Gang Rules
By joining Mantra RP City, you agree to follow and abide by the following rules. Failure to follow any of Mantra RP Rules will result in punishment, and may also lead to the disbandment or removal of your gang.
1.0.1 Gang leaders are responsible for their members. If your members break rules, the leader and the gang as a whole will be punished. Know the rules, teach them to your members, and make sure your gang represents fair and creative roleplay. All gang leaders are required to attend bi-weekly meetings with staff.
1.1 Gang Registration to be Whitelisted
* All gangs must be officially registered and approved by staff in the Discord tickets before operating as a whitelisted gang in the city.
* Registration requires: a gang name, leader/owner, 1-2 colors, a logo, at least 4 people members, and base/territory request. All elements must be approved by staff. Copying or closely imitating an existing gang is not allowed.
1.2 Gang Size
* Gangs are limited to a maximum of 10 members, including the leader/owner.
* Recruiting beyond this limit will result in forced removals by staff.
1.3 Gang Alliances
* Only 1 gang alliance is allowed per gang in the city.
* Alliances must also be approved and recorded with staff. Secret alliances are not allowed.
1.4 Leadership Responsibility
* Leaders are accountable for their members' actions.
* If members consistently break rules, the gang may face warnings, strikes, or removals.
* Leaders must actively manage and monitor gang activity.
1.5 Gang Switching (Leaders)
* Leaders cannot "switch out" and pass leadership just to avoid punishment.
* Leadership transfers must be approved by staff.
* If a leader leaves, the gang may be disbanded unless staff approves a successor.
1.6 Gang Leaders
* Only one gang owned per player. This means only one of your characters can own a gang, the other characters cannot.
* Your other characters cannot be any Chief of City Services (LEO/EMS/DOJ).
* The character that is a Gang Leader cannot own a business.
* As a Gang Leader, you cannot be a Government Official (Staff) at all.
2.0.1 Gang members are expected to stay loyal to their gang and follow both server rules and gang rules. Attempting to bend the system for personal gain will result in punishment for both you and possibly your gang.
2.1 Multiple Characters
* Only one character per player can be in a gang. Your other characters cannot join a gang.
* This prevents bias and metagaming between gangs.
* Example: If your main character is in Gang A, your alt character cannot join Gang A or any other gang.
2.2 Switching Gangs (Members)
* Characters cannot freely "gang hop." You cannot switch gangs repeatedly.
* If you leave a gang, you must wait 14 days before joining another gang.
* Staff reserves the right to enforce stricter cooldowns depending on abuse.
2.3 Loyalty & Conduct
* Members are expected to be active and engaged in gang RP.
* Members should respect the chain of command within their gang.
* Members should follow Gang Rules and their own gang's rules.
* Toxic or disruptive behavior can lead to removal from the gang and potential punishment.
3.0.1 Gang activities must create fun and immersion, not exploit mechanics or ruin RP for others.
3.1 Illegal Activities
* Gangs may engage in criminal activities (robberies, boosting, cargo, drugs, etc.) but must follow all criminal rules (hostage rules, group limits, getaway restrictions, etc.)
3.2 Businesses
* Businesses owned by gang members cannot be used as criminal "fronts."
* Employees not in a gang cannot be forced into gang activities.
4.0.1 Roleplay quality matters more than "winning."
4.1 Roleplay Focus
* All gang actions must push a storyline, rivalry, or progression. Random violence with no RP buildup lowers city quality.
* RP should include escalation, reasoning, and consequences.
4.2 Civilian Interactions
* Gangs should enhance RP for civilians, not ruin their experience through harassment or nonstop violence.
5.0.1 Conflicts must be realistic, story-driven, and approved when necessary.
5.1 Gang War Approval
* Gang wars must be approved by staff and require a valid RP storyline.
* Wars cannot be declared just for "fun fights."
* Back-to-back wars without RP buildup is prohibited.
5.2 Combat Rules
* No KOS (Kill on Sight) unless staff-approved war terms allow it.
* NLR (New Life Rule) applies; if you die in a gang conflict, you forget the situation and cannot return to the same fight.
5.3 Cooldown After Shootings
* After any group-related shooting (whether from an official gang war or simple beef), all groups involved must wait 30 minutes before participating in another group-related shooting.
5.4 Territory Defense Exception
* If a separate group pushes into your territory during the cooldown, your gang may defend itself and retaliate.
* However, once that conflict ends (after bringing everyone to the hospital), the 30-minute cooldown restarts for all groups involved.
5.5 Respecting RP Flow
* Use cooldowns as an opportunity to roleplay aftermath - regrouping, planning, hospital time, or business work.
* Bypassing cooldowns with excuses (e.g., "we weren't done yet") will result in strikes or staff intervention.
5.6 Gang War Duration
* Gang wars cannot last longer than 2 weeks.
* If the gangs involved cannot agree on a resolution within this time frame, staff will intervene based on established rules. The outcome may result in no designated winner.
* You cannot enter another war with the same gang for two weeks after the previous war ends.
* You can enter a war with a different gang after one week.
6.1 Green Zones
* Hospitals, DOJ, spawn points, and player-owned businesses are safe zones.
* No kidnapping, robbing, or violence inside these areas.
6.2 Gang Bases
* Gang bases must be staff-approved and realistic.
