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Factions & groups

Factions handbook

Guidelines for creating, managing, and growing factions within the community.

  • 51 guidelines
  • 23 sections
  • Updated Apr 29, 2025

Recent changes to the handbook

  1. Increased faction member limit to 12 members.

01

Establishing A Faction/Group

3
  1. Foundations

    Creating a faction should be immersive and based on roleplay. Prioritize roleplay when establishing your faction. If your faction’s primary objective is not to promote and encourage roleplay and support other factions to do the same, re-evaluate your goals. We are a roleplay server—not cops and robbers or economy—and that is our focus for granting ‘official’ status.

  2. Conflict & Presence

    Conflict is encouraged when done appropriately. Staff actively play and watch up-and-coming factions. Leave a positive, memorable impact through immersive, engaging roleplay. There is no specific probationary period; earn official status through your impact.

  3. Applications & Lore

    Groups meeting minimum requirements should open a Discord faction ticket and fill out the application to become official. Factions do not have to be GTA-lore friendly, but may not portray real-life factions (e.g., Crips, Bloods).

02

Faction Standards

2
  1. Expectations

    We seek committed roleplayers who deliver captivating storylines and immersive roleplay. Ask yourself whether everyone is having fun to ensure high-quality roleplay for all.

  2. Creativity & Support

    Our community supports new players. We welcome unique twists and creative flair that fit your faction. We avoid limiting creativity unless unreasonable—the possibilities for roleplay are broad.

03

Faction Roster

3
  1. Member Limits & Eligibility

    Maximum 12 members per faction to maintain balance. All members (including prospects) must be whitelisted for at least 7 days before joining. Prospects count toward the 12-member cap and must be tracked as active. Maintain the roster with staff for all changes. Minimum 4 members to be official.

  2. Alt Characters & Skirting Caps

    No member slots for alternate characters of existing members. Do not create new characters just to re-join the same faction after being kicked or permanent death. Skirting caps via alliances, multiple chapters/joint factions, hang-arounds/prospects, or other means is strictly prohibited.

  3. Leader Responsibility

    Faction leaders are responsible for ensuring members follow server rules and contribute positively. Leaders are the first point of staff contact for faction issues.

04

Faction Identification

2
  1. Identifiers

    Factions must have clear identifiers (colors, clothing items, distinct presence) to avoid confusion with rivals and civilians. Identifiers are required during active faction wars; not mandated during normal criminal activities.

  2. Theme & Pressing

    Establish a unique theme/aesthetic that reflects your vibe. Members may ‘press’ factions with conflicting colors/presence but may not press civilians over colors. Exception: where a civilian uses your color to commit crimes while pretending to be your faction.

05

Faction/Group Vehicles

1
  1. Usage During War

    No vehicles are faction-exclusive. During war, use vehicles that match faction colors unless otherwise stated in war terms. Vehicles with bulletproof windows (or rear shielding/plating preventing bullets) are prohibited during conflicts (e.g., certain low sports/super cars with very thin rear windows).

06

Alliances

2
  1. Restrictions

    Alliances between factions are not allowed. Do not ‘tie flags’ to skirt member caps. Do not supply utilities or weapons to other factions during conflicts for free or at exceptionally reduced rates due to personal bias.

  2. Relationships

    Connections or friendships for business/personal benefit are fine, but must be set aside during conflicts. Third parties should not interfere simply because of relationships.

07

Strike System

1
  1. Three-Strike Policy

    Factions receive strikes when members, while roleplaying as their faction, are found breaking one or more rules. Three strikes result in disbandment. Strikes last 4 weeks from the violation date.

08

Leaving / Kicked Out Of Faction

1
  1. Cooldowns

    If you leave or are removed from a faction (including disbandment), you must wait 7 days before joining another faction. Cooldowns may be extended if evasion is detected.

09

Faction Characters

2
  1. One Character Rule

    You may only have ONE character in a faction at any given time.

  2. PD Investigators on Alts

    Members in PD investigative units on an alternate character may not be involved in active investigations involving their faction. They may be present in raids but must not relay information to faction members (no meta-gaming).

10

Faction/Group Wars

2
  1. Roleplay First

    We discourage war as a first solution. Explore non-violent resolutions where possible. If war is inevitable, guidelines and procedures for war terms and escalation must be followed.

  2. Conduct & OOC

    Zero going OOC during war. No DMs with ill intent. If staff deem a scenario too toxic, the conflict will be ended.

11

Faction/Group Beef

4
  1. Reason & Progression

    Beef should make sense and contribute to character/faction arcs. It should have valid reasons and not be based on very old events. Beef need not end in war; use appropriate RP to reach mutual agreements where possible.

  2. War as Last Resort

    War should occur naturally and be a last resort. Do not escalate to war over minor inconveniences. War must be mutually agreed; you cannot force a faction into war or keep shooting a faction that declines war terms. Open a Discord ticket for official war talks; staff must approve and set guidelines.

  3. No Skirting War Terms

    Do not continue war-like behavior without agreeing to terms. If unhappy with another faction, make them aware and seek terms rather than ongoing beef/shooting.

  4. Purpose of War

    War is a tool for resolution—a way to end beef and move on cleanly so both parties can continue broader roleplay.

12

War Terms

5
  1. Collateral & Value

    If warring over an asset/public area, both parties must offer something of equal or greater value. You cannot demand assets without offering fair collateral (e.g., another location, equivalent money, roleplay punishment) agreed by both parties.

