- 01 Union City is a semi-serious roleplay server.
- 02 We want RP to be believable enough that situations have meaning and consequences, while still allowing people to have fun, joke around and create memorable scenes.
- 03 Not every situation needs to be treated like real life down to the smallest detail. However, your actions should make sense for your character and the situation you are in.
- 04 The main rule is simple: don't ruin somebody else's roleplay to benefit yourself.
- 05 Where possible, allow situations to play out in-city before immediately turning to staff. Staff are here when they are needed, but not every disagreement or loss means a rule has been broken.
Rulebook
Server rules.
Good roleplay starts with respect. Get to know the ground rules before you make your mark.
Categories5
Sections150
General Rules
27 sectionsSemi-Serious Roleplay Rules
Roleplay & Staying In Character
- 01 You should remain in character (IC) while actively roleplaying unless a staff member tells you otherwise.
- 02 Your actions should make reasonable sense within the world of Union City.
- 03 We expect players to roleplay things such as: • Injuries • Fear • Being threatened • Losing a fight • Being arrested • Crashes • Failure • Consequences of their actions
- 04 You do not have to roleplay every tiny injury for hours, but completely ignoring serious injuries or immediately carrying on as though nothing happened may be considered FailRP.
- 05 Treat other characters like actual people within the world rather than NPCs standing in the way of what you want to do.
- 06 FailRP — FailRP generally means doing something that clearly damages the roleplay or makes no reasonable sense.
- 07 Examples include: • Ignoring someone who clearly has control of the situation. • Pulling a weapon while one is already being held directly against you without a realistic opportunity. • Performing obviously impossible physical actions. • Continuing to fight after you have logically been incapacitated. • Using game mechanics in a way your character realistically could not. • Deliberately refusing to engage with a roleplay situation.
- 08 Staff should consider the full situation and intent before treating something as FailRP.
Character Creation & Appearance
- 01 Your character should look like somebody who belongs in the world.
- 02 Characters must not intentionally remain in default or broken clothing.
- 03 Please visit a clothing store and create an outfit before properly beginning your character's story.
- 04 The following are not allowed: • Invisible body parts. • Intentionally glitched clothing. • Broken outfits used to gain an advantage. • Nude characters.
- 05 Your clothing does not need to be perfectly realistic at all times, but it should be reasonably appropriate for what your character is doing.
- 06 Characters should have at least some identity beyond simply causing chaos.
- 07 Think about things such as: • Personality. • Background. • Goals. • Relationships. • Morals. • How they react under pressure.
- 08 Your character can change and develop over time. In fact, we encourage it.
Multiple Characters
- 01 Each of your characters must be treated as a separate person.
- 02 Information, possessions and relationships should not automatically carry between characters.
- 03 You must not use alternate characters to benefit another character.
- 04 This includes transferring: • Money. • Vehicles. • Weapons. • Items. • Properties. • Business assets. • Criminal information.
- 05 Your characters should not intentionally work together through information you personally know OOC.
- 06 Having characters who happen to know some of the same people is not automatically against the rules, providing this develops naturally through RP and is not being used to transfer information or assets.
Valuing Your Life
- 01 Your character should value their life and safety.
- 02 This does not mean you must surrender the second somebody pulls out a weapon.
- 03 It means you should realistically consider: • How many people are against you. • Whether you are armed. • Whether your weapon is already drawn. • Whether you have cover. • Whether you realistically have an escape route. • How close the threat is. • Whether somebody already has complete control of you.
- 04 For example, pulling a pistol while somebody is standing directly in front of you with a gun already aimed at your head would normally be unrealistic.
- 05 However, somebody firing at you from a distance does not mean you must immediately stop and surrender.
- 06 Use common sense.
- 07 Vehicles — A weapon being aimed at a vehicle should still be taken seriously.
- 08 Drivers should not repeatedly ram through armed players simply because the vehicle protects them mechanically.
- 09 If there is a realistic opportunity to escape, escaping may be reasonable.
