GANG SOP

The framework for gang life in BronxRP. Formation, turf, wars, negotiations and conduct - how crews are made, measured and remembered.

A gang is a story, not a KDR. The factions remembered in this city are the ones that RP their wins AND their losses - the crew that gets robbed and responds with scheming beats the crew that never loses because they never play.
Salty wars end factions. If your members can't take a loss gracefully, staff will step in. OOC toxicity in a war = war forfeit and cooldown applied.

Gang Formation

  • Whitelist Application

    All gangs must apply via #gang-applications. Include name, ethos, estimated roster, visual identity and proposed territory.

  • Minimum Roster

    Minimum 5 active members for approval. Rosters below 3 active for 14 days are archived.

  • Leadership

    Two named leaders minimum. Both must be active and both are accountable for member conduct.

  • Naming & Visuals

    No duplicate names. No copy-paste of real-world organizations in a way that's disrespectful.

Turf & Territory

  • Claim Process

    Territory is claimed via the #turf-map channel. One gang, one primary turf, one contested zone.

  • Active Defense

    You hold turf by being there. Absences of 7+ days open turf to claim challenges.

  • Neutral Zones

    The city center, Legion Square, hospital district and airport are neutral. No active claims.

  • Turf Transfer

    Turf can be traded via IC agreement logged in #gang-diplomacy. Sold turf is locked for 48h from new war.

Gang Wars

  • War Declaration

    Formal wars are declared in #war-declarations with named parties and stated cause. 24h notice applies before active hostilities.

  • Active War Window

    Wars last 7 days default. Extensions require both parties agreement plus staff sign-off.

  • Engagement Rules

    During active war: hostile engagement is allowed anywhere outside Safe Zones with proper scene initiation.

  • War Limits

    Max 2 concurrent wars per gang. No war-on-war-on-war pile-ons.

  • Ceasefire

    Either party may call for ceasefire. Accepted ceasefires lock both sides out of hostile action for 72h.

Scene Conduct

  • Initiate Clearly

    No "stealth ambush" without visible declaration. Pulling up, calling names, flashing lights - these sell the scene.

  • Numbers Parity

    Aim for close numbers at scene start. Outnumbering 2:1+ without cause is bad form and staff will flag it.

  • No Helmets / Explosives

    No helmets worn by crims during scenes. No C4 or explosives (grenades excluded).

  • Hostage Protocol

    Max ONE hostage per scene. PD and EMS are never valid hostages.

  • Demands

    Up to 2 demands per scene: clean chase, safe passage, weapon tier, equal numbers, no air, class change, location change.

  • Safe Zones

    No hostile action in Hospital, Mech Shop, legal businesses, Alta's, PD station, mining areas or foundry interiors.

Negotiations & Diplomacy

  • Face To Face

    Peace meets require leaders physically on scene. No Discord-only peace deals that affect in-city scenes.

  • Written Accords

    Signed accords are logged in #gang-diplomacy with timestamps. Violating a logged accord is heavy.

  • Neutral Mediators

    Staff gang liaison can mediate. Requesting a liaison is not weakness - it's maturity.

  • Truces

    Truces are binding for their stated duration. No "technically" loopholes - if you feel clever about breaking it, you're wrong.

Membership & Conduct

  • Recruitment RP

    Initiations must be RP'd. No instant loadouts without a scene.

  • Exit RP

    Members leaving a gang must have an exit scene. Turning informant, getting exiled, or walking away - all valid.

  • No Cross-Gang Doubling

    One gang affiliation at a time. Rats and moles require staff sign-off as a long-form plot.

  • No Crim-Cop Collusion

    Crims don't get friendly tips from active officers. Active PD can't be card-carrying crim.

  • OOC Respect

    Gang beef stays IC. OOC harassment of rival gang members = immediate faction penalty.