
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
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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
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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
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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
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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
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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
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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
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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
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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
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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.
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Gang Strikes & Discipline
PART 10
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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
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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.