4 Sep 2026 at 7:48 AM UTC
Edited on 20 Sep 2026 at 11:46 AM UTC by M. Haller
**NOTE: Any Violation Points mentioned below the rules are examples, and not necessarily leading, as it is still staff discretion to decide the severity**
2.0.In-Game Rules
These rules apply exclusively to the ITRP FiveM Roleplay Server. These guidelines build upon the core network foundations established in Section 1.0: Community Rules Here https://ironthronerp.com/topic/community-rules
2.1 Roleplay Everything
The Rule: You must stay in character (IC) at all times while on the server. Even if a glitch occurs, a bug breaks a mechanic, or another player breaks a rule, you must roleplay the scenario out until the scene is completely finished. Breaking character, going "Out-of-Character" (OOC) in voice, or stopping a scene to argue about rules is strictly prohibited.
How to Handle Issues: If you witness a rule violation or experience a bug during a scene, continue the roleplay to the best of your ability. Once the scene has concluded organically, clip the evidence and open a support ticket via Discord or Forums as required by Rule 1.13. Let the staff handle it afterwards.
Why it matters: Going Out-of-Character kills immersion for everyone nearby and escalates arguments. Keeping the roleplay going maintains the server's high standard of storytelling.
Violation Points: Minor to Moderate Violation (2 - 9 Points depending on disruption level). Dropping character to argue in the middle of a street or during a police scene will result in immediate points and potential server removal for disruption.
2.2 Working Microphone Required
The Rule: You must possess a functional microphone to play on the server. Your microphone must be configured correctly so that other players can hear you clearly without excessive background noise, static, or echo. Communicating exclusively via text chat (Text RP) is strictly prohibited.
Mute Restrictions: Intentionally playing while your microphone is muted, or using third-party software to mask a lack of verbal communication during roleplay interactions, is not allowed.
2.2.1 Technical Issues During Active Roleplay (In-Character Excuses)
If your microphone breaks or malfunctions in the middle of an active roleplay scene, you must not suddenly stop moving or break character. Instead, you must use an immersion-safe, in-character explanation to excuse yourself from the situation immediately, combined with local OOC text (/looc).
Approved Immersion-Safe Explanations:
“My throat is acting up, I need to get a glass of water.”
“I am having a coughing fit, I need to go step away.”
“My radio/headset is completely broken, let me go fix it in my car.”
The Process: Say your immersion-safe line (or type it in local OOC text if your mic is completely dead), head to a safe location away from the active scene, and disconnect from the server immediately to resolve your technical issues. Do not use this as an excuse to escape a police arrest or a hostile scenario.
2.3 Abuse of In-Game Mechanics (Powergaming)
The Rule: You are strictly prohibited from abusing in-game mechanics, physics, or animations to gain an unfair advantage or force a situation in your favor. Your character must act within the bounds of realistic human capabilities and physical limitations.
Prohibited Behaviors: This includes, but is not limited to:
Off-Roading Abuse: Driving standard city cars, sports cars, or heavy trucks up steep mountains or rugged terrain where only dedicated off-road vehicles could realistically go.
Unrealistic Movement: Running, jumping, or actively fighting immediately after surviving a massive car crash or being shot, without portraying appropriate pain or injuries.
Forcing Scenarios: Using in-game commands or mechanics to force an action on another player without giving them a fair chance to react or counter it (e.g., roleplaying that your character "instantly knocks the other person unconscious" with no counter-play).
2.4 Metagaming
The Rule: Using out-of-character (OOC) information in-character (IC) is strictly prohibited. Any communication, information, or knowledge obtained outside of the live in-game server is completely barred from being used by your character.
The Platform Clause: You may only use information obtained directly in-game, through the official Community Forums, or via official, staff-recognized IC channels on Discord. Using private Discord DMs, unapproved group chats, or external platforms to share in-game locations, illegal operations, or tactical movements is considered severe metagaming.
Stream Sniping: Watching a streamer who plays on the server to gather information on their location, plans, or identity, and then using that knowledge in-game, is a severe form of metagaming and will be punished heavily.
Why it matters: Metagaming destroys the organic storytelling of roleplay and gives players an unfair, unearned advantage.
2.4.1 Official Documentation and Forums Requirement
The Rule: Any official in-character documentation—including but not limited to court subpoenas, search warrants, judicial rulings, company contracts, business agreements, and employment paperwork—is only recognized and valid if it has been submitted and processed through the proper, designated channels on the official Community Forums.
The Hard Line: The forums are the only authorized documentation platform for the network. Any document, contract, or warrant shared via Discord DMs, external file-sharing sites, or unapproved platforms holds zero standing in roleplay. Acting upon information from a document that hasn't been officially posted on the forums is considered Metagaming.
2.5 Out of Map Borders (No-Man's Land & Black Sea)
The Rule: You are strictly prohibited from traveling, flying, sailing, or operating outside the intended boundaries of the active game map. This includes any zones where the physical map assets end and empty space, endless ocean, or unrendered terrain begins.
Designated Restricted Zones:
The Black Sea: Any area on or over the water that extends past the realistic coastal and territorial waters of the main map.
No-Man's Land: Any area on, under, or over unrendered land masses, empty voids, or glitch-spaces outside the map borders.
Tactical Exploiting Restriction: You may not use these out-of-map regions to hide illegal assets, escape from active Law Enforcement (LEO) pursuits, avoid roleplay scenarios, or exploit server physics.
2.6 Unrealistic Escapes (Handcuff Powergaming)
The Rule: Once your character has been officially placed in handcuffs or zip-ties by Law Enforcement (LEO) or another player, you are strictly prohibited from "breaking out" or escaping the restraints using self-healing animations, exploiting menu glitches, or running away while legally restrained.
The Lockpicking Requirement: The only mechanically and roleplay-acceptable way to be released from handcuffs (outside of the person who cuffed you releasing you) is if another player actively lockpicks the cuffs for you using valid in-game mechanics and roleplay animations. You cannot lockpick your own handcuffs under any circumstances.
Why it matters: Realistically, a bound individual cannot simply flex out of professional restraints. This rule ensures high-quality roleplay and prevents criminal characters from completely ignoring police mechanics.
2.7 In-Character Swearing and Language Limits
The Rule: Profanity and swearing are permitted on our FiveM server, but only when used strictly in-character (IC) to fit a veracious roleplay scenario (such as a heated argument, a criminal confrontation, or a high-stress police situation).
The Boundaries (Referencing Rule 1.3): All swearing must strictly adhere to the network foundations laid out in Rule 1.3 (Discrimination and Severe Disrespect). Under no circumstances is it acceptable to use racial slurs, homophobic language, sexist slurs, or prejudiced terms, even if you claim it is "part of your character's vocabulary."
OOC Toxic Bleeding: Swearing at another player out-of-character (OOC), using local chat (/looc), or using profanity to mask personal, real-world insults against another community member or staff member is strictly prohibited.
2.7.1 Absolute Staff Command on Prohibited Language
The Rule: If a member of the ITRP Staff Team explicitly instructs you to stop using a specific word, phrase, or type of language, you must comply immediately and permanently. There is zero room for debate or "rule-lawyering" regarding the exact dictionary definition or intent behind the word.
Zero Tolerance for Non-Compliance: Refusing to drop a word or mocking a staff member’s directive by using synonyms or slightly altered versions of the forbidden word will be treated as open insubordination.
2.8 Mandatory Roleplay Initiation
The Core Rule: You must properly initiate a high-quality roleplay scenario before taking any aggressive, hostile, or violent actions against another player. Aggressive actions include shooting, stabbing, punching, ramming vehicles, or taking someone hostage. Sneak attacks or killing someone without prior interaction is strictly treated as Random Deathmatch (RDM).
2.8.1 Mandatory Verbal Initiation
All initiations must be verbal and conducted completely in-character (IC).
Visual/Text Restrictions: Shooting a gun in the air, flashing a weapon, or typing a threat in text chat (such as "/me draws gun") does not count as valid initiation. The other party must be able to clearly hear your character's verbal demands via voice chat.
Proximity Requirement: You must be close enough for the other player to realistically hear you and comprehend the situation. Initiating over a megaphone or radio from blocks away is invalid.
2.8.2 Low-Quality Demands Prohibited ("Hands up or die")
Shouting "Hands up or die!", "Get out of the car or you're dead!", or similar low-quality, binary ultimatums is not a valid method of initiation.
The Story Requirement: Your initiation must provide actual roleplay context and give the other party a realistic opportunity to react, speak, comply, or value their life (e.g., "Step out of the vehicle and put your hands where I can see them, we are taking this car!"). You must allow a reasonable window of time (at least a few seconds) for them to respond before pulling the trigger.
2.8.3 Official Negotiation & Megaphone Exemption (LEO/Hostage Context)
The Exception: Law Enforcement Officers (LEOs) and criminals involved in high-stakes barricade or hostage situations are permitted to initiate and negotiate via megaphones, sniper radios, or in-game phone calls.
The Condition: Because these situations have clear in-character buildup (e.g., sirens outside, a surrounded building, or an active demand via emergency services), the use of long-distance communication devices to state demands or coordinate tactical entry is fully recognized as valid initiation. Both sides must actively roleplay the negotiations before any shooting starts.
2.8.4 Declared Gang Wars Exemption
The Exception: Members of officially recognized factions or gangs are exempt from the individual, face-to-face verbal initiation rule only if an official Gang War has been formally declared and approved through the proper administration channels.
The Condition: Once a Gang War is active, members of the opposing factions may engage each other on sight with aggressive action, provided they are in active gang territories or designated conflict zones.
The Hard Line: This exemption only applies to the rival gang members involved in the approved war. Random civilians, police officers, or unaffiliated players must still be fully and verbally initiated upon as per Rule 2.8. Drive-by shootings without an active, approved Gang War are strictly forbidden.
2.8.5 Active Law Enforcement Pursuits Exemption
The Exception: During an active vehicle or foot pursuit involving Law Enforcement Officers (LEOs), the scenario is automatically deemed initiated due to the high-stress, escalating nature of the chase.
The Condition: If a fleeing suspect crashes or stops and immediately engages officers with lethal force, or if LEOs utilize tactical vehicle intervention (such as PIT maneuvers, ramming, or spike strips), individual face-to-face verbal initiation is not required. The pursuit itself acts as the organic initiation. This does not, however, allow players to randomly ram police cruisers out of nowhere without an active chase.
2.8.6 Active Robberies and Heists Exemption
The Exception: During major illegal operations—such as bank robberies, jewelry store heists, or drug laboratory raids—individual verbal initiation is bypassed once the scene turns hot (e.g., alarms are triggered, hostages are taken, or police perimeter lines are established).
The Condition: Criminals defending the heist zone (including exterior lookouts or rooftop snipers) and responding LEOs entering a known active crime scene may engage each other on sight. The high-stress, illegal nature of the heist serves as the blanket initiation for all participants directly involved in the immediate area.
2.9 Server Restart Regulations (The 10-Minute Rule)
The Core Rule: You are strictly prohibited from initiating or committing any major crimes within ten (10) minutes before an announced server restart, or within ten (10) minutes after the server has booted back up.
Why it matters: This prevents players from exploiting the server's downtime to evade law enforcement or hit illegal objectives when the player base and staff team are still logging in or logging off.
2.9.1 Continuation of Active Roleplay
If you are engaged in an active, ongoing roleplay scenario (such as a pursuit, a negotiation, or a conflict) when the server restarts, all parties involved must reconnect and immediately continue the scenario from where it left off, unless both sides mutually agree out-of-character (OOC) to drop the scene.
2.9.2 Non-Voidable Legal Procedures
While casual scenes between civilians or criminals can be mutually dropped after a restart, official legal and law enforcement procedures cannot be voided or dropped.
The Hard Line: Active pursuits, ongoing booking processes, arrest procedures, arraignments, jail sentences, investigative warrants, and scheduled trials must always carry over past a server restart. A server restart does not clear your criminal status, pending charges, or active bounties under any circumstances.
2.10 Compulsory Compliance Under Restraint or Less-Lethal Force
The Core Rule: If your character has been actively tased, struck by a less-lethal beanbag round, or physically restrained (handcuffed/zip-tied) by a Law Enforcement Officer (LEO) or a licensed Security Guard, you must immediately comply with all verbal orders given to you by them. Failing to portray pain, ignoring their instructions, or immediately standing up to flee is strictly prohibited.
Why it matters: Realistically, being hit with thousands of volts of electricity or a heavy beanbag round causes severe muscle failure and shock. This rule prevents players from completely ignoring less-lethal police tools to force an unrealistic escape.
2.10.1 Application to Criminal Hostage and Kidnapping Scenarios
This compliance rule applies equally to criminal situations. If your character is held at gunpoint, physically tied up, or restrained by criminal elements during a kidnapping or hostage situation, you must value your life and fully comply with their verbal commands.
The Hard Line: You may only attempt an escape or act aggressively if your captors completely leave you unattended, or if another party arrives to rescue you and physically unties/un cuffs you as per Rule 2.6.
2.10.2 Post-Incapacitation and Mandatory Medical Roleplay
The Rule: If your character is incapacitated (knocked unconscious, severely injured, or put into a "downed" state) to the point where you require treatment from Emergency Medical Services (EMS) or must be revived at a hospital, you must realistically roleplay your injuries.
The Combat & Scene Lockout: Once you have been incapacitated during a scenario, your involvement in that specific conflict is completely over. Even after being medically treated or revived, you are strictly prohibited from returning to the same scene, re-engaging the same individuals, or picking up a weapon to fight again until a significant amount of time has passed or the entire situation has organically concluded.
Medical Compliance: You must follow the roleplay guidance of the medical staff. If EMS tells you that your character has a broken leg or severe concussion, you cannot immediately sprint, jump, or drive at high speeds upon leaving the hospital.
2.11 New Life Rule (NLR)
The Core Rule: When your character is fully incapacitated and you choose to "respawn" (local down-time expires and you wake up at a hospital/medical center), your character is legally considered to have started a "New Life."
2.11.1 Proximity Restrictions (Location Lockout)
You are strictly prohibited from returning to the exact area, street, or general location where your character died or was knocked unconscious within ten (10) minutes of respawning.
The Exception: If your home, official faction base, or business is located within that zone, you may return only if it is completely clear of active roleplay conflict. You must not interact with any ongoing scenes in that area.
2.11.2 In-Character Memory Wipe
Upon respawning, your character suffers complete temporary amnesia regarding the events leading up to their death.
What You Forget: You cannot remember who attacked you, why you were attacked, the tactical information discussed right before your downing, or where you left your vehicle, items, or objects during that specific incident.
Revenge Killing Prohibited: Using out-of-character knowledge (like looking at a clip or death log) to instantly track down and attack the players who killed your character is a severe breach of this rule. You must let the storyline reset organically.
2.12 Field Medical Interventions & Combat CPR Restrictions
The Core Rule: You are strictly prohibited from attempting CPR or using medical stabilization mechanics on any downed or incapacitated individual while a hostile situation (such as a shootout, a gang fight, or a robbery) is actively ongoing. You must wait until the scene has completely concluded and been declared safe before administering field aid.
Why it matters: Performing medical procedures in the middle of a live crossfire is completely unrealistic and ruins the tactical stakes of a conflict.
2.12.1 Safe Zone Exemption
You may perform CPR or medical aid during an active conflict only if the downed person's body has been successfully dragged or moved into a completely secure, hard-cover area that is entirely separated and safe from the ongoing crossfire or hostile threat.
2.12.2 Tactical Medical Evacuation Exemption (SRT / SRU / MSRT)
Specialized tactical law enforcement units (such as SRT, SRU, MSRT, or officially designated tactical medical officers) are permitted to stabilize and evacuate downed persons during an active situation, under the following strict conditions:
Mandatory Visual Identification: Any officer operating under this exemption must wear a distinctly visible medical marking or patch on their uniform or tactical vest (such as a prominent "MEDIC" identifier, Red Cross, or designated tactical medical gear). If an officer does not have this specific visual identification equipped, they are legally barred from performing field stabilization until the scene is completely safe.
Active Cover Required: The medical officer performing the stabilization and evacuation must be actively covered and protected by fellow tactical officers.
Evacuation Protocol: The downed individual must be immediately extracted from the hot zone and handed directly over to Fire Rescue / EMS personnel stationed at a safe perimeter.
Post-Evacuation Compliance: Any player who is stabilized and evacuated under this exemption is still bound by the combat lockout rules. They must strictly follow all procedures and restrictions detailed in Rule 2.10 through Rule 2.11.2 (Mandatory Medical RP and location lockout).
2.13 Hostage and Robbery Compliance (No Comply and Die)
The Core Rule: You are strictly prohibited from killing, executing, or intentionally incapacitating a player whom you have successfully held up, held hostage, or robbed, provided that they have fully complied with all of your demands. If a victim values their life and cooperates with your instructions, you must let them leave or release them once the crime is complete.
Why it matters: This rule eliminates low-quality "rob-and-kill" behavior, ensuring that victims who properly value their lives are rewarded with the continuation of their character's story.
2.13.1 Premeditated Executions Exemption
Executions (intentionally killing a restrained or helpless individual) are still permitted under this network rule, but are strictly bound by the following requirement:
The Premeditation Clause: You must possess a significant, long-standing, and premeditated in-character reason to carry out an execution. Valid reasons include severe gang rivalries with weeks of buildup, concrete betrayal within a faction, or a target being an active government informant (snitch).
The Hard Line: You cannot decide to execute someone on a whim during a random robbery or a spontaneous traffic stop. Executing a player who fully complied without a deeply documented, premeditated storyline will be heavily punished as a form of RDM.
Evidence Standard: Players carrying out an execution are highly encouraged to have video proof or forum-logged conflict proof ready, as staff will investigate these scenarios thoroughly upon a ticket report.
2.14 Mask and Identity Metagaming
The Core Rule: You are strictly prohibited from using out-of-character (OOC) or out-of-game knowledge to identify a character whose identity is intentionally hidden. Reading a player’s overhead script ID, nametag, or database profile to learn their name while in-game is a direct form of Metagaming.
2.14.1 Full-Mask Identification Restrictions
If a player's character is wearing a mask or clothing item that completely covers their facial features, they cannot be identified by their name, face, or voice under normal circumstances.
The Voice Exception: You may only claim to recognize a masked person's voice if your character has a deeply established, long-standing, and daily relationship with them (such as a spouse, a twin brother, or a fellow gang member who has spent years with them). Recognizing a casual acquaintance, a random police officer, or a criminal rival solely by their voice while they are masked is strictly forbidden.
Unique Identifiers: To legally identify a masked individual, your character must focus on distinct, unchanging physical clues that are visible at that exact moment, such as unique tattoos, highly specific custom clothing, or a registered personal vehicle they are operating.
2.15 Asset Powergaming (Mandatory Physical Items)
The Core Rule: You are strictly prohibited from performing any roleplay action that mechanically or textually restrains, manipulates, or affects another player unless you actively possess the relevant physical asset (item) within your in-game inventory at that exact moment.
Prohibited Behaviors: This includes, but is not limited to:
Attempting to handcuff or zip-tie a player without possessing physical handcuffs or zip-ties in your inventory.
Roleplaying that you are locking a door or picking a lock without having the corresponding keys or lockpicks on your person.
Roleplaying that you are administering a specific drug or medical item when your inventory is empty.
Why it matters: This keeps the server economy and inventory system meaningful. Players cannot simply "manifest" tools out of thin air via text lines (/me or /do) to force an advantage over another player.
2.16 Forced Bank Withdrawals and Location Camping Prohibited
The Core Rule: You are strictly prohibited from waiting at, camping near, or staking out Automated Teller Machines (ATMs), banks, or financial institutions with the intent to ambush players. Furthermore, you are absolutely forbidden from using weapons, hostiles, or threats to force a player to withdraw money from their bank account or financial balance.
The Robbery Boundary: When robbing a player, you may only steal the physical cash, items, and weapons they actively carry on their person at that exact moment. You cannot transport a victim to a bank or ATM to drain their bank account.
Why it matters: This protects the long-term server economy and prevents players from losing weeks of hard-earned bank savings to a single low-quality robbery scenario.
2.17 Predatory Resuscitation Prohibited (No Revive to Kill/Rob)
The Core Rule: You are strictly prohibited from resuscitating, reviving, or applying CPR to an incapacitated (downed) player for the sole purpose of robbing them, executing them, or continuing a hostile interrogation. Once a player has been knocked unconscious or downed in a scenario, their involvement in that phase of the conflict is concluded.
The Intent Boundary: You may only revive a downed player if your intent is genuinely non-hostile, such as providing life-saving medical aid, transporting them to a hospital, or performing legitimate emergency service roleplay. Bringing a player back to life just to steal their inventory or perform a low-quality execution is treated as severe griefing.
Why it matters: This prevents players from being trapped in an endless loop of toxicity and ensures that the down-state acts as a definitive end to active immediate conflict.
2.18 Department of Justice (DoJ) License Robberies Prohibited
The Core Rule: You are strictly prohibited from robbing, kidnapping, or holding up any member of the Department of Justice (DoJ)—including Judges, Prosecutors, Attorneys, and Court Officials—for the purpose of forcing them to grant, sign, approve, or generate any form of in-game license, permit, or legal documentation.
The Document Boundary: Any license, permit (such as a weapon license, business permit, or driving authorization), or legal expungement obtained through threats, coercion, or robbery is automatically deemed null and void by Network Management. All legal and licensing processes must go through the proper administrative channels as required by Rule 2.4.1.
Why it matters: DoJ members perform essential administrative and legal roleplay for the network. Allowing players to simply bypass legal applications by holding a gun to a Judge's head ruins the progression system and unfairly targets civilian staff.
2.18.1 Utilization of Intentional Illegal Systems
The Rule: Forging, obtaining, or utilizing "fake" or black-market licenses and permits must be done strictly through the official, designated illegal mechanics and roleplay systems provided within the server economy (e.g., specialized criminal scripts, underground document forgers, or black-market networks).
The Hard Line: Forcing a real DoJ official to abuse their mechanical powers to give you a license is treated as powergaming and a bypass of server progression. If you want fake documents, you must seek out the proper criminal avenues in-game rather than short-cutting the system through low-quality extortion.
2.19 Combat Logging and Roleplay Evasion
The Core Rule: You are strictly prohibited from disconnecting, logging out, or intentionally closing your game client to evade an active or pending roleplay situation. This includes exiting the server during a police pursuit, a criminal robbery, an active gunfight, an ongoing medical scene, or an administrative staff investigation.
The Crash Clause (Technical Disconnects): We understand that game crashes and connection losses (e.g., "head pops") happen. If your game disconnects during an active scene, you must follow this mandatory procedure:
Immediately restart your game and reconnect to the server as quickly as possible.
Return directly to the exact location of the scene and notify the other parties via local OOC text (/ooc) that you have returned to resume the roleplay.
If you cannot reconnect due to internet or hardware failure, you must immediately open a support ticket via Discord (Rule 1.13) to log your technical issues with staff so the scene can be properly handled.
Why it matters: Combat logging destroys the progression of a storyline and completely strips other players of their earned victories or roleplay outcomes.
2.20 Combat Storing Prohibited
The Core Rule: You are strictly prohibited from storing, depositing, or hiding weapons, cash, illegal items, or vehicles in an inventory or location that is inaccessible to the opposing party while engaged in an active, pending, or imminent roleplay conflict.
Prohibited Actions: This includes, but is not limited to:
Running into a player-owned house, apartment, or warehouse during a pursuit to lock illegal items in a personal safe.
Sprinting to a vehicle garage terminal to store a vehicle that is currently actively being searched for or chased by Law Enforcement.
Quickly transferring contraband from your pockets into a locked property or inaccessible faction storage right before you are about to be detained, searched, or executed.
Why it matters: Just like combat logging, combat storing completely breaks the balance of risk-versus-reward in roleplay. If you take the risk to carry illegal items or drive a hot vehicle, you must accept the consequences if you get caught.
2.21 Post-Roleplay Retention Rule (The 15-Minute Cooldown)
The Core Rule: Once an active roleplay scenario has concluded, you must remain actively connected to the server for at least fifteen (15) minutes before logging off or disconnecting. This applies to all high-stakes situations, including but not limited to shootouts, vehicle pursuits, robberies, gang altercations, and major business deals.
Why it matters: This prevents players from performing a hit-and-run style crime and instantly logging off to protect their character from immediate retaliation, investigation, or arrest by Law Enforcement. It ensures that actions always carry an organic window of risk.
The Only Exception: You may only log off before the 15-minute timer has expired if all parties involved in the previous scene mutually agree out-of-character (OOC) that the storyline is completely finished, or if you receive explicit permission from a staff member via a support ticket.
2.22 Random Deathmatch (RDM) Prohibited
The Core Rule: You are strictly prohibited from killing, shooting, stabbing, or attacking another player without a valid, deeply established in-character (IC) reason and without following the mandatory initiation procedures detailed in Rule 2.8. Attacking or murdering individuals out of boredom, for "loot," or on a whim is completely forbidden.
Why it matters: RDM completely ruins the roleplay experience, violates the core principle of storytelling, and treats a serious roleplay server like a standard Grand Theft Auto Online lobby.
The Boundary: Having a minor argument, a petty insult, or simply seeing a rival gang member or police officer nearby does not give you a valid reason to use lethal force. Lethal force must always be the absolute last resort in a deeply built-up storyline.
2.23 Vehicle Deathmatch (VDM) Regulations
The Core Rule: Using a vehicle as a weapon to ram, run over, or kill another player is strictly prohibited if done for the sole purpose of trolling, griefing, or out of boredom. However, VDM is permitted if it serves as a realistic extension of an active, properly initiated roleplay situation.
Permitted Roleplay Context (Valid VDM):
Tactical Breaks: A driver ramming a police cruiser or blockading vehicle to escape an active felony stop or ambush.
Self-Defense: Running over an armed individual who is actively pointing a gun at your windshield and blocking your path, provided you value your life.
Accidents and Negligence: If a player is hit by a car because they were un-realistically walking or standing in the middle of a high-speed roadway, this is treated as an organic in-game traffic accident. Both parties are expected to stay and roleplay the medical/legal aftermath (Rule 2.1, 2.10.2).
Prohibited Context (Invalid VDM): Chasing down random pedestrians, intentionally hunting players to hit them with your car for fun, or ramming into active crowds without immense, premeditated story buildup is strictly banned.
2.23.1 Hit-and-Run Roleplay Allowance
The Rule: If a traffic accident or pedestrian collision occurs organically (such as a player walking in the middle of a high-speed road as per Rule 2.23), the driver is not mechanically forced to stay at the scene. Committing a "Hit-and-Run" (fleeing the scene of an accident) is a fully permitted In-Character (IC) action.
The Risk and Consequences: Choosing to commit a Hit-and-Run turns the traffic accident into an active criminal investigation. Law Enforcement Officers (LEOs) may utilize descriptions, local security cameras, paint scrapes, or license plates to hunt down and arrest the fleeing driver.
The Hard Line: While the driver is allowed to flee, the victim (if they survive and are not fully incapacitated under NLR) and any nearby witnesses must still roleplay the scene correctly. If the victim is incapacitated, they must wait for EMS or follow the standard medical compliance rules outlined in Rule 2.10.2. You may not use a Hit-and-Run as a cheap tool to completely eliminate a player from the server without any follow-up roleplay.
2.24 Malicious Ramming and Aircraft Abuse Prohibited
The Core Rule: You are strictly prohibited from purposefully colliding an aircraft (Airplane or Helicopter) into any building, player, vehicle, or object with the intent to cause explosions, damage, or mass harm. Furthermore, intentionally ramming your ground vehicle into other vehicles without a significant, valid in-character reason is completely forbidden.
Zero Tolerance for Kamikaze Actions: Using aircraft as a guided missile or explosive device is treated with absolute zero tolerance. There is no valid roleplay context that justifies a suicide-style aircraft crash into a crowded area, faction base, or police station.
Why it matters: Aircraft explosions instantly kill large groups of players, crash server instances, and wipe out hours of roleplay storytelling in seconds. It is a highly destructive form of trolling.
2.25 Advanced Roleplay Standards and Core Philosophy
The Core Rule: ITRP aims to foster a high-quality, advanced roleplay environment where each action is meticulously planned, realistic, and properly executed. Every player is expected to prioritize deep storytelling over mechanical victories or low-quality shortcuts.
2.25.1 Player Baiting and Disruption Prohibited (Anti-Griefing)
Disturbing, annoying, or intentionally baiting other players or factions (such as "cop baiting" by drifting in front of a police station) for no valid in-character reason is considered trolling and griefing. This behavior is strictly prohibited.
2.25.2 Mandatory Purpose Clause
Every major action your character takes—whether it is committing a crime, starting a conflict, or altering a storyline—must have an underlying, logical, and realistic in-character reason. Actions driven purely by out-of-character boredom or a desire to "cause chaos" are not allowed.
2.25.3 Glitching and Abnormal Situations Prohibited
You are strictly prohibited from crawling through locked doors, glitching through physical map assets, or using un-rendered spaces to bypass security mechanics. Creating any mechanically abnormal or physically impossible situation to gain an advantage is treated as powergaming.
As stated in Rule 2.1, you must remain In-Character (IC) at all times while on the server. You may not drop character, break immersion, or reference real-world out-of-game matters in active voice chats.
2.25.5 Value of Life (Fear RP)
You must always value the safety and importance of your character's life above all else. If your character is caught off guard, outnumbered, or held at gunpoint, you must fully comply with the gunman's demands. You cannot realistically pull out a weapon or attempt to flee when a loaded gun is pointed directly at your head.
2.25.6 The Realism Blueprint (Common Sense RP)
Do not act unrealistically. If you would not realistically do it or be capable of doing it in real life, do not do it on our server.
Direct Example: Attempting to use your mobile phone, browse menus, or text while your hands are physically bound or handcuffed behind your back is strictly prohibited.
2.26 Excessive and Unjustified Criminal Activity Prohibited
The Core Rule: You are strictly prohibited from engaging in excessive, non-stop criminal activity or low-quality crime sprees that lack meaningful storytelling or are deemed harmful and disruptive by the Staff Team. Every individual crime your character commits must be driven by a clear, realistic, and logical underlying in-character reason.
The Grinding Limit: Treating illegal mechanics as a repetitive, mechanical grind for cash or items by hitting store after store without organic roleplay pacing or interaction is completely forbidden. Criminal actions must be balanced with realistic downtime and story progression.
Staff Discretion: Staff members retain the absolute authority to step in and halt a player's criminal frequency if it is deemed toxic, unrealistic, or damaging to the overall health of the server's roleplay environment and economy.
2.27 The In-Character Death Penalty (Character Wipe)
The Core Rule: The Death Penalty represents the absolute and permanent legal execution of a character within the server's storyline. This extreme measure is exclusively reserved for characters who commit catastrophic, high-tier criminal acts or display severe, persistent In-Character (IC) behavior that completely destabilizes the community's roleplay environment.
The Judicial Process: The Death Penalty cannot be issued lightly. It must be officially requested and built up through court roleplay by the Department of Justice (Chief Justice), and it strictly requires the final, explicit written approval of the Founder before the execution can take place.
2.27.1 Consequences of Execution (The Complete Account Wipe)
Once the Death Penalty is approved and executed, the player's character is permanently dead. The following administrative actions will be taken immediately:
Full Asset Reset: The account will be wiped back to that of a brand-new player. This includes the complete deletion of their Bank Account, Cash, Physical Properties/Houses, Inventory Items, Licenses, and all Vehicle Garages.
Faction Removal: The character is instantly stripped of all ranks and removed from any Factions, Companies, or Gangs they belonged to.
Forced Identity Change: The player is forced to change their character's name to a completely new, unrelated identity. They are strictly prohibited from roleplaying as a relative (e.g., a twin brother) or continuing the previous character’s storylines, alliances, or rivalries.
From the exact moment a Death Penalty investigation or court case is officially filed on the forums, the target player’s assets are closely monitored by Network Administration.
Prohibited Offloading: Any attempt by the player to circumvent the upcoming wipe by transferring money, signing over properties, or gifting vehicles/items to friends, faction members, or alternative accounts is strictly prohibited.
Collusion Penalties: Any external players or friends who actively assist, receive, or hold assets for a player facing the Death Penalty to help them avoid the wipe will be treated as co-conspirators. They will also be punished with a full account wipe/reset and an immediate major temporary or permanent ban for attempting to circumvent administration actions.
Lookback Authority: Network Management retains the authority to audit and reverse any asset transfers made up to seven (7) days prior to the official execution.
2.27.3 Administrative Mercy Clause (Alternative to Permanent Ban)
The Rule: At the absolute discretion of the Founder or Network Board of Directors, the Death Penalty (Full Account Wipe) may be used as an administrative alternative to a permanent Out-of-Character (OOC) network ban.
Application: This option is strictly reserved for players who have committed major rule violations that warrant removal from the server, but whose actions did not maliciously harm or endanger the community (such as non-toxic exploits, accidental economic disruptions, or extreme repeat roleplay failures).
The Agreement: If administrative mercy is granted, the player avoids a permanent ban but must accept the immediate and complete wipe of their character, name, and all virtual assets as detailed in 2.28.1. They are permitted to stay in the community and log back in, but they must start entirely fresh as a brand-new citizen with a completely clean slate.
3.0.Roleplay Specific Rules
These guidelines govern active roleplay scenarios, storytelling quality, and character interactions on the server. They build upon the core network and server rules established in Sections 1.0 and 2.0.
3.1 No Initiation Zones
The Core Rule: You are strictly prohibited from initiating any hostile, aggressive, or violent roleplay scenarios against another player within a designated No Initiation Zone. This means you cannot hold someone at gunpoint, kidnap them, start a fistfight, or open fire within these borders.
The Criminal Exception: These areas are not blanket "safe zones." Non-violent and non-aggressive criminal activities—such as lockpicking an un-attended vehicle, pickpocketing, or conducting quiet, un-initiated drug deals—are still fully permitted in these zones.
Designated Locations: (Staff Note: Insert specific map locations here, e.g., Main Hospital, Central Police Station, Court House, or Main Spawn Point).
The Fleeing Suspect Hard Line: If an active hostile scenario or police pursuit was legally initiated outside of a No Initiation Zone, the scene does not stop if a player runs into one of these areas. The scenario will continue organically, and participants may defend themselves or finish the scene within the zone. You cannot use these zones as a cheap shield to escape an ongoing conflict.
3.1.1 Law Enforcement Officer (LEO) Exemption
The Exemption: Law Enforcement Officers (LEOs) are entirely exempt from the No Initiation Zone restrictions. Officers retain full authority to initiate felony stops, detentions, searches, and weapon drafts, or apply necessary force within these zones to enforce the law or maintain public safety.
3.1.2 Fire Rescue Grounds Restriction
The Rule: All Fire Rescue stations, hospital properties, and emergency medical grounds are strictly classified as No Initiation Zones. These areas must remain neutral territory for the treatment of wounded characters.
3.1.3 Government and Police Facilities Restriction
The Rule: All United States Coast Guard (USCG) stations, San Andreas Highway Patrol (SAHP) facilities, Police Departments (LSPD), and Sheriff’s Offices (BCSO, RCSO & BRSO) are strictly classified as No Initiation Zones.
3.1.3.1 Custody Break-Out Exception (High-Tier Gang Operation)
An aggressive raid on a police or government facility to break out a detained player is permitted only under the following strict conditions:
Concrete Proof: You must have absolute in-character certainty that your fellow gang member is actively held inside that specific station (e.g., you physically saw them being arrested and transported there). Relying on OOC meta-knowledge or Discord chatter is strictly forbidden.