* Bases cannot be in inaccessible or exploit-heavy areas.
7.1 Weapons & Gear
* Must be obtained legitimately.
* Robbing government & city services (LEO, EMS, DOJ) is prohibited.
7.2 Asset Transfers
* Transferring assets between gangs or characters is not allowed.
7.3 Gang Assets
* Items, money, and vehicles belonging to the gang must remain with the gang.
8.1 Staff Authority
* Staff decisions are final.
* If repeated issues occur, gangs may receive strikes or be disbanded.
8.2 Leader Accountability
* Leaders are expected to report problematic members.
* Failure to control members can result in punishment for the entire gang.
9.1 Gang Inactivity
* Gangs inactive for at least 30 days will be disbanded.
* Inactive leadership may result in staff appointing a new leader or removing the gang.
9.2 Member Inactivity
* Leaders are responsible for removing inactive members to keep the roster updated.
10.0.1 Gang members are expected to clearly represent their gang at all times, unless they are participating in certain high-risk criminal activities. Members cannot avoid responsibility by removing or hiding gang identifiers.
10.1 Gang Identifiers Required
* General RP (socializing, driving, hanging out, selling, boosting, etc.)
* Small-scale or solo criminal activity that does not directly involve police (e.g., boosting, drugs)
* Any time you are moving around the city.
10.2 Gang Identifiers Not Required
* Large-scaled or organized criminal activities where police are guaranteed to respond (store/bank robberies, heists, cargo missions, etc.).
10.3 Gang Identifiers Misuse
* Players must not wear a gang's identifiers if they are not a member of that gang.
* If a player is seen wearing your gang identifiers:
* Issue a warning immediately. Explain clearly that they are not a member and must go to the clothing store to change. Make sure they understand that failure to comply could result in KOS (Kill on Sight).
* If they continue to wear your gang's identifiers after several warnings and refuse to take it off, KOS is allowed.
* This rule applies to any gang identifiers such as flags, clothing items, accessories, and tattoos associated with the gang.
* Staff may step in if disputes arise to ensure fair enforcement and avoid abuse.
11.0.1 Strikes are issued when a rule break occurs while representing or participating in gang activities. The following actions -when done as part of gang business, operations, or representation- will automatically be treated as gang strikes.
11.1 Poaching
11.1.1 Recruiting active members of another registered gang (or actively soliciting them to leave) for the purpose of weakening or sabotaging that gang.
* Publicly or privately offering incentives to current members of a registered gang to abandon their gang and join yours, as part of a coordinated campaign.
* Using gang assets, money, or threats to recruit members away from another registered gang.
* Casual recruitment of unaffiliated players (not targeted from a specific gang) is allowed; targeted recruiting from a rival's roster = strike no matter the person's rank level.
11.2 Breaking City Rules
11.2.1 Violating any official city rules and gang rules while representing the gang.
* Running an unauthorized gang war or declaring KOS without any staff approval.
* Using exploit spots or safe-zone camping during a gang operation.
* Repeatedly ignoring group size limits.
11.3 Breaking Discord Rules
11.3.1 Any abuse or rule-breaking on official Mantra RP's Discord that is gang-related or organized by the gang.
* Gang-run mass recruitment spam across server channels.
* Posting doxx/threats or coordinating OOC harassment campaigns as a gang.
* Individual off-duty member misconduct in private DMs that does not represent the gang may be handled personally, but organized gang-level infractions in Discord will count as a gang strike.
11.4 Breaking Gang Rules
11.4.1 Any violation of the Gang Rulebook itself.
* Maintaining secret/undeclared alliances to bypass limits.
* Using a business owned by gang members as a criminal front.
* Deliberately rebranding to avoid penalties.
11.5 Gang Strike Escalation & Limitations
11.5.1 First Strike = Formal Warning
* Logged against the gang.
* Staff will meet with gang leadership to review the violation and expectations.
* No immediate limitations, but this is your warning to fix behavior.
11.5.2 Second Strike = Temporary Restrictions
* The gang may face temporary limitations for 1-2 weeks such as:
* No participation in certain gang activities (gang wars, pushing territories, etc.) depending on the severity of the rule-break.
* Suspension of recruitment. You can have hang-arounds but you cannot bleed them into the gang until after the time period.
11.5.3 Third Strike = Severe Consequences
* The gang will face temporary limitations for 3-4 weeks such as:
* No participation in certain gang activities (gang wars, pushing territories, etc.) depending on the severity of the rule-break.
* Suspension of recruitment. The gang cannot bring in new members during this period, including having hang-arounds.
11.5.4 Strikes More Than Three
* If strikes accumulate to more than three before they expire, the gang may be disbanded, assets confiscated, and leadership removed.
* Staff may allow a restructure under new leadership (strikes will be reset depending on severity) instead of full disbandment at staff's discretion.
11.5.5 Strike Expiration Rule
* Strikes expire after 30 days if no new strikes occur, reducing pressure and encouraging improved behavior. Therefore, if the gang already has a strike and receives a new strike, the expiration countdown will restart to 30 days.
* Based on the severity of the strikes (exploits, extreme toxicity, major rule abuse, etc.), severe strikes will not expire and remain on the record permanently. If leadership changes, the severe strikes will remain on the record until the gang disbands.