  2. Clarity & Goals

    War terms must set clear goals (e.g., first to three wipes). Wars should contribute positive RP as pivotal arc moments.

  3. Documentation

    Once terms are set, both sides must open a Discord ticket with terms and proof of agreement so staff have documented evidence.

  4. In-City Negotiation

    Aim to set terms in the city via RP to keep it organic.

  5. Duration

    If win conditions are not met, faction wars may last a maximum of 3 real-life days unless staff approve a longer duration.

13

War Rules / Behaviour

8
  1. Composure & OOC

    Keep composure. Avoid insults or negativity that read as OOC toxicity. Keep all beef in-city—no out-of-city arguments. If beef becomes toxic, staff will end it.

  2. No Alliances

    Faction wars are strictly one faction vs one faction. No alliances.

  3. Civilians/Third Parties

    Civilians/other factions should leave the area of violent conflict. They only ‘participate’ if their life is at stake nearby. Warring factions should not target unrelated persons.

  4. Hunting/Camping

    Prefer mutual grounds or home turf for hunting rivals. Keep war activity away from high-population civilian zones. Do not camp hospitals/restaurants/businesses expecting rivals. Encounters should be authentic.

  5. Shootout Cooldowns

    Do not down rivals and camp the hospital. Time between shootouts can be specified in terms; general guideline is 30 minutes. Do not hunt to the point of harassment.

  6. Identifiers During War

    All members are involved in war unless terms exclude specific members. All involved members must be easily recognizable from a distance (clothing and vehicles with faction identifiers) 100% of the time during an active war unless terms specify otherwise.

  7. Durations & Cooldowns

    Wars can last from a few hours up to 3 days. After war ends, a 1-week cooldown applies before either faction can participate in another war.

  8. Staff Intervention

    If staff observe pure shooting matches, toxicity, or OOC beef, both factions will be disciplined and considered losers; any wagers are forfeited.

14

Third Partying

1
  1. Definition & Policy

    Definition: entering a fight between two teams and finishing both or finishing the winner. Third partying is unacceptable, cheap, and not engaging RP. It includes interrupting another group’s illegal heist by shooting or interfering with the chase—let the job play out and seek revenge after.

15

Faction/Group Turf

2
  1. Definition & Claims

    Turf: an area where a faction/group asserts authority and presence. Factions may claim one official turf, where their presence is felt. Cannot be claimed: player-owned businesses; civilian hotspots/necessity services (hospitals, businesses, etc.); government-owned areas (LSIA, Zancudo, PDs, etc.); Central Business District (Legion Square and surroundings).

  2. Becoming Official & Interaction

    Turf is not official until the faction is officially recognized. Turf is not ‘shoot on sight’—interact and make it clear it’s your turf. If a prior-beef faction approaches armed, respond according to your group’s RP style.

16

Holding Down Public Areas

4
  1. Public Spots vs. Turf

    Public conflict spots are not turf. You may hold down public areas but cannot claim them as turf. You can have turf nearby but not directly on public spots (e.g., not directly on a crafting bench).

  2. Control & Collateral

    It is your responsibility to hold the spot down. Public areas may be offered as collateral during war. If a faction that holds a spot loses a war where the spot is up for grabs, they must forfeit it.

  3. Limits & Absences

    A faction/group may hold down at most two public areas. Keep presence to maintain control. If absent, another faction may take over without warning; reclaiming is your responsibility without staff interference.

  4. Shared Illegal Activity

    Any faction may use or take from organized illegal activity. If you control an illegal public area, it is your responsibility to control it. Multiple factions/groups may not process drugs or work at the same non-blip crafting tables at the same time.

17

Conflict on Turf

1
  1. Defense & Pursuit

    If your home turf is attacked, all members may defend—even if not present initially. If group A pushes group B on B’s turf and A retreats, all of B may pursue since they were initiated upon. Baiting is not permitted; do not initiate and then retreat to home turf solely to leverage more members.

18

Rules of Engagement (RoE)

2
  1. Base Understanding

    RoE define when and how force may be used. Refer to server rules for baseline initiation. Initiation requires the target to be aware of your intentions; creative misdirection is allowed if intent can be reasonably inferred. You cannot initiate without any dialogue.

  2. Applies Server-Wide

    RoE is not just for war; it is the baseline for everyone on the server.

19

Initiation During War

1
  1. Special RoE

    During war, factions may negotiate special RoE (e.g., on-sight, vehicles circling turf as initiation). Staff will not judge agreed RoE if both sides clearly agree; if terms feel too loose, do not agree.

20

Recording your POV

1
  1. Evidence & Clarity

    Use recording software (OBS, Medal, etc.) for reports, compensation, and war terms. Recording is vital during war to document terms, involvement, and scores so wars can conclude smoothly.

21

Faction Businesses

1
  1. Ownership Limits

    Factions may own a maximum of three businesses. If a faction-affiliated individual owns a business, it will be considered faction-owned.

22

Faction Assets

1
  1. Provision & Revocation

    Assets (business/MLO, legal or illegal) provided to a faction may be revoked due to inactivity or misuse. Assets are intended to improve interactions among factions, cops, and civilians and may include access to unique items/features.

23

Disbandment

1
  1. Staff Authority & Causes

    Staff may force disbandment at any time per the Golden Rule—never without reason. Multiple recorded instances of rule-breaking by faction members can lead to disbandment, timing depending on severity and impact. Leaders are accountable for member conduct and must ensure adherence to expectations.

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