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GANG BIBLE

Phase City · Whitelisted Gang Activity

This handbook governs all whitelisted gang activity on Phase City. It supplements the main server ruleset — it does not replace it.

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Philosophy
PART 1
What Gang RP Is: Gang RP is about building a living, breathing criminal organization with culture, hierarchy, history, and consequence. It is about the story — the rivalries, the politics, the internal drama, the come-up and the fall.
What Gang RP Is Not: Gang RP is not a license to shoot. It is not a competitive team deathmatch mode with extra steps. Gangs that consistently produce low-quality, shoot-first RP will have their whitelist reviewed and revoked.
The Standard: Every hostile action must be backed by genuine in-character reasoning. Build the narrative.
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Whitelist & Application
PART 2
2.1
Becoming Official: Unwhitelisted groups may exist as criminal crews but do not receive territory recognition or war standing.
2.2
Application Requirements: Minimum 6 confirmed founding members, named leader and second-in-command, gang name not referencing real-world orgs, written lore submission, Discord ticket.
2.3
Probationary Period: All newly whitelisted gangs enter a 14-day probationary period.
2.4
Roster Management: Rosters must be updated within 48 hours of any membership change.
2.5
Inactivity: A gang below 6 active members for more than 14 consecutive days is subject to whitelist removal.
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Membership Tiers
PART 3
3.1
Hangarounds / Prospects: Do NOT count toward official gang capacity. May NOT participate in formal beefs, wars, or defensive castle. Hangaround period is 7 days minimum.
3.2
Full Members: Formally patched in. Must have been on server for minimum 48 hours and completed 7-day hangaround period.
3.3
Leadership Responsibility: Gang leaders are accountable for the conduct of their members.
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Territory
PART 4
4.1
What Territory Means: Owning territory is a narrative anchor — your home, your block, your operation. It is not a mechanical kill zone.
4.2
Claiming Territory: Territory must be approved by staff at time of gang's whitelist application.
4.3
Castle Defense: Defensive party may field up to 6 members with no additional spotters.
4.4
Territory Disputes: Must be resolved through RP escalation — not a single shootout.
4.5
Tagging: You may only spray your own gang's tags. Removing another gang's tags is a valid beef trigger.
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Colors & Identification
PART 5
5.1
Wearing Your Colors: Full members must wear identifiable gang colors when engaging in gang-representative activities.
5.2
Going Dark: Masks and plain clothes are permitted for heists where disguise makes narrative sense.
5.3
Impersonation: Impersonating another gang is prohibited.
5.4
Group Initiation: When a gang member initiates on a rival, all members of both gangs are considered mutually initiated.
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Beef, Slides & Conflict
PART 6
6.1
What Is Beef: Beef is an active, escalating in-character conflict. It is the accumulation of disrespect, theft, territorial aggression, and confrontation.
6.2
Valid Beef Triggers: Repeated robbery of members, disrespect of leadership, defacing tags, moving into claimed territory, breaking deals.
6.3
Invalid Escalation: A single minor interaction, OOC dislike, wanting territory for mechanical reasons with no RP buildup.
6.4
Slide Timer: Once a hostile scene has concluded — 5 minutes of no active shooting — a 30-minute cooldown begins.
6.5
New Member Lockout: Any player who joins a gang has a 7-day lockout before they may participate in active beefs.
6.6
No Conflict at Community Events: Deliberately attending an event to ambush a rival gang is prohibited.
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War
PART 7
7.1
What War Means: A formal gang war is a declared, staff-acknowledged state of escalated conflict. War should be the culmination of weeks of escalating beef.
7.2
Declaration Requirements: Documented history of in-character conflict, at least 3 distinct hostile incidents over 7 days, both gang leaders must acknowledge.
7.3
War Terms: Maximum 14 days duration. All participants must wear identifiable colors at all times.
7.4
Allied Involvement: Allied gang members still count toward the applicable group cap.
7.5
War Cooldown: Following war resolution, a 14-day ceasefire begins.
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Alliances & Criminal Networks
PART 8
8.1
Alliances: Gangs may form in-character alliances. An alliance allows allied members to assist subject to the group cap.
8.2
No Coordinated Mega-Groups: No arrangement may be used to field more than the maximum group cap.
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Criminal Activity Standards
PART 9
9.1
RP Before Violence: Gang members are held to the same — and arguably higher — standard of RP initiation as any other player.
9.2
Don't Be a Farm: Gang activities should be driven by RP, not optimized purely for economy.
9.3
Engaging the Wider City: The best gang RP touches other parts of the server.
9.4
Hitman Actions: A hit cannot be executed on someone who has had zero prior interaction with your gang.
Gang Strikes & Discipline
PART 10
10.1
The Strike System: 1 strike = formal warning. 2 strikes = suspension of war rights for 14 days. 3 strikes = gang whitelist removal.
10.2
What Earns a Strike: Multiple rule violations, consistent slides with no RP justification, roster fraud, leadership failing to act on problem members.
10.3
Whitelist Removal: Gang loses all official recognition, territory claims, war standing. Members revert to unwhitelisted criminal crew status.
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OOC Standards for Gang Members
PART 11
11.1
Represent Your Set Well: You are a representative of your gang in every interaction — IC and OOC.
11.2
Beef Stays IC: Conflict between gangs is in-character. It ends when you close the game.
11.3
Accept the L: Losing a fight, losing territory, losing a war — these are story moments.
11.4
Staff Relations: Raise disputes through proper channels, respectfully, after the scene.
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THIS HANDBOOK IS A LIVING DOCUMENT
Phase City staff reserve the right to update, amend, or clarify any section at any time. Changes will be announced in the appropriate Discord channel.
It is your responsibility as a gang leader to know the current version.