Faction Affiliation: The cell breakout attempt can only be conducted by official members of the exact same gang/faction as the detained person. External alliances or random players cannot participate.
Staffing Requirement: A breakout attempt is strictly prohibited unless there are at least three (3) or more active members of that specific law enforcement agency present on-duty inside or at that station. You cannot raid an empty building.
The One-Shot Rule: You are allowed only one (1) single attempt per arrest scenario. If your breakout raid fails, you get wiped out, or the police push you back, you cannot re-gear and try a second time. The scenario is over.
3.2 Law Enforcement Officer (LEO) Robberies
The Core Rule: You are permitted to hold up and rob a Law Enforcement Officer (LEO) of their official uniform items, equipment, and firearms, provided you have properly initiated the scenario as required by Rule 2.8.
The Radio Restriction (No Theft/Usage): During the robbery, you are fully permitted to force the officer to drop or destroy their communication radio to prevent them from calling for immediate backup. However, you are strictly prohibited from picking up, stealing, or utilizing the police radio for yourself or your gang.
Why it matters: Allowing criminals to steal and listen to official police radio channels completely destroys tactical balance, bypasses metagaming boundaries, and disrupts law enforcement roleplay.
3.2.1 Faction Equipment Restrictions
The Rule: You are strictly prohibited from robbing a Law Enforcement Officer of their official, mechanical faction equipment. This includes, but is not limited to: Spike Strips, Handcuffs, Night Vision Goggles (NVGs), tactical shields, and official breathing apparatus/gas masks. You may only rob them of standard sidearms, long guns, ammunition, and cosmetic uniform items as permitted by Rule 3.2.
3.2.2 Vehicle Theft Restrictions (No Weaponized/Armored Assets)
The Rule: You are strictly forbidden from stealing, hijacking, or operating any weaponized, heavy-duty, or armored law enforcement vehicles (such as but not limited to: tactical swat vans, armored BearCats, insurgents, or weaponized coast guard vessels).
The Unarmed Allowance: You are fully permitted to temporarily steal and drive unarmed and unarmored law enforcement vehicles (such as standard police cruisers, interceptors, transport vans, or basic utility SUVs) if it serves as a direct means of escaping an active roleplay pursuit.
3.2.3 High-Tier Military Weapon Restrictions (Class 4 Assets)
The Rule: You are strictly prohibited from robbing, looting, or stealing Class 4 Weapons and their respective attachments from the United States Coast Guard (USCG) or any other official Military/Tactical Factions.
What Counts as Class 4: This includes, but is not limited to: Light Machine Guns (LMGs), Designated Marksman Rifles (DMRs), heavy sniper rifles, rocket/grenade launchers, and high-tier military optics or suppressors. These weapons are strictly locked to their respective factions and cannot enter civilian or criminal circulation.
3.2.4 Military Aircraft Theft Restrictions (No Weaponized Assets)
The Rule: You are strictly forbidden from stealing, hijacking, or operating any weaponized aircraft (including attack helicopters, fighter jets, or planes equipped with mounted guns, rockets, or countermeasures) belonging to the USCG or any Military Faction.
The Unarmed Allowance: You are permitted to temporarily steal and pilot unarmed/unarmored military aircraft (such as basic transport, cargo, or search-and-rescue helicopters) if it serves as a direct, high-stakes means of escaping an active roleplay scenario.
3.3 Law Enforcement Officer (LEO) Hostage & Kidnapping Regulations
The Core Rule: You are strictly prohibited from kidnapping, taking hostage, or robbing any Law Enforcement Officer (LEO) unless there are at least five (5) active, on-duty members of that exact same law enforcement faction connected to the server.
Personnel Inclusion: This minimum requirement of five (5) officers includes all ranks within that specific agency, including Cadets and Recruits.
Why it matters: This ensures that if an officer is taken hostage, their department still possesses enough active manpower on-duty to safely handle the emergency, establish perimeters, and conduct proper hostage negotiations without leaving the rest of the city completely unprotected.
3.4 Mandatory Hostage Negotiations and Ransom Limits
The Core Rule: During any hostage situation, barricade scenario, or kidnapping, all parties involved must actively attempt to conduct negotiations before taking any lethal or aggressive action. Both the hostage-takers and responding law enforcement must prioritize communication and try to resolve the situation verbally. Opening fire without attempting to negotiate is treated as a major roleplay failure.
Hostage Value and Ransom Caps: To protect the server's economy and maintain realistic criminal extortion standards, financial and material demands are strictly capped under the following limits:
Financial Ransom Cap: You may demand a maximum of $25,000 in in-game currency per individual hostage.
Alternative Demands: In lieu of cash, you are permitted to make a maximum of one (1) alternative demand per hostage (such as demanding a safe getaway vehicle, a free passage clause, or the release of a specific low-level detainee).
The Hard Line: Demanding millions of dollars, unrealistic luxury items, or forcing impossible administrative actions during a basic hostage situation is strictly prohibited and will be nullified by staff.
3.5 Fortressing Prohibited
The Core Rule: You are strictly prohibited from locking yourself, your gang, or hostages inside a confined space, building, or room that cannot be mechanically or realistically accessed by the opposing party. This tactic, known as "Fortressing," is treated as a severe form of powergaming.
The Accessibility Requirement: When engaged in an active or pending roleplay situation (such as a standoff, a robbery, or a raid), the space you occupy must have a minimum of one (1) entrance and exit that is physically accessible. You may not block doors using un-moveable vehicles, prop placements, or unbreakable script locks that completely impede the other party from entering.
The Breachable Doors Exception: This rule does not count for standard in-game doors (like bank vaults, police cells, or faction properties) that are officially programmed to be breachable, lockpickable, or blowable using valid in-game mechanics and items. If the door can be legally breached by staff or players using tools, it is permitted.
3.6 New Player Temporary Driver's License
The Core Rule: Brand-new players who join the community are automatically granted a Temporary Driver's License valid for a strict duration of five (5) real-life days starting from the exact timestamp they first connected to the server.
Scope and Limitations: This temporary license is strictly valid for driving standard personal civilian vehicles (such as sedans, SUVs, and compact cars). It does not authorize the operation of the following vehicle classes:
The Expiration Hard Line: Once the 5-day grace period expires, the temporary license automatically becomes invalid. It is the player's responsibility to utilize these 5 days to apply for and obtain their permanent licenses through the proper community and Department of Justice channels (as required by Rule 2.4.1).
Law Enforcement Recognition: Law Enforcement Officers (LEOs) must check character creation dates or database flags during traffic stops. If a new player is within their 5-day window, their temporary license must be fully recognized as legal for standard personal driving.
3.7 Unauthorized Activation of Emergency Alarms
The Core Rule: You are strictly prohibited from pulling fire alarms, triggering commercial building alarms, or activating emergency panic systems without a legitimate, deeply established in-character (IC) roleplay reason. Activating these systems out of boredom, for "clout," or to troll the community is completely forbidden.
Valid Roleplay Exceptions: Triggering an alarm is permitted only if it serves as an organic part of a major scenario, such as a criminal faction intentionally causing a diversion to execute a planned heist, or an actual, physical fire event occurring that realistically requires evacuation.
Why it matters: False alarms cause extreme noise pollution across the server and force Fire Rescue / EMS and LEOs to constantly respond to fake emergencies. This exhausts government factions and ruins the roleplay for players who need real emergency assistance.
3.8 Third-Party Interference Prohibited
The Core Rule: You are strictly prohibited from involving yourself, your vehicle, or your faction in an ongoing roleplay scenario or active conflict that you were not originally a part of. Once a scene has initiated between specific parties (e.g., a police pursuit, a gang shootout, or a private hostage situation), external individuals must stay completely clear of the area.
The Proximity Boundary: If you happen to stumble upon an active crime scene or a shootout, you must immediately retreat to a safe distance. You may not pull out a weapon to "help out" a random player, ram vehicles involved in the chase, or interfere with medical/police personnel trying to secure the zone.
Why it matters: Third-party interference disrupts the planned storylines of the active participants, creates mass administrative confusion for logging staff, and ruins the tactical balance of scenarios.
Exceptions to the Rule:
Prior Agreement: You may only intervene if your character was explicitly called to the scene in-character via radio or phone before the situation turned hot, as a pre-planned backup unit or faction ally.
Government Backup: Official on-duty law enforcement and emergency medical units responding to active dispatch calls are naturally exempt from this rule.
3.8.1 Common Sense and Institutional Intervention Exceptions
The Exception: Third-party interference restrictions do not apply when it is dictated by absolute common sense or when it is the mandatory, realistic duty of an official network faction to intervene.
Approved Common Sense Interventions:
The Law Enforcement Mandate: If an approved Gang War (Rule 2.8.4) breaks out in a public area, any on-duty law enforcement faction (LSPD, BCSO, SAHP) has a direct common-sense duty to intervene, suppress the violence, and protect public safety.
The Emergency Services Mandate: If a police pursuit or criminal getaway results in a major accident, the Fire Department / EMS has a direct common-sense requirement to enter the secure perimeter to perform life-saving operations, such as extracting a suspect trapped inside a crumpled vehicle using specialized equipment.
The Hard Line: This exception strictly covers official, structural duties of server factions. It does not give random civilians, off-duty staff, or unrelated criminal groups a loophole to say "it was common sense for me to join the fight."
3.9 Fake Hostages Prohibited
The Core Rule: You are strictly prohibited from utilizing, organizing, or presenting a "Fake Hostage" during any criminal operation, heist, robbery, or standoff scenario. Every hostage used in a scenario must be a completely uninvolved third party who has been captured genuinely against their character's will.
What Constitutes a Fake Hostage: A fake hostage includes, but is not limited to:
Any player who voluntarily, knowingly, or via out-of-character (OOC) agreement allows themselves to be taken hostage to assist the criminal faction.
Any individual who is a member, ally, or affiliate of the same gang, crew, or faction performing the crime.
Any player who receives a financial payout, split of the heist loot, or any in-character/out-of-character reward for acting as a hostage.
Why it matters: Using a fake hostage bypasses the core mechanics of Fear RP, eliminates the authentic tactical risk of a heist, and turns complex police negotiations into a scripted, low-quality farming method for server funds.
3.10 Interference with Law Enforcement Traffic Stops
The Core Rule: You are strictly prohibited from interrupting, interfering with, or attacking Law Enforcement Officers (LEOs) during an ongoing routine traffic stop (such as a minor speeding ticket or equipment violation). External players, friends, or fellow gang members must stay clear and let the scene play out.
The Arrest Escalation Trigger: You are only permitted to intervene or attempt a rescue if the routine traffic stop formally and visibly escalates into an active arrest scenario (e.g., the suspect is ordered out of the vehicle to be detained, held at gunpoint, or physically handcuffed/restrained by the officer).
The Felony Stop Exception: Since a felony vehicle stop (high-risk stop) is directly executed for a known violent felon, an active vehicle pursuit, or someone with an outstanding arrest warrant, it is automatically classified as an active arrest scenario from the beginning. Therefore, intervention by gang members or allies is permitted immediately during a felony stop, provided they possess valid in-character knowledge of the arrest.
Why it matters: Intervening in a minor traffic stop destroys low-stress roleplay opportunities and forces simple driving violations into massive, unrealistic shootouts. This rule ensures that violent escalation only occurs when a character faces actual loss of liberty (jail time).
3.11 Immediate Interaction Restrictions for Vehicles and Storage (The 10-Second Rule)
The Core Rule: You are strictly prohibited from interacting with, entering, looting, or attempting to steal from a vehicle, vehicle trunk, or localized storage space (such as lockers, safes, or property crates) within ten (10) seconds of the owner unlocking or opening it, unless you have obtained their explicit in-character (IC) permission.
