone you interact with. 'Roleplay over Gunplay.' Your goal should never be to just PVP or kill other criminal characters IC.
  • 4.Identifiers should be a clothing item (coat, vest, belt, belt buckle, bandolier, etc.) and NOT a color or color scheme. You do not own a color/color variation.
  • 5.If using a 'gang color' for outfits, use time-accurate colors and dyes. Refrain from bright neon colors unless you can provide a solid RP reason.
  • 6.The current minimum player roster requirement for a criminal organization is 5. There is no cap on how many members you may have.
  • 7.Interaction cooldowns apply to ALL MEMBERS of an organization, not just active scene members.
  • 8.Each state can have one official gang. This does not mean that other criminal players or small groups cannot be present in a state that already has an official organization.
  • 9.Due to limited organization slots, criminal RP is held to a much higher standard and is expected to follow all rules at all times. 'Roleplay over Gunplay.'

Criminal Organization Incentives

  • 1.Incentives are granted to criminal organizations based on time AND effort. Effort is arguably more important than time spent on the server.
  • 2.Becoming an official organization: If your organization has gone through the application process and been accepted, your organization will receive an increased interaction player limit cap.
  • 3.30 Day Milestone: If your organization earns the 30 day milestone, and has good standing in the community (no reports, warnings, or any other staff disciplinary actions), AND your organization has demonstrated exceptional understanding of expectations and server rules, you will be able to choose a custom item for your organization. This can be a custom moonshine recipe, new drug, custom item, or anything possible that we can create (pending staff approval). We urge organizations to note or clip scenes that follow these guidelines and showcase outstanding criminal roleplay to bring up to staff in their dedicated organization channel in the Shamrock Discord when this milestone is reviewed.

Crime Player Limits & Cooldowns (Organization)

  • 1.Local Robbery: Up to 2 players – No cooldown.
  • 2.Player Robbery: Up to 6 players – 1 hour cooldown (next restart/storm if same victim).
  • 3.Contraband Sale (To Local): Up to 3 groups of 2 players – No cooldown.
  • 4.Contraband Sale (To Player): No player limit – No cooldown.
  • 5.Moonshine Still/Wagon: Up to 6 players – No cooldown.
  • 6.Store Robbery: Up to 6 players – 2 hour cooldown.
  • 7.Train Robbery: Up to 6 players – Once per storm.
  • 8.Art Heists: Up to 8 players – Once per storm.
  • 9.Bank Robbery: Up to 8 players – Once per storm.
  • 10.Sheriff Office Breakout: Up to 10 players – 24 hour cooldown.
  • 11.Sisika Inmate Breakout: No player limit – 24 hour cooldown.
  • 12.Cooldown timers are based on IRL time, not in-game time.
  • 13.The cooldowns for each crime are universal: if your organization commits one robbery-type crime, other robberies in that shared pool cannot be committed until that crime's cooldown has clearedβ€”plan accordingly. Sheriff Office and Sisika breakouts do not count toward the universal robbery cooldown.
  • 14.Player limits and cooldowns are set, in part, so criminal scenes support our prioritization of 'Roleplay over Gunplay' and proper reward balancing while retaining the benefit of becoming an official organization.

Rules are subject to change. Staff have final say in all situations.