🤟Robbery & Pocket Wiping Rules

Robberies must be treated as serious, story-driven roleplay. Proper escalation, realistic conflict, and meaningful interaction are required to maintain immersion and fairness.
Stage 1: Initial Engagement
After a proper roleplay conflict (e.g., a fight, scrap, or dispute), you may rob the opposing party.
You cannot kill (“flatback”) the target immediately after robbing unless the escalation is fully justified by prior RP.
Stage 1 ends when the conflict concludes or when both parties disengage.
Stage 2: Extended RP & Escalation
If the RP continues naturally and meaningfully after Stage 1, the scenario may escalate to Stage 2.
During Stage 2, you may only take illegal items, such as:
Dirty money
Drugs
Illegal weapons
Legal or personal items (phones, IDs, clothing, legal cash) may only be taken with strong RP justification and escalation.
Chain Robbing & Ruleplay
Repeatedly robbing the same person or group without narrative progression is prohibited.
Staff will prioritize roleplay quality over rule-technicalities when reviewing reports.
Always maintain immersion and ensure your actions are motivated by story, not loot or griefing.
Power-Gaming Restrictions
You may not manipulate items unrealistically (e.g., taking someone’s phone and radio and placing them on the ground).
Actions that bypass realistic interaction or automate outcomes are considered Power Gaming and will result in administrative action.
Best Practices
Ensure every robbery is grounded in RP context.
Escalate situations naturally—don’t force outcomes for profit or advantage.
Use common sense and allow staff discretion if a scenario is borderline.
This ensures robberies remain immersive, fair, and story-driven, while discouraging exploitative behavior.
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