- 10 Passengers should not use vehicles to create unrealistic instant combat advantages.
Initiation & Escalation
- 01 Violence should normally come from roleplay and escalation, not because you simply want to shoot somebody.
- 02 Before seriously attacking, robbing, kidnapping or killing another player, there should be a clear reason for the situation.
- 03 Good initiation should normally include: • Clear communication. • A clear threat or demand. • Enough time for the other person to understand what is happening. • An opportunity to respond where reasonable.
- 04 Minor insults, arguments or trash talk alone are not normally enough reason to immediately kill somebody.
- 05 Tasers used by police do not automatically give somebody justification to execute an officer.
- 06 Active Conflict — Once two groups are clearly involved in an active violent conflict, you do not need to repeatedly re-initiate every few seconds.
- 07 Initiation generally remains active for 15 minutes after the last meaningful hostile interaction.
- 08 If a conflict clearly ends and everybody separates for a significant period, you should establish new RP before starting another fight.
- 09 Do not abuse initiation timers simply to hunt somebody down long after the original situation has realistically finished.
Robbing Players
- 01 Player robberies should have some form of RP behind them.
- 02 Do not drive around randomly holding up every person you see.
- 03 Reasonable situations might include: • Witnessing somebody involved in criminal activity. • Seeing somebody openly carrying valuable illegal equipment. • A conflict between criminals. • Gang-related disputes. • Somebody becoming involved in your criminal situation. • A robbery developing naturally through RP.
- 04 You should not completely empty somebody's inventory simply because the game allows you to.
- 05 Take what makes sense for the scene.
Hostages
- 01 Hostages should create roleplay, not simply become a requirement you collect before a robbery.
- 02 You should have some interaction with somebody before taking them hostage.
- 03 Unless the situation naturally develops differently, aim for around one minute of RP before taking somebody hostage.
- 04 The hostage should not know beforehand that they are going to be your hostage.
- 05 You may not use friends who have agreed OOC to become hostages.
- 06 Hostages who cooperate should not be unnecessarily killed.
- 07 Do not: • Force hostages to perform degrading RP. • Give suicide-style commands. • Rob compliant hostages without a legitimate RP reason. • Pay somebody OOC or arrange beforehand for them to become your hostage.
- 08 If you take another gang member hostage during gang RP, do not use the situation simply to permanently take their expensive equipment.
- 09 Items taken specifically to control the situation should normally be returned once the hostage scene is finished.
Random Deathmatch — RDM
- 01 RDM means attacking, downing or killing somebody without reasonable RP or initiation.
- 02 Before using lethal force, players should normally have: • A reason. • Some form of escalation. • Clear hostile intent. • A reasonable opportunity for the other person to react.
- 03 Self-defence is allowed.
- 04 You are not expected to continue talking while somebody is actively trying to kill you.
- 05 When reporting RDM, players should provide footage showing enough of the situation for staff to understand what happened. We recommend at least five minutes before the incident where possible.
Vehicle Deathmatch — VDM
- 01 Vehicles must not be used as weapons against players.
- 02 You may not intentionally: • Run somebody over. • Repeatedly ram somebody to injure them. • Crush somebody against an object. • Ram vehicles with the sole intention of killing occupants.
- 03 Accidents can happen.
- 04 Staff should consider the context rather than automatically treating every collision as VDM.
- 05 However, driving recklessly into crowds or repeatedly claiming "I lost control" will not protect somebody from punishment.
Driving
- 01 Union City uses semi-realistic driving.
- 02 Nobody expects every player to drive perfectly, and police chases can obviously involve risky driving.
- 03 However, vehicles should still behave roughly how you would expect them to.
- 04 Do not: • Launch normal road cars off mountains to escape police. • Drive supercars up cliffs. • Continuously drive through rivers in vehicles clearly not designed for it. • Use unrealistic jumps purely because GTA physics allows them. • Drive vertically up terrain.
- 05 SUVs, trucks and suitable vