Server Rules
Organization & Crime
Organization Incentives
- 1.Incentives are granted to criminal organizations based on time AND effort. Effort is arguably more important than time spent in the server.
- 2.14 Day Milestone: If your organization has contributed well to the server, you will earn a hideout. Select a location that best fits your organization's size and style. This gives no competitive advantage and is a roleplay building tool.
- 3.30 Day Milestone: If your organization earns the 30 day milestone, you will be able to choose a custom item only obtainable by your org. This can be a custom recipe, new drug, tool to use, or anything possible that we can create.
Criminal Organization Rules
- 1.If you intend to start a criminal organization (gang, criminal family, syndicate, etc.) you must abide by all rules. Failure to do so may result in your group facing disbandment.
- 2.To start a criminal organization, make an IC support ticket in the Shamrock Discord providing: organization name, roster with all members' IC and Discord names, and an identifier for your org.
- 3.As a Shamrock organization, your top priority should be to create fun and interesting RP scenarios for everyone you interact with. 'Roleplay over Gunplay.'
- 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.Criminal organization minimum member limit is 3 and maximum is 20.
- 7.Gang sizes are limited to a maximum of 20 members total, whether in or out of county.
- 8.Interaction cooldowns apply to ALL MEMBERS of an organization, not just active scene members.
Crime Cooldowns
- 1.Player Robbery: Up to 3 Criminals β 1 hour cooldown (next restart if same victim).
- 2.Drug Sale: Up to 3 Criminals/3 Law β No cooldown.
- 3.Moonshine Sale: Up to 3 Criminals/3 Law β No cooldown.
- 4.Store Robbery: Up to 4 Criminals/4 Law β 6 hour cooldown.
- 5.Art Heists: Up to 4 Criminals/4 Law β 3 day cooldown.
- 6.Train Robbery: Up to 4 Criminals/4 Law β 3 day cooldown.
- 7.Bank Robbery: Up to 4 Criminals/4 Law β 3 day cooldown.
- 8.Sheriff Station Breakout: Up to 4 Criminals β 4 day cooldown.
- 9.Sisika Inmate Breakout: Up to 6 Criminals β 4 day cooldown.
- 10.Cooldown timers are based on IRL calendar days, not in-game time.
- 11.The Global Crime Cooldown covers bank robberies, passenger train robberies, and jailbreaks. Other crimes (art heists, high-value train robberies) are not subject to this cooldown.
- 12.Players may only engage in global cooldown activities once every 3 days, regardless of character used.
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.
- 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 bothβbut 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 that is in their menus or interactions.
- 9.Once you have robbed a player OR a place (store, train, bank, etc.), you or your organization may not engage in any additional crime for 60 minutes. No chain robbing.
- 10.If Law shows up during a robbery and asks how many members there are (hostages, other org 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 discernable 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.The global crime cooldown takes precedence to all above cooldowns.
Bank Robberies
- 1.Maximum of 4 criminals can participate in a bank robbery. Criminals not involved must not interfere and should leave the area.
- 2.No more than 2 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.Each player may only participate in a bank robbery once every 3 days, across all characters. Any attempt, including failed lockpicking attempts, counts toward this cooldown.
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.A player may only rob a high-value train once every 3 days, though this does not count as part of the global crime cooldown.
- 5.For passenger train robberies: If the robbery is aborted before any characters are robbed, it does not count toward the global crime cooldown. If any player is robbed, the cooldown applies.
Art Heists
- 1.Maximum of 4 criminals may participate in an art heist. Those not involved must not interfere and should leave the scene.
- 2.Only 2 members may be outside the main area of the art gallery during the heist (e.g., on a roof or nearby street). All 4 robbers 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.
Jailbreaks & Escaping Custody
- 1.Due to script limitations, jailbreaks require preapproval 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.A character may only be involved in breaking someone out of custody once every 4 days, which applies across all characters the player controls.
- 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.A player cannot attempt another breakout or commit other major crimes during this cooldown period.
Hideout Rules
- 1.Once your organization has reached the 14 day milestone AND has solid standing within the community, staff will pull your leader into a ticket. If 14 days have passed and no one has contacted you, open a ticket.
- 2.As your 14 day milestone approaches, please have your hideout location ready for when staff pulls you into a ticket.
- 3.Hideouts must be placed on an unopenable door.
- 4.Hideouts may NOT be placed on any currently owned (or could be owned in the future) properties, including properties owned by members of your organization.
- 5.Hideouts may not be placed on any historical landmarks (i.e. Tesla Coil house) or government buildings (State Halls, Sheriffs' & Doctors' offices, etc.).
- 6.If you stumble across another organization's hideout, you must act like you did not notice it. You have to WITNESS other members of that organization entering or leaving their hideout to have knowledge that it is there.
Rules are subject to change. Staff have final say in all situations.