The Exploiting Loophole Closed: This rule eliminates low-quality "ninja-looting" and "ninja-stealing." It stops players from abusing mechanical lag or locking animations to sprint up and completely clean out someone's trunk or locker the exact split-second they open it to retrieve an item, leaving the victim zero opportunity to realistically react or close the storage interface.
Why it matters: In an advanced roleplay environment, robbing a container or carjacking in front of the owner requires proper roleplay buildup, threats, or initiation. Simply rushing an open menu or door the split-second it is accessed is treated as powergaming.
The Intentional Robbery Exception: This rule does not apply if you have actively initiated a robbery scenario (Rule 2.8) on the owner, holding them at gunpoint or neutralizing them before forcing them to open or unlock their trunk, vehicle, or locker.
3.12 Circulation of Faction Equipment and Black Market Trading
The Core Rule: Individuals are permitted to sell, distribute, utilize, or possess approved faction equipment for personal use, financial gain, or criminal operations, allowing for realistic black-market trading and low-level corruption. However, this allowance is strictly limited by the blacklists and volume restrictions below.
Civilians, unapproved players, and criminal elements are strictly prohibited from possessing, using, selling, distributing, or purchasing the following high-tier institutional assets under any circumstances:
Faction-Issued Medical Supplies: Specialized EMS/Hospital narcotics, trauma kits, and automated resuscitation equipment.
Faction Radios: Official encrypted communication devices locked to LEO, Military, or Fire Rescue frequencies (Referencing Rule 3.2).
Restraining Equipment: Official law enforcement handcuffs, zip-ties, or shackles (Referencing Rule 3.2.1).
Tactical Gear: Faction-restricted Night Vision Goggles (NVGs), thermal optics, or specialized military apparel (Referencing Rule 3.2.1).
Restricted Faction Vehicles: Any armed, armored, or heavy-duty tactical vehicles designated exclusively for law enforcement or military usage (Referencing Rule 3.2.2).
3.12.2 Prohibition of Bulk Armory Flipping (Anti-Exploit Clause)
The Rule: Faction members are strictly prohibited from abusing their faction access or wholesale prices to purchase equipment from internal faction stores, armories, or lockers for the purpose of selling them off on the black market—especially in bulk or high volumes.
The Boundary: Sourcing faction items for the black market must remain a rare, high-stakes roleplay occurrence. Buying multiple firearms, vast amounts of ammunition, or uniform stacks from an internal menu simply to "flip" them for quick cash completely bypasses server progression and economic balancing.
3.13 Interactions and Interventions with Fire Rescue / EMS
The Core Rule: You are strictly prohibited from randomly disrupting, attacking, or griefing Fire Rescue and Emergency Medical Services (EMS) personnel while they are performing their duties. However, you are permitted to take hostile or restrictive action against them only if you have issued an explicit, verbal in-character warning regarding the consequences of their actions, and they meet one or more of the specific criteria listed below.
The Anti-Griefing Limit: You may never harass or stall Fire Rescue personnel out of boredom. Taking action against them must always be driven by a direct, high-stakes tactical necessity for your faction or gang.
3.13.1 Control of Treatment Efforts (Hostile Elements)
If Fire Rescue is actively attempting to treat or revive individuals in your presence who are hostile to you (such as rival gang members or Law Enforcement Officers who just shot at you), you may intervene under the following boundaries:
Temporary Block Only: You may verbally command Fire Rescue to cease treatment of your enemies only until your crew has successfully completed their immediate operations and left the scene.
No Permanent Blocking: You are strictly prohibited from completely blocking medical personnel from ever treating the victims. Once your crew disconnects and flees the area, Fire Rescue must be allowed to resume their life-saving work.
No Scene Camping: You are absolutely forbidden from staying on a scene for the sole purpose of blocking treatment efforts. Once your primary objective is achieved, you must vacate the area to let EMS do their job.
3.13.2 Evacuation Demands from Active Hot Zones
If Fire Rescue enters a highly volatile, active shootout or tactical conflict zone, you are fully permitted to verbally order them to leave the area immediately for their own safety or to protect your operational secrecy. If they ignore your verbal command and refuse to retreat, you may utilize appropriate force or restraint to remove them or neutralize their presence.
3.13.3 Selective Prioritization of Care
You are permitted to verbally command Fire Rescue personnel to prioritize the medical care and stabilization of specific individuals (such as your own wounded gang members) over other wounded persons on the scene. If the medical personnel explicitly refuse to follow this order and prioritize your allies, you may take immediate restrictive or hostile action against them as a consequence.
3.14 Mandatory Compliance with Fire Rescue Treatment (Medical Custody)
The Core Rule: If your character receives medical treatment, stabilization, or is revived by Fire Rescue / EMS personnel (whether on a live scene or inside a medical facility), you are legally considered to be in their medical custody. You must remain with the medical personnel, follow all of their in-character instructions, and properly roleplay your injuries until you are explicitly dismissed or discharged by Fire Rescue staff.
Prohibited Evasion: Instantly running away, stealing a vehicle to flee, or ignoring the medical staff the exact split-second the game mechanics restore your health or revive your character is strictly prohibited. You must allow the medical personnel to complete their check-ups, diagnostic roleplay, and paperwork.
Law Enforcement Overlap: If a Law Enforcement Officer (LEO) is present on the scene to arrest or question you, Fire Rescue’s medical custody takes priority for your physical health. However, you may not use medical treatment as a cheap method to escape police custody; once Fire Rescue officially dismisses you, you are immediately handed over to the waiting officers.
3.14.1 Refusal of Care Allowance (Minor Injuries Only)
The Exception: You are permitted to refuse medical treatment and leave the scene on your own accord only if your character was NOT incapacitated (rendered unconscious or downed) prior to Fire Rescue’s arrival, and you are realistically capable of walking away.
The Conditions for Refusal:
Minor Injuries Only: Your character must only possess minor, superficial injuries (such as small cuts, minor bruises, or mild shock) that do not realistically impair your mobility or mental capacity.
Verbal Declaration Required: You must explicitly and realistically roleplay the refusal with the EMS staff face-to-face (e.g., verbally stating that you feel fine and signing an in-character liability refusal). You cannot simply walk away silently.
The Hard Line: If you were fully incapacitated, suffered severe trauma (such as multiple gunshot wounds or a high-speed head-on collision), or if EMS deems your character mentally unfit due to severe shock, you lose the right to refuse care. In those high-tier medical scenarios, you must strictly remain in medical custody and follow all instructions as required by Rule 3.14.
3.15 Universal Blacklisted Vehicles and Inventory Assets
The Core Rule: You are strictly prohibited from stealing, hijacking, hotwiring, operating, or utilizing the following high-tier institutional vehicles and aircraft under any circumstances, unless you have obtained explicit, in-character permission directly from a member of that specific faction’s Command Team:
Fire Rescue/EMS Assets: All official ambulances, fire engines, utility trucks, and medical helicopters.
United States Coast Guard (USCG) Marine Assets: All official Coast Guard Cutters, heavy patrol boats, and tactical watercraft.
Militarized Vehicles: All armed, armored, or specialized heavy-duty military transports (Referencing Rule 3.2.2).
Prohibition of Vehicle Inventory Looting: You are absolutely forbidden from opening the trunks, gloveboxes, or inventory systems of these blacklisted vehicles to steal their internal assets. This includes blacklisted items such as Night Vision Goggles (NVGs), specialized armor plates, or faction-exclusive weaponry (Referencing Rule 3.12.1).
Why it matters: These high-tier vehicles and tactical inventories are critical to the server's balance and faction identity. Allowing civilians or criminals to freely operate naval cutters or swat vehicles ruins the progression system and breaks server realism.
4.0.Faction and Legal Regulations
These rules govern the operations, administrative processes, and legal frameworks of all official state factions (including Law Enforcement, Fire Rescue, and the Department of Justice). These standards ensure fairness, institutional balance, and procedural accountability across the network.
4.1 Mandatory Notice for Legislative Alterations
The Core Rule: Prior to altering any existing laws, codes, or regulations, or implementing entirely new legislation within the state penal code, the Department of Justice (DoJ) must provide a minimum of a two (2) day (48-hour) advance notice to all citizens of the State of San Andreas.
The Notification Process: This official notice must be posted through the proper, staff-recognized public announcement channels on the Community Forums and the primary Discord network. The 48-hour countdown begins the exact moment the public publication is time-stamped.
The Legality Hard Line: Any law or legislative change that has been pushed through without meeting this mandatory 2-day public notice requirement is automatically deemed null, void, and unenforceable. Law Enforcement Officers cannot write citations or make arrests based on unannounced or rushed laws.
Why it matters: This rule protects the legal rights of the citizenry, prevents sudden administrative overreach by judicial staff, and allows defense attorneys and civilian groups a fair window to review and discuss incoming state changes.
4.2 Faction Corruption Regulations
The Core Rule: Official faction members are permitted to engage in internal, In-Character (IC) corruption, allowing for realistic rogue employee, bribery, and whistleblowing roleplay. However, this allowance is strictly restricted by the personnel exclusions and structural hard lines detailed below. Any corruption that bypasses these rules will be handled as an out-of-character administrative violation.
4.2.1 Faction Command Exclusion
Members holding a high-ranking position within a Faction Command element are strictly prohibited from engaging in any form of corruption. They must remain 100% loyal to their organization.
Direct Example: This includes all Coast Guard Officers (USCG Command) and high-ranking Police/Sheriff Chiefs or Directors.
4.2.2 Investigative and Judicial Branch Exclusion
Personnel assigned to elite internal affairs, investigative, or military justice units are completely barred from corruption. This ensures the state maintains uncompromised assets to detect rogue employees. This restriction applies strictly to:
All active members of the Coast Guard Investigative Service (CGIS), Military Criminal Investigation Division (CID) or any equivalent high-tier military counter-intelligence and felony investigative units..
All legal professionals and officers serving within the JAG (Judge Advocate General) branch.
4.2.3 Detective Leadership Exclusion
While low-level investigators may explore rogue storylines, the core leadership of specialized investigative forces must remain uncorrupted. This means that Leads and Supervisors of any Law Enforcement Detective Units are strictly prohibited from being corrupt.
4.2.4 Fire Rescue / EMS Conditions
Members of the Fire Rescue and Emergency Medical Services faction may only engage in criminal or corrupt activities under two strict conditions:
They must be entirely off-duty and out of uniform.
They cannot be part of the command element, meaning any medical officer holding the rank of Lieutenant (LT) or higher is strictly barred from corruption.
4.2.5 Capital Crimes Prohibition (No Premeditated Killings)
No corrupt faction member—regardless of their agency—is ever permitted to plan, coordinate, or execute any premeditated killings while acting as a corrupt agent. You cannot use your position as a state employee to execute calculated assassinations or hits.
As established in Rule 3.12.2, corrupt faction members are strictly forbidden from utilizing faction shops, armories, or lockers to distribute, sell, or stockpile institutional equipment for black-market profit or personal criminal stockpiling. Sourcing illegal goods must be done through standard criminal mechanics, not internal menus.
4.2.7 Forbidden Corrupt Actions and Database Exploiting
Even if a faction member meets all qualifications to explore a corrupt storyline, they are strictly prohibited from performing the following catastrophic administrative actions:
MDT/CAD Manipulation: You may never use your faction access to delete criminal records, clear outstanding warrants, or wipe fines from the state database for yourself or others, unless officially sanctioned by a public judicial ruling or signed plea deal.
Evidence Tampering: You are completely barred from looting, deleting, or altering items stored inside the official faction Evidence Lockers via menu bypass.
Live Tactical Tracking Disclosure: Faction members (especially Dispatchers or Communications Officers) are strictly prohibited from leaking live tactical GPS coordinates, blue-force tracking maps, or active radio encryption frequencies of on-duty personnel to criminal groups.
Embezzlement of Public Funds: No DoJ or Faction member may ever abuse financial script authority to siphon, transfer, or launder money from the State Treasury, faction bank accounts, or seized criminal asset pools for personal or gang utility.
