🤟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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