
Everest Roleplay
Organisations & Crew Rules
Gang Definition
The definition of gang inside of Everest RolePlay includes but is not limited to:
Members share an identity, typically linked to a name, and often other symbols. Members view themselves as a gang, and they are recognized by others as a gang.
The group has some permanence and a degree of organisation. The group is involved in an elevated level of criminal activity.
An association of four (4) or more individuals.
Whose members collectively identify themselves by adopting a group identity, which they use to create an atmosphere of fear or intimidation, frequently by employing one or more of the following: a common name, slogan, identifying sign, symbol, tattoo or other physical marking, style or colour of clothing, hairstyle, hand sign or graffiti;
Whose purpose in part is to engage in criminal activity and which uses violence or intimidation to further its criminal objectives.
Whose members engage in criminal activity with the intent to enhance or preserve the association's power, reputation or economic resources.
False Flag Operations
Gang members who execute actions with the clear intent of conducting a false flag operation are subject to punishment/Death from the gang they are impersonating. For example, robbing a bank and wearing other gangs' colours or attire or painting your cars other gang colours with the intent to get them blamed for your actions. This could be an act of war and the opposing gang can retaliate against the false flagging gang.
Neutral Zones
All neutral zones are dissolved (except for federally protected areas) and can only be established by gangs via rp.
General Gang Rules
- Everest Staff has limited the number of gangs in the city to three (will change as population rises.) In order to form a crew you will need to seek out an organisation in city.
- All gangs will be under a 14 day probationary period where if they commit any rules break and receive 2 strikes then their crew will be disbanded.
- A minimum of four (4) people must be present and active to start a crew.
- You may only have ONE gang character.
- Crews are limited to 7 members.
- Factions are limited to 15 members.
- Orgs are limited to 25 members.
- All gangs are expected to follow the Everest Server Rules.
- Each gang leader is expected to make sure that their gang members are following server rules.
- Gangs are allowed to escalation to violence if a civilian is seen wearing their custom gang bandana's or clothing.
- At anytime a civilian is causing trouble in gang territory there will be no limit on how many gang members that can protect their territory.
- Gangs cannot chase out people that are simply roleplaying as a civ that is not doing criminal rp.
Gang Rivalries
Gang Rivalries are not war. You are subject to police interactions and should not be all out shooting like in a war. Rivalries should be had before war is started. You should always RP before starting a rivalry as just doing a drive by could be seen as RDM. Simple things like drive-bys, kidnappings, stabbings etc, fall under the rivalry category. Allies are not to be involved in rivalry. The attacking team cannot exceed a team of 6 during this time.
Gang War Mechanics & Rules
Gang Wars must follow the natural evolution of Roleplay. Shallow RP may be seen as RDM and can result in disciplinary action. In order for war to occur you must come to an agreement of what you are fighting for.( over see by Sinner aka high table) War should be a last resort and should not be started because of one person's actions from a gang. Gang leaders can request for peace; however, peace can come at a cost.
- A meeting with Sinners must be arranged and terms agreed upon by both sides before war starts. Demands must be handed to Sinners before war. War zone determined by Sinners.
- Gang wars must be announced before the first attack is started.
- After someone is downed for any reason (eg. falling from a building) you must sit out the rest of that round.
- Gang wars should not last longer than 3 rounds. Unless stated by Sinners.
- If rules are broken the leaders must go over the issues and the gang with the rule breaks will take the loss. If the war gets toxic or goes federal the war will be stopped and the gang with the rule breaks or toxic behavior loses.
- There will be no medical intervention until all shooting stops during a war.
- Something crucial must happen in RP for two parties to start a war, a poor reason behind a war can lead to Sinner intervention.
- Gangs can only be in one war at a time.
- Gangs must wear their respective colours while at war, if not in colours then they must leave the area or surrender. 3 Clear identifiers ( shirt or vest must be worn).
- If vehicles bearing gang colours of an attacking/retaliating gang enter a gang turf, it can be pressed and escalated to violence.
- Only rostered members can attend the war agreed by Sinners. (must have 2 day city play time).
- NO HAND HOLDING OF ANY KIND.
Law Enforcement & EMS During gang trots
- All Initiation rules & violence escalation applies for both gangs and cops. Violence should be the final step when interacting with LEO's that inject into a Gang trot in progress. Law Enforcement will be trained not to shoot unless shot at.
- EMS will not be a gangs personal revive bot. EMS will not enter the scene until the end of the RP scenario.
Gang Colours
Gang colours are to be treated as a distinct way to identify your gang. A gang is not required to wear their colours at all times unless engaging in gang related hostiles.
Organisations are not limited to wearing gang colours.
Creating a Crew
In order to form a crew, you will need to get your name out and around the city including meeting with other orgs in city. Then seek out Sinners to organize a meeting.
Crew Rules
- Leader are expected to take a responsibility for how the Crew operates and will be held accountable for the actions of yourself and your crew members when acting as a Crew.
- Crew Leaders and Members who are found to be breaking rules can get your crew terminated and prevent you from running further crews or Orgs in the future.
- Crews that are found not providing good roleplay will be reviews and disbanded at the Sinners discretion.
Factions
Factions are the next step for crews on their progression to the top of the criminal ladder.
As a faction you are able to stake your claim on the city with the turf sprays. You will be able to claim a compound that is available using the turf sprays. If you don't protect your location someone might just steal it from you.
Faction Requirements
To become a faction you must:
- Active, prominent and stand out crews that make it clear that they will make the most of the faction system.
- Maintain a full roster.
- Provide excellent roleplay for yourself and others.
Faction Benefits
- Unique spray to use to claim turf.
- Member cap is raised to 15.
- Exclusives invites to events.
- Unique Clothing.(4 clothing spots for male and females mask and rag class as 1 spot)
- Ability to claim a compound as your own.
Organisations Rules
- Orgs have a limit of 25 members + Hangarounds. (Org members must oversee that group.)
- If an Org member has received multiple warnings from staff, they may be removed from the Org.
- Orgs cannot engage in hostile activities against Fire & Ambulance personnel.
- Orgs should refrain from hostile actions around hospitals & businesses.
- Orgs should avoid undue Police attention.
- Orgs cannot be present at other organisations' clubhouse without an invite.
Sinner Interactions
- Communication is best done via meetings in city. (unless important then make a ticket in the discord)
- Or leaders are the best go between for staff and Org Members.
- You represent your orgs concerns to the staff team via your orgs discord.
- You represent and relay Sinners decisions back to your members, this includes if your org receives a warning.
- If a Org member has breached a rule/s it is up to the Org leadership whether or not that remove said person from the Org.
We will run off of a strike system for all major breaches to the policies.
- Strike 1 – Warning
- Strike 2 – Temporary suspension
- Strike 3 – Removal of the Organisation
Org Hostilities
- Constant Hostilities between Orgs may attract the attention of Sinners and may require a meeting to settle it down or we may require a war to settle the hostility.
- You are encouraged to take more creative routes with your hostile roleplay, if your default option to achieve your aim is an org is to get into a gun fight then you might be cutting yourself and other out of a lot of extended roleplay.
Org Turf & Compounds
- Compounds are your safe haven, no Organisation is to be present at another Organisations clubhouse unless invited or during a war when specified.
- Criminal activity in your Turf area is expected to be Policed by your organisation. You may enforce taxes (with in reason) or require certain crews to stay out of the area.
- Turf is the area defined near your compound that you are required to enforce & maintain.