4.3 Law Enforcement Obligations in Hostage Scenarios
The Core Rule: Law Enforcement Officers (LEOs) must always value and prioritize the lives and physical safety of hostages above tactical objectives or the immediate capture of suspects. Responding officers are required to establish a secure perimeter and exhaust all reasonable negotiation avenues to secure the safe release of any captured individuals.
4.3.1 Tactical Escalation and Hostage Rescue Operations
Law Enforcement is authorized to immediately terminate all negotiations and transition into an active Hostage Rescue Operation (utilizing lethal force or tactical breaches) if any of the following immediate danger criteria are met:
Harm to Hostages: The hostage-takers actively injure, torture, or execute a hostage during the standoff.
Imminent Danger: The hostage-takers demonstrably escalate the situation to a point where a hostage's life is in immediate, unavoidable peril (such as holding a knife directly to a victim's throat during active negotiations).
Forced Transport / Escape Attempts: The hostage-takers attempt to forcefully move, transport, or escape the primary perimeter while keeping the hostage in their custody.
4.4 Restricted Usage of Night Vision Equipment (NVGs)
The Core Rule: Faction members are strictly prohibited from utilizing, activating, or wearing Night Vision Goggles (NVGs) and thermal imaging equipment during standard, routine duties. This specialized equipment is classified as a restricted tactical asset.
Authorized Personnel Requirements: NVG equipment may only be equipped and operated by faction members who are actively fulfilling one of the following specific operational roles:
Aviation Operations: Personnel actively piloting or operating as crew members inside official faction helicopters or airplanes.
Maritime Operations: Personnel actively operating on official faction maritime and naval vessels (such as Coast Guard cutters or patrol boats).
Elite Tactical Units: Active members who are deployed and operating under their specific special operations divisions, strictly limited to:
Council Armed Forces (Military Branch)
USCG: Maritime Security Response Team (MSRT)
SAHP: Special Response Unit (SRU)
Police Department & Sheriff's Office: Special Response Team (SRT) or SWAT divisions.
Why it matters: Restricting NVGs preserves server realism and maintains a fair tactical balance during night-time operations. Standard patrol officers do not realistically carry military-grade night optics for routine traffic stops.
4.5 License Revocation and Suspension Framework
The Core Rule: Faction members and Faction High Command are strictly prohibited from utilizing administrative script commands to automatically revoke, delete, or wipe a player's license from the database solely because it has reached its technical expiration date.
Mandatory Roleplay Processing: If a citizen is operating with an expired license, the matter must be handled entirely through active In-Character (IC) roleplay channels. Law Enforcement Officers must discover the expired status during a valid investigation or traffic stop, apply the appropriate legal citations, and initiate the proper administrative or judicial process to have the license formally suspended or seized.
In the event that a player’s license is expired, but they are currently awaiting trial for criminal charges directly related to the regulations or laws governing that specific license, the license enters an absolute administrative freeze.
Direct Example: A citizen facing trial for a violent weapons charge while holding an expired Concealed Carry Permit (CCP) or Special Firearms Permit (SFP).
The Freeze Rule: The expired license cannot be renewed by the player, nor can it be administratively revoked or deleted by faction staff, while the court case is active. The status must remain frozen until an explicit legal order is issued by either the Presiding Judge over that specific trial or the Department of Justice (DoJ) High Command.
4.5.2 Universal Mandate for Non-Expiration Revocations
Any request or attempt to revoke, seize, or permanently strip a citizen's active license for reasons other than technical expiration (such as criminal misconduct, mental instability, or faction code violations) must strictly go through the proper legal hierarchy.
The Judicial Requirement: Revocations are completely unauthorized without an official Court Order or written approval signed by a Department of Justice (DoJ) Judge.
Military Jurisdiction Exception: For matters exclusively involving military licenses, maritime certifications, or naval permits within militarized branches, the authorization may alternatively be granted by an official USCG JAG Judge through the Military Court system.
4.6 Faction Accountability and Internal Discipline (Legal Agencies)
The Core Rule: Faction High Command for all official legal agencies (including Law Enforcement, Fire Rescue/EMS, and the Department of Justice) is held responsible for maintaining professional conduct within their ranks. If an individual officer or medic breaks network or server rules, the agency cannot be administratively deleted or wiped; instead, Faction Command is strictly required to step in and handle the member internally.
The Internal Handling Mandate: Upon receiving reports or administrative notice of staff-verified rule infractions committed by a rostered employee, Faction Command must initiate an internal review. They are required to apply appropriate In-Character (IC) and administrative disciplinary actions, which may include:
Official written reprimands and performance notices.
Mandatory retraining or supervised patrol deployments.
Rank demotions or temporary suspensions from duty.
Dishonorable discharge and removal from the faction roster for severe or repeated misconduct.
The Protection of the Faction: Because legal factions are core infrastructure items essential to the server's ongoing roleplay loop, Network Management will never issue a blanket ban or dissolve an entire police department or medical agency due to individual rogue actors. The pressure lies entirely on Command to purge toxic or rule-breaking personnel to keep their agency's reputation clean.
Command Negligence Clause: If Faction High Command actively protects, covers up, or refuses to discipline repeat rule-breakers within their ranks after being directed by staff, administrative intervention may target the specific Command members rather than the faction as a whole.
Some Things related to Court System:
4.7 Maximum Detention and Lockup Regulations (Habeas Corpus)
The Core Principle: To protect player retention and ensure a fair gameplay environment, citizens cannot be held indefinitely in police custody without formal charges or processing. Law Enforcement Officers (LEOs) must act efficiently and with procedural urgency during all booking phases.
4.7.1 Standard Processing and Booking Limits (Routine Arrests)
The 30-Minute Rule: For routine criminal arrests (e.g., traffic violations, standard robberies, drug possession), the total time spent from the moment a suspect arrives at the police station booking room to the moment they are officially jailed or released cannot exceed thirty (30) minutes.
The Legal Counsel Extension: If a suspect formally requests a defense attorney (DoJ), the 30-minute processing timer is temporarily paused for a maximum of fifteen (15) minutes to allow counsel to arrive. If no attorney responds or arrives within that 15-minute window, the police must finalize the booking using the available evidence and transport the suspect to prison.
For complex felony investigations, major syndicate raids, or internal corruption audits handled by specialized units (such as Detectives, CGIS, or Military CID), suspects may be held longer for interrogation under strict parameters:
The 60-Minute Standard Cap: Suspects can be held under Investigative Detention for a maximum of sixty (60) minutes without an official court order. During this time, they must be actively interrogated or processed. Leaving a player sitting silent in an interrogation room while officers go off-duty or work on other scenes is strictly prohibited.
The 2-Hour Judicial Extension: If the case is massive and requires extensive evidence cataloging or ongoing processing, investigators may petition an active DoJ Judge (or JAG Judge for military personnel) for an Investigative Extension. If approved by a judge, the physical lockup time on the station may be extended up to a maximum of two (2) hours total.
The 24-Hour Release Mandate (Bail / Own Recognizance): Once the maximum 2-hour physical detention window expires, the suspect must be immediately released from the station for the remainder of the 24-hour investigative window. This release will be executed under one of two legal statuses:
Bail Bond: The suspect pays a designated financial bond to be released.
Release on Own Recognizance (O.R.): The suspect is released without financial charge based on their clean standing or character status.
The 10-15 Minute Recall Requirement: While released under Bail or O.R., the player remains under active judicial mandate. If recalled by the Court, DoJ, or Investigators for their trial or further emergency processing, the player is required to report back to the designated police station within 10 to 15 minutes of receiving the in-game or official notification.
In-Character Legal Consequences for Failure to Report: Failing to report back within the mandatory 10-15 minute window is treated entirely as an In-Character criminal offense. It will instantly trigger the following legal repercussions:
Immediate forfeiture and seizure of any financial Bail Bond paid to the state.
The immediate issuance of a high-tier Felony Bench Warrant within the MDT/CAD system for Contempt of Court and Fleeing Justice.
Authorized Law Enforcement Officers will track down, arrest, and place the suspect directly into maximum-security confinement without the option for further bail until their formal trial is executed.
4.8 The Civilian Judicial System (Department of Justice - DoJ)
Jurisdiction: The civilian court system has absolute jurisdiction over all citizens, criminal syndicates, businesses, and standard Law Enforcement Officers (LSPD, BCSO, SAHP) for any violations of the State Penal Code.
The Presumption of Innocence: Every individual brought before a civilian court is strictly deemed innocent until proven guilty beyond a reasonable doubt.
Administrative Hierarchy:
Chief Justice: Holds final administrative authority over all civilian courts, judicial appointments, bar association standards, and court schedules.
Presiding Judges: Responsible for overseeing active trials, arraignments, issuing search/arrest warrants (Rule 2.4.1), and signing final judgments or plea agreements.
Civilian Court Mandates:
Due Process: All citizens have the right to legal counsel (a defense attorney). If a suspect requests a lawyer during police booking, law enforcement must allow a reasonable window for counsel to arrive before finalizing charges.
Finality of Rulings: As established in Rule 1.15, all official judicial rulings signed by a Judge on the forums are legally binding in-character. OOC disputes regarding judicial corruption or rule-breaking must be escalated directly to Network Management via a support ticket.
4.9 The Military Judicial System (Judge Advocate General - JAG)
Jurisdiction: The Military Court (Court-Martial) has exclusive jurisdiction over all active-duty members of militarized factions (such as the USCG and Council Armed Forces) for violations of the Uniform Code of Military Justice (UCMJ).
The Legal Standard: Just like the civilian courts, the Military Court strictly enforces the standard of innocent until proven guilty.
Administrative Hierarchy:
JAG (Judge Advocate General): The highest-ranking military legal officer, responsible for overseeing all military prosecutors, defense counsels, and court-martial proceedings.
Military Judges: Specialized officers designated to preside over summary, special, and general courts-martial.
Concurrent Jurisdiction & Dual Prosecution (Alignment with Rule 3.12.3):
If a military member commits a high-tier crime that violates both civilian and military law, they are subject to dual prosecution.
The civilian trial by the DoJ will always take precedence to handle the civilian charges. Once the DoJ trial concludes, the member will be immediately transferred to military custody to face a Court-Martial overseen by the JAG for UCMJ violations (such as treason, conduct unbecoming, or armory theft).
5.0.Gang and Criminal Organization Regulations
These rules govern the formation, operations, and conflict limitations of all criminal groups, syndicates, and street gangs within the network. These guidelines ensure a balanced, high-quality ecosystem between law enforcement and organized crime.
5.1 Legal Definition and Official Gang Requirements
The Core Rule: A criminal gang or syndicate is formally defined as any group of two (2) or more individuals operating together to execute coordinated criminal actions, illegal businesses, or hostile operations.
The Approval Threshold (The 5-Player Rule): If your criminal group actively operates, recruits, or coordinates in-game activities with a manpower of five (5) or more players, you are strictly required to be approved as an Official Gang through the proper network administration and forum channels.
Why it matters: This prevents massive, unmonitored "zerg" groups or random gaming clans from dominating server mechanics without administrative oversight. It ensures that large criminal factions adhere to the advanced roleplay standards of the community.
5.2 Exclusive Gang Membership and Criminal Participation
The Core Rule: You are strictly permitted to hold membership in only a single (1) criminal gang or organization at any given time across your entire character profile. Holding dual memberships, switching back and forth between rival groups, or acting as a "mercenary" for multiple factions is completely prohibited.
Mandatory Membership for Coordinated Crime: If you wish to participate in coordinated robberies, tactical shootouts, territory defenses, or any high-stakes criminal activities alongside an official gang, you must be an officially recognized, whitelisted member of that specific organization.
The No-Alliance Hard Line: Criminals cannot pull random civilian friends, unassociated street thugs, or allies from external gangs to pad out their numbers during a shootout or heist. If they are not part of your official roster, they cannot pull a trigger for you.
Why it matters: This preserves narrative weight and faction loyalty. It prevents high-population criminal groups from forming massive, unrealistic mega-alliances that completely overwhelm law enforcement and smaller criminal crews.
