👿Faction Rules
SouthSide RP Faction Rules

Revenge reporting and Petty Reports are NOT allowed.
There is an infraction system. Strikes can be appealed.
You are only allowed to be in 1 gang. You cannot create multiple characters in multiple gangs.
You are not allowed to start any violent interactions 15 minutes before or after a restart. (If a scene has started before the 15 minutes and its a valid rp scene try to finish on time but it cannot be sliding scenes).
If you feel like a rule is broken, continue the roleplay until the scene is over, then open a ticket.
You may not kidnap a police or EMS employee if they are the only member of their department on duty.(You can only kidnap if the role play makes sense behind it).
Every gang member has to be in our GM discord
Faction Probation Period
In order to ensure a smooth integration of new whitelisted gangs into the city and maintain a balanced environment, probation periods are implemented. During this period, the following rules apply:
New whitelisted gangs will undergo a probation period that typically lasts up to 30 days. This period allows Faction Management to closely monitor their activities and ensure adherence to the community's rules and standards.
While on probation, the gang operates under stricter regulations regarding strikes. Faction Management reserves the right to disband a gang instantly, without following the regular strike system, if there are significant violations of the rules or failure to comply with probationary requirements.
It is crucial for the new gang to fully understand and comply with the rules and expectations set forth by Faction Management. By demonstrating good conduct and adherence to the community's guidelines
Faction Limits
There limit of 40 members.
Sliding limit is 10.
Mutual Combat
Mutual Combat refers to a large-scale confrontation between two opposing factions, consisting of nine (9) or more members from each group, who are present in the same area and whose interaction creates a hostile environment that may reasonably escalate into a shootout.
Prior to any engagement, both faction leaders must provide explicit consent through in character roleplay (such as text message, phone call, or RP communication). Only the initiating (attacking) faction may begin the confrontation. Mutual Combat must take place on foot — vehicles are not permitted — and the encounter must occur outside the established turf of either faction.
1 Mutual Combat per Restart.
Unlimited Numbers , No Cars, Boots on the ground
If you are on defense and want mutual combat, they must initiate it first. It has to be on your attack and they have to agree.
Only the attacking faction can initiate the attack. No cars involved, and must be outside of both faction's turfs.
Both Gangs have to wait until the next tsunami to do mutual combat with any other gang.
If you get caught not doing this correctly / reported you will lose the privilege to do mutual combat & you will have to earn it back through quality roleplay.
If you get double attacked it is up to you to report it.
Initiation & Interactions
Civilian Interactions
Shooting or Killing SHOULD NOT be the first response to a Civilian provoking a gang member.
If a civilian interferes in an active gang shootout or intentionally provokes you in a disrespectful manner, you are free to deal with them how you see fit. However, your retaliation must be backed by proper roleplay and logical reasoning. Ensure the entire interaction is clipped for proof.
Civilians DO NOT wear Gang Flags or Gang Identifiers.
If a Civilian interacts with a gang member by buying drugs, guns or illegal products, you ARE ALLOWED to scam them. Scam limit $50,000.
Player / Gang Robberies
You should always have 1 negative interaction prior before any gun/physical attack on opposing faction.
You CANNOT ROB OR KILL civilians unless heavily provoked or they approach you in a hostile manner.
You CANNOT Chain Rob - Meaning you cannot rob someone back to back or rob 1 person then the next.
Cooldown: 2 Hour
You CAN ROB ANYONE AFFILIATED WITH A GANG as long as it makes sense in rp. (Make sure you log your own interactions in case you get in a sit, log at you own discretion. If you don’t have the right clips that's not an excuse)
What this means:
You are allowed to rob players who are in a gang, but:
It must make roleplay sense.
There must be proper build-up or reasoning (ongoing beef, turf issues, retaliation, etc.).
You can’t just use “they’re in a gang” as an excuse to rob them randomly.
The logging part explained:
A "sit" means a staff situation, when staff pull you into a discord call or ticket to discuss a report.
You are responsible for recording your own POV (Point of View) during robberies.
If you get reported and don't have video evidence, saying "I wasn't clipping" will NOT save you.
Why this rule exists:
Allows realistic gang conflict.
Prevents random targeting of gang members.
Protects players in case of false reports.
Encourages accountability and fair roleplay.
In short: You can rob gang members — but it must be justified through roleplay, and you must have proof if staff asks for it.
You are NOT ALLOWED to initiate negative interactions INSIDE OF GREEN ZONES.
Gangs that commit ANY violent interaction MUST WEAR their Identifiers. If a gang member is asked what gang you are in, you must make it known. ( The only time you don’t have to have to wear your identifiers is in heists or robbing banks.)
Gangs are all required to wear their identifier at ALL TIMES! (flag, chain, vest, clothing item, etc.)
Identifiers must be approved by Faction Management
Once EMS arrives on scene, IF POSSIBLE please allow the EMS to attend to the bodies.
If you get picked up by EMS on scene, you must LEAVE the scene.
If you encounter a gang member alone, or a gang you have valid roleplay conflict with, and your group outnumbers them at a minimum 3:1 ratio, the outnumbered party is required to value their life (Fear RP) and comply with demands. This applies regardless of whether they have a firearm, melee weapon, or no weapon drawn. (Additionally, if a firearm is pointed at you, you are required to roleplay fear for your life and comply accordingly, regardless of whether you are armed with a melee weapon, firearm, or any other weapon. Failure to properly value your life in these situations may result in administrative action.)
What this means:
A single gang member alone, or
A gang you have valid RP beef with
And you outnumber them 3 to 1, Then:
They are required to value their life (FEAR RP)
They must put their hands up, regardless of:
Whether they have a gun out
Whether they have a melee weapon
Whether they are armed at all
This means they cannot try to "hero play" or fight back when heavily outnumbered.
Why this rule exists:
Prevents unrealistic "main character" behavior
Encourages realistic criminal RP.
Keeps gang conflicts structured instead of chaotic.
In simple terms:
3v1 = they comply.
Gun pointed at you = you comply.
No superhero roleplay.
7. Shooting Interactions
If a gang initiates a slide or opens fire on another gang, they are considered the attacking faction. The defending faction may retaliate at any time, and the retaliation window remains open for 45 minutes after the initial incident.
If the defending gang chooses to retaliate, the conflict continues until both sides have engaged. Once both factions have attacked or retaliated, a 1-hour cooldown is placed between those two gangs.
During this cooldown, neither gang may initiate another hostile interaction with the other.
If a situation only results in shots fired with no deaths and the scene ends as a roleplay attempt, a 45-minute cooldown will apply between the involved factions.
If 45 minutes pass without retaliation, any further hostile interaction between the gangs must be reinitiated through proper roleplay and escalation before violence can occur again.
Note: All cooldowns only apply between the gangs involved in that specific conflict.
This cooldown is placed to prevent the constant back to back sliding, and allowing each other to expand the roleplay throughout the city.
Any injury causing bodily harm should be roleplayed out
If you are revived by EMS - you are NOT allowed to go back into a shooting scene!
(Ex: You get hit by a car, roleplay being on a crutch/limping)
Valid Forms of Initiation: You may respond with violent force only if properly initiated through one of the following actions:
Aiming or raising a firearm at you or a member of your group.
Making direct threats against your life (including, but not limited to, statements such as “I’ll kill you” or “I’m spinning back”).
Stealing or attempting to steal your vehicle.
Violent retaliation is only permitted when clear and valid initiation has occurred. Abuse of initiation rules, stretching definitions, or using them to justify poor or low-quality roleplay will result in administrative action, including faction strikes and potential bans.
Poor Forms of Initiation
Insults or Trash Talk:
Verbal disrespect, name-calling, or general toxicity (e.g., “you’re trash,” “pull up then”) does not justify shooting.
Staring or Following:
Someone looking at you, driving past you multiple times, or following you without clear threats is not valid initiation.
Minor Physical Contact:
Bumping into someone, light punching without escalation, or accidental vehicle scuffing does not justify deadly force.
Vague Statements:
Non-direct threats such as “you don’t want this” or “watch what happens” are not clear life threats and do not qualify.
Gang Affiliation Alone:
Being in a rival gang is not automatic initiation. There must be a clear hostile act.
Previous Beef (Without Current Escalation):
Old conflicts do not automatically allow you to shoot on sight unless there is active and present escalation.
Weapon Possession Without Threat:
Simply having a weapon visible does not qualify as initiation unless it is aimed, raised, or used in a threatening manner.
Important Note: Initiation must be clear, direct, and reasonable. Attempting to stretch or manipulate vague situations to justify shooting may result in strikes or bans.
You CANNOT remove dead bodies from a scene at all, leave them to EMS. (Falls under Fear RP - You must FEAR Police is going to come)
DRIVERS are NOT ALLOWED to shoot in a MOVING vehicle.
Pinpointing
You MUST know who you are shooting at. You cannot just shoot at Random Vehicles or people in the area - especially if they are trying to leave.
You cannot follow vehicles without proper roleplay. (Provide clip with context).
Criminal Acts
You are NOT ALLOWED to intentionally camp hidden locations for the purpose of robbing or killing people. (This includes: black market, heist locations, item farming areas, money wash etc.)
Robberies must ONLY take place at night.
What this means:
Players cannot sit and wait (camp) at hidden or high-traffic criminal locations just to ambush individuals.
You’re not allowed to position yourself at places like: Black markets, Heist start locations, Farming/grinding areas, Money wash/laundering spots
The goal of the rule is to prevent unfair gameplay where players exploit predictable locations to repeatedly rob or kill others.
Why this rule exists:
To prevent unfair gameplay.
To reduce Low Effort scenes.
To encourage realistic roleplay interactions.
To stop individuals from targeting people who are just trying to use server features.
In short, it’s an anti-camping / anti-griefing rule designed to keep the roleplay balanced and fair.
No Roofs, No Moutains.
Chain robberies are NOT allowed. You may get a Gang Strike & Banned!
What this means:
Chain robberies (robbing multiple people or locations back-to-back without a break) are prohibited.
You are allowed to rob 1 faction per night cycle.
After completing a robbery, your faction must wait 2 hours before committing another robbery.
If you ignore this rule, your gang could receive:
A Gang Strike (an official warning or penalty against the whole faction)
A possible ban
Why this rule exists:
To prevent factions from constantly farming robberies for "easy money"
To give other individuals/players the time to recover and continue roleplay.
To avoid repetitive RP, and Low Effort criminal activity.
In short, it’s a cooldown rule to prevent robbery spam and protect fair gameplay.
You must wait 2 hours before robbing again.
Ransoms must be reasonable. You may verify with Faction Management before.
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