5.3 Mandatory Gang Status Postings
The Core Rule: Every officially approved criminal gang must maintain an active, up-to-date roster thread within the designated area of the official Community Forums. This official posting must clearly state the exact diplomatic status between your organization and all other approved gangs on the server.
Diplomatic Classifications: Faction leadership must explicitly categorize their relationships with rival syndicates using the following specific terms:
Allied: Factions with verified pacts and non-aggression agreements.
Neutral: Factions with no active conflicts, ties, or formal agreements.
Hostile: Factions that are on bad terms due to ongoing rivalries, territorial disputes, or personal friction. Note: Being "Hostile" does NOT mean you are at war. You are still fully bound by individual verbal initiation rules (Rule 2.8) and cannot attack on sight.
At War: Factions locked in an official, administration-approved Gang War (Rule 2.8.4). This is the only status that enables sight-on-sight combat exemptions within designated zones.
The Update Mandate: Any changes to diplomatic status—such as declaring a new war or signing a peace treaty—must be updated on the forums within 24 hours of the in-character agreement. You cannot engage a rival gang under Gang War exemptions if your forum status has not been officially updated to "At War" beforehand.
The Core Rule: During an active tactical conflict, shootout, or perimeter defense, you are strictly permitted to call for reinforcements exclusively from members of your own official gang who are listed on your approved forum roster.
The Gangless Restriction: Individuals who are not part of an officially recognized gang (independent criminals or civilians) are absolutely prohibited from calling for back-up or reinforcements during a criminal conflict. Furthermore, gangless individuals cannot be called in by anyone to act as reinforcement for an active scene.
The Hard Line: Rushing to a shootout to help a friend who belongs to a different syndicate, or pulling random street criminals into a turf war to pad out your numbers, is treated as a major form of Meta/Powergaming. You may only fight alongside your own patch.
Why it matters: This rule ensures that gang conflicts remain balanced and accurately reflect the roster size of the organizations involved, preventing the formation of massive, toxic alliances that break server immersion.
5.5 Gang Accountability and Strike System
The Core Rule: Faction and gang leadership are held fully accountable for the conduct of their members. If individual members of an approved organization break any network rules (Sections 1.0 through 5.0) while operating as a group or representing their patch, the entire gang will be issued official administrative strikes.
Strike Escalation and Severity: Administrative strikes are applied to a gang's profile based on the severity and frequency of the violations committed by their rostered members:
Single Strike: Issued for minor to moderate group infractions (e.g., minor powergaming or poor roleplay initiation during a turf fight).
Multiple Strikes: Issued for major, coordinated rule breaches (e.g., systemic metagaming, mass RDM/VDM, or roster manipulation).
The Punishment Ladder: Accumulating strikes will trigger a progressive tier of penalties enforced by Network Management:
Mild Penalties: Administrative warnings, temporary asset freezes, or a short-term suspension of gang turf perks.
Severe Penalties: Official Gang Removal / Whitelist Revocation. Complete deletion of the gang's properties, businesses, and official faction status from the server database.
The Blanket Punishment (Worst-Case Scenario): In cases of systemic toxicity, collective rule-breaking, or mass evasion of staff, Network Management will issue a Blanket Network Ban. This completely removes the entire gang's roster from the network permanently.
📊 Administrative Philosophy: Faction Structures vs. Gang Whitelists
To ensure absolute fairness and transparency across the ITRP network, the administration team enforces a distinct operational difference between official Government Factions and approved Criminal Gangs regarding collective punishments:
The Government Factions (Essential Network Infrastructure):
Agencies such as Law Enforcement (LSPD, BCSO, SAHP), Fire Rescue/EMS, and the Department of Justice (DoJ) represent the core legal and mechanical infrastructure of the server. They are neutral, state-provided institutions that must exist 24/7 to provide essential services, processing, medical treatment, and court RP for the entire player base (including civilians and criminals). Because closing down a police department or hospital would instantly break the server mechanics and ruin the gameplay loop for hundreds of innocent players, these factions cannot be dissolved or hit with blanket roster bans. Instead, individual bad actors and negligent command members are surgically removed and replaced.
The Criminal Gangs (Earned Whitelist Privileges):
Official gangs are private, exclusive criminal organizations. Joining or operating a whitelisted gang is a voluntary privilege granted by Network Management or Server Management to players who demonstrate advanced roleplay capabilities. Gangs do not provide vital public infrastructure; instead, they consume server resources to pursue private wealth, territories, and syndicate storylines. Because a gang operates as a tightly knit, selective team, toxic behavior or systemic rule-breaking within their ranks is almost always a collective failure of group leadership and culture. Therefore, if a gang poisons the server atmosphere or coordinates mass rule violations, the privilege of holding that official whitelist status will be permanently revoked, up to a blanket ban for the entire group in severe scenarios to protect the community.
Individual Responsibility and Leadership Failure (Anti-Deflection Clause)
The Rule: When an official gang faces administrative strikes or collective dissolution, Network Management will strictly not enter into individual arbitration or ticket debates regarding personal blame. Excuses such as "He did it, not me,""I wasn't online during that shootout," or "He said/she said" will be completely disregarded by reviewing staff.
The Onus on the Individual Player: It is the absolute, personal responsibility of every individual player to monitor the culture and behavior of the gang they belong to. If your organization begins to drift into toxic patterns, rule-lawyering, or persistent rule-breaking, you must recognize these signs and actively distance yourself or leave the organization. Remaining on a toxic roster means you accept the collective risk of that group's actions.
The Failure of Self-Regulation:
Within Factions: Factions are built upon a strict, legal chain of command. If individual officers break rules, the Faction Command is structurally mandated to surgically purge them. If the Command elements fail to do so, the specific leaders are stripped of their rank and removed by staff.
Within Gangs: If a whitelisted gang faces a blanket ban or complete removal, it stands as a definitive verdict that the Gang Leadership completely failed to self-regulate its own members. In the criminal underworld of this network, if leadership protects rule-breakers or turns a blind eye to toxic behavior, the entire organization pays the price with immediate deletion.
5.6 Value of Fellow Gang Members' Lives (Collective Fear RP)
The Core Rule: You are strictly required to value, protect, and respect the lives and safety of your fellow gang members just as heavily as you value your own character's life (Referencing Rule 2.25.5). Your actions must realistically reflect the loyalty, bonds, and emotional weight of your faction's brotherhood or syndicate.
The Hostage & Gunpoint Restriction: If one or more of your rostered gang members are successfully caught off guard, held hostage, or held at direct gunpoint by rival criminals or Law Enforcement Officers, you must immediately comply with the hostile party's immediate tactical demands.
Prohibited Escalation: You are strictly prohibited from drawing a weapon, opening fire, or initiating a surprise shootout while your fellow gang member has a loaded firearm pressed directly against their head or torso. Forcing a gunfight in this scenario shows a complete disregard for your ally's survival and is treated as low-quality roleplay and a breach of Fear RP.
Why it matters: In the criminal underworld, a crew survives on brotherhood and mutual protection. Disregarding a friend's immediate peril just to secure a kill or protect dirty money completely breaks roleplay immersion.
5.7 Mandatory Gang Identification (Colors and Uniforms)
The Core Rule: When operating together as an official organization, participating in criminal activities, defending territories, or engaging in hostile operations, all rostered members must wear a clearly identifiable and similar uniform or color scheme that unique represents your specific gang.
The Visual Standard: Your organization's uniform must be consistent across all participating members. This means sharing the exact same primary colors (e.g., matching bandanas, specific jackets, or customized vests) that make your group instantly recognizable as a single unit from a reasonable distance.
Prohibited Anonymity: Wearing generic civilian clothing, tactical military gear that masks your faction identity, or completely changing your style to blend in with random crowds while executing gang operations is strictly prohibited. You must represent your patch proudly during conflicts.
Why it matters: This rule prevents mass confusion during chaotic shootouts, stops accidental friendly fire, and allows both Law Enforcement and rival gangs to accurately identify who they are actively engaging in-character. It also assists staff in reviewing combat logs and clip evidence.
Terms of Agreement and Community Acceptance
By connecting to the ITRP servers, registering an account on our official Community Forums, or utilizing any of our network services (including Discord and whitelist platforms), you hereby acknowledge that you have read, understood, and fully agree to all rules, terms, regulations, and enforcement conditions established by the Network Administration Team throughout this handbook.
Ignorance of these regulations is not an acceptable excuse. The Administration Team retains the absolute authority to update, amend, or alter these parameters at any time to preserve server health and community standards.
Document Authority: Written and Ratified by the ITRP Administration Team.
Community Feedback & Evolution: We believe in a growing, collaborative ecosystem. If you identify a procedural issue, notice an exploit loophole, or wish to suggest a rule addition, modification, or removal, please submit an official proposal through the designated Suggestions & Feedback module on the Community Forums. Your voice helps shape the future of San Andreas.
**NOTE: Any Violation Points mentioned below the rules are examples, and not necessarily leading, as it is still staff discretion to decide the severity**
2.0. In-Game Rules
These rules apply exclusively to the ITRP FiveM Roleplay Server. These guidelines build upon the core network foundations established in Section 1.0: Community Rules Here https://ironthronerp.com/topic/community-rules
2.1 Roleplay Everything
2.2 Working Microphone Required
2.2.1 Technical Issues During Active Roleplay (In-Character Excuses)
If your microphone breaks or malfunctions in the middle of an active roleplay scene, you must not suddenly stop moving or break character. Instead, you must use an immersion-safe, in-character explanation to excuse yourself from the situation immediately, combined with local OOC text (/looc).
2.3 Abuse of In-Game Mechanics (Powergaming)
2.4 Metagaming
2.4.1 Official Documentation and Forums Requirement
2.5 Out of Map Borders (No-Man's Land & Black Sea)
2.6 Unrealistic Escapes (Handcuff Powergaming)
2.7 In-Character Swearing and Language Limits
2.7.1 Absolute Staff Command on Prohibited Language
2.8 Mandatory Roleplay Initiation
2.8.1 Mandatory Verbal Initiation
All initiations must be verbal and conducted completely in-character (IC).
2.8.2 Low-Quality Demands Prohibited ("Hands up or die")
Shouting "Hands up or die!", "Get out of the car or you're dead!", or similar low-quality, binary ultimatums is not a valid method of initiation.
2.8.3 Official Negotiation & Megaphone Exemption (LEO/Hostage Context)
2.8.4 Declared Gang Wars Exemption
2.8.5 Active Law Enforcement Pursuits Exemption
2.8.6 Active Robberies and Heists Exemption
2.9 Server Restart Regulations (The 10-Minute Rule)
2.9.1 Continuation of Active Roleplay
If you are engaged in an active, ongoing roleplay scenario (such as a pursuit, a negotiation, or a conflict) when the server restarts, all parties involved must reconnect and immediately continue the scenario from where it left off, unless both sides mutually agree out-of-character (OOC) to drop the scene.
2.9.2 Non-Voidable Legal Procedures
While casual scenes between civilians or criminals can be mutually dropped after a restart, official legal and law enforcement procedures cannot be voided or dropped.
2.10 Compulsory Compliance Under Restraint or Less-Lethal Force
2.10.1 Application to Criminal Hostage and Kidnapping Scenarios
This compliance rule applies equally to criminal situations. If your character is held at gunpoint, physically tied up, or restrained by criminal elements during a kidnapping or hostage situation, you must value your life and fully comply with their verbal commands.
2.10.2 Post-Incapacitation and Mandatory Medical Roleplay
2.11 New Life Rule (NLR)
2.11.1 Proximity Restrictions (Location Lockout)
You are strictly prohibited from returning to the exact area, street, or general location where your character died or was knocked unconscious within ten (10) minutes of respawning.
2.11.2 In-Character Memory Wipe
Upon respawning, your character suffers complete temporary amnesia regarding the events leading up to their death.
2.12 Field Medical Interventions & Combat CPR Restrictions
2.12.1 Safe Zone Exemption
You may perform CPR or medical aid during an active conflict only if the downed person's body has been successfully dragged or moved into a completely secure, hard-cover area that is entirely separated and safe from the ongoing crossfire or hostile threat.
2.12.2 Tactical Medical Evacuation Exemption (SRT / SRU / MSRT)
Specialized tactical law enforcement units (such as SRT, SRU, MSRT, or officially designated tactical medical officers) are permitted to stabilize and evacuate downed persons during an active situation, under the following strict conditions:
2.13 Hostage and Robbery Compliance (No Comply and Die)
2.13.1 Premeditated Executions Exemption
Executions (intentionally killing a restrained or helpless individual) are still permitted under this network rule, but are strictly bound by the following requirement:
2.14 Mask and Identity Metagaming
2.14.1 Full-Mask Identification Restrictions
If a player's character is wearing a mask or clothing item that completely covers their facial features, they cannot be identified by their name, face, or voice under normal circumstances.
2.15 Asset Powergaming (Mandatory Physical Items)
2.16 Forced Bank Withdrawals and Location Camping Prohibited
2.17 Predatory Resuscitation Prohibited (No Revive to Kill/Rob)
2.18 Department of Justice (DoJ) License Robberies Prohibited
2.18.1 Utilization of Intentional Illegal Systems
2.19 Combat Logging and Roleplay Evasion
2.20 Combat Storing Prohibited
2.21 Post-Roleplay Retention Rule (The 15-Minute Cooldown)
2.22 Random Deathmatch (RDM) Prohibited
2.23 Vehicle Deathmatch (VDM) Regulations
2.23.1 Hit-and-Run Roleplay Allowance
2.24 Malicious Ramming and Aircraft Abuse Prohibited
2.25 Advanced Roleplay Standards and Core Philosophy
2.25.1 Player Baiting and Disruption Prohibited (Anti-Griefing)
Disturbing, annoying, or intentionally baiting other players or factions (such as "cop baiting" by drifting in front of a police station) for no valid in-character reason is considered trolling and griefing. This behavior is strictly prohibited.
2.25.2 Mandatory Purpose Clause
Every major action your character takes—whether it is committing a crime, starting a conflict, or altering a storyline—must have an underlying, logical, and realistic in-character reason. Actions driven purely by out-of-character boredom or a desire to "cause chaos" are not allowed.
2.25.3 Glitching and Abnormal Situations Prohibited
You are strictly prohibited from crawling through locked doors, glitching through physical map assets, or using un-rendered spaces to bypass security mechanics. Creating any mechanically abnormal or physically impossible situation to gain an advantage is treated as powergaming.
2.25.4 Continuous Immersion (Mandatory In-Character State)
As stated in Rule 2.1, you must remain In-Character (IC) at all times while on the server. You may not drop character, break immersion, or reference real-world out-of-game matters in active voice chats.
2.25.5 Value of Life (Fear RP)
You must always value the safety and importance of your character's life above all else. If your character is caught off guard, outnumbered, or held at gunpoint, you must fully comply with the gunman's demands. You cannot realistically pull out a weapon or attempt to flee when a loaded gun is pointed directly at your head.
2.25.6 The Realism Blueprint (Common Sense RP)
Do not act unrealistically. If you would not realistically do it or be capable of doing it in real life, do not do it on our server.
2.26 Excessive and Unjustified Criminal Activity Prohibited
2.27 The In-Character Death Penalty (Character Wipe)
2.27.1 Consequences of Execution (The Complete Account Wipe)
Once the Death Penalty is approved and executed, the player's character is permanently dead. The following administrative actions will be taken immediately:
2.27.2 Anti-Circumvention Regulations (Asset Laundering)
From the exact moment a Death Penalty investigation or court case is officially filed on the forums, the target player’s assets are closely monitored by Network Administration.
2.27.3 Administrative Mercy Clause (Alternative to Permanent Ban)
3.0. Roleplay Specific Rules
These guidelines govern active roleplay scenarios, storytelling quality, and character interactions on the server. They build upon the core network and server rules established in Sections 1.0 and 2.0.
3.1 No Initiation Zones
3.1.1 Law Enforcement Officer (LEO) Exemption
3.1.2 Fire Rescue Grounds Restriction
3.1.3 Government and Police Facilities Restriction
3.1.3.1 Custody Break-Out Exception (High-Tier Gang Operation)
An aggressive raid on a police or government facility to break out a detained player is permitted only under the following strict conditions:
3.2 Law Enforcement Officer (LEO) Robberies
3.2.1 Faction Equipment Restrictions
3.2.2 Vehicle Theft Restrictions (No Weaponized/Armored Assets)
3.2.3 High-Tier Military Weapon Restrictions (Class 4 Assets)
3.2.4 Military Aircraft Theft Restrictions (No Weaponized Assets)
3.3 Law Enforcement Officer (LEO) Hostage & Kidnapping Regulations
3.4 Mandatory Hostage Negotiations and Ransom Limits
3.5 Fortressing Prohibited
3.6 New Player Temporary Driver's License
3.7 Unauthorized Activation of Emergency Alarms
3.8 Third-Party Interference Prohibited
3.8.1 Common Sense and Institutional Intervention Exceptions
3.9 Fake Hostages Prohibited
3.10 Interference with Law Enforcement Traffic Stops
3.11 Immediate Interaction Restrictions for Vehicles and Storage (The 10-Second Rule)
3.12 Circulation of Faction Equipment and Black Market Trading
3.12.1 Absolute Faction Equipment Prohibitions (Blacklisted Assets)
Civilians, unapproved players, and criminal elements are strictly prohibited from possessing, using, selling, distributing, or purchasing the following high-tier institutional assets under any circumstances:
3.12.2 Prohibition of Bulk Armory Flipping (Anti-Exploit Clause)
3.13 Interactions and Interventions with Fire Rescue / EMS
3.13.1 Control of Treatment Efforts (Hostile Elements)
If Fire Rescue is actively attempting to treat or revive individuals in your presence who are hostile to you (such as rival gang members or Law Enforcement Officers who just shot at you), you may intervene under the following boundaries:
3.13.2 Evacuation Demands from Active Hot Zones
If Fire Rescue enters a highly volatile, active shootout or tactical conflict zone, you are fully permitted to verbally order them to leave the area immediately for their own safety or to protect your operational secrecy. If they ignore your verbal command and refuse to retreat, you may utilize appropriate force or restraint to remove them or neutralize their presence.
3.13.3 Selective Prioritization of Care
You are permitted to verbally command Fire Rescue personnel to prioritize the medical care and stabilization of specific individuals (such as your own wounded gang members) over other wounded persons on the scene. If the medical personnel explicitly refuse to follow this order and prioritize your allies, you may take immediate restrictive or hostile action against them as a consequence.
3.14 Mandatory Compliance with Fire Rescue Treatment (Medical Custody)
3.14.1 Refusal of Care Allowance (Minor Injuries Only)
3.15 Universal Blacklisted Vehicles and Inventory Assets
4.0. Faction and Legal Regulations
These rules govern the operations, administrative processes, and legal frameworks of all official state factions (including Law Enforcement, Fire Rescue, and the Department of Justice). These standards ensure fairness, institutional balance, and procedural accountability across the network.
4.1 Mandatory Notice for Legislative Alterations
4.2 Faction Corruption Regulations
4.2.1 Faction Command Exclusion
Members holding a high-ranking position within a Faction Command element are strictly prohibited from engaging in any form of corruption. They must remain 100% loyal to their organization.
4.2.2 Investigative and Judicial Branch Exclusion
Personnel assigned to elite internal affairs, investigative, or military justice units are completely barred from corruption. This ensures the state maintains uncompromised assets to detect rogue employees. This restriction applies strictly to:
4.2.3 Detective Leadership Exclusion
While low-level investigators may explore rogue storylines, the core leadership of specialized investigative forces must remain uncorrupted. This means that Leads and Supervisors of any Law Enforcement Detective Units are strictly prohibited from being corrupt.
4.2.4 Fire Rescue / EMS Conditions
Members of the Fire Rescue and Emergency Medical Services faction may only engage in criminal or corrupt activities under two strict conditions:
4.2.5 Capital Crimes Prohibition (No Premeditated Killings)
No corrupt faction member—regardless of their agency—is ever permitted to plan, coordinate, or execute any premeditated killings while acting as a corrupt agent. You cannot use your position as a state employee to execute calculated assassinations or hits.
4.2.6 Supply Exploitation Prohibition (Armory Flipping)
As established in Rule 3.12.2, corrupt faction members are strictly forbidden from utilizing faction shops, armories, or lockers to distribute, sell, or stockpile institutional equipment for black-market profit or personal criminal stockpiling. Sourcing illegal goods must be done through standard criminal mechanics, not internal menus.
4.2.7 Forbidden Corrupt Actions and Database Exploiting
Even if a faction member meets all qualifications to explore a corrupt storyline, they are strictly prohibited from performing the following catastrophic administrative actions:
4.3 Law Enforcement Obligations in Hostage Scenarios
4.3.1 Tactical Escalation and Hostage Rescue Operations
Law Enforcement is authorized to immediately terminate all negotiations and transition into an active Hostage Rescue Operation (utilizing lethal force or tactical breaches) if any of the following immediate danger criteria are met:
4.4 Restricted Usage of Night Vision Equipment (NVGs)
4.5 License Revocation and Suspension Framework
4.5.1 Pending Trial Restrictions (Judicial Freeze)
In the event that a player’s license is expired, but they are currently awaiting trial for criminal charges directly related to the regulations or laws governing that specific license, the license enters an absolute administrative freeze.
4.5.2 Universal Mandate for Non-Expiration Revocations
Any request or attempt to revoke, seize, or permanently strip a citizen's active license for reasons other than technical expiration (such as criminal misconduct, mental instability, or faction code violations) must strictly go through the proper legal hierarchy.
4.6 Faction Accountability and Internal Discipline (Legal Agencies)
Some Things related to Court System:
4.7 Maximum Detention and Lockup Regulations (Habeas Corpus)
4.7.1 Standard Processing and Booking Limits (Routine Arrests)
4.7.2 Investigative Detention Limits (High-Tier Felony/Military Audits)
For complex felony investigations, major syndicate raids, or internal corruption audits handled by specialized units (such as Detectives, CGIS, or Military CID), suspects may be held longer for interrogation under strict parameters:
4.8 The Civilian Judicial System (Department of Justice - DoJ)
4.9 The Military Judicial System (Judge Advocate General - JAG)
5.0. Gang and Criminal Organization Regulations
These rules govern the formation, operations, and conflict limitations of all criminal groups, syndicates, and street gangs within the network. These guidelines ensure a balanced, high-quality ecosystem between law enforcement and organized crime.
5.1 Legal Definition and Official Gang Requirements
5.2 Exclusive Gang Membership and Criminal Participation
5.3 Mandatory Gang Status Postings
5.4 Reinforcement Restrictions (Anti-Zerg Regulations)
5.5 Gang Accountability and Strike System
📊 Administrative Philosophy: Faction Structures vs. Gang Whitelists
To ensure absolute fairness and transparency across the ITRP network, the administration team enforces a distinct operational difference between official Government Factions and approved Criminal Gangs regarding collective punishments:
Individual Responsibility and Leadership Failure (Anti-Deflection Clause)
5.6 Value of Fellow Gang Members' Lives (Collective Fear RP)
5.7 Mandatory Gang Identification (Colors and Uniforms)
Terms of Agreement and Community Acceptance
By connecting to the ITRP servers, registering an account on our official Community Forums, or utilizing any of our network services (including Discord and whitelist platforms), you hereby acknowledge that you have read, understood, and fully agree to all rules, terms, regulations, and enforcement conditions established by the Network Administration Team throughout this handbook.
Ignorance of these regulations is not an acceptable excuse. The Administration Team retains the absolute authority to update, amend, or alter these parameters at any time to preserve server health and community standards.
CEO of RuhrMetall LLC
Account Names:
FiveM: IMP_Rimuru_Tempest
Arma:
Minecraft: IMP_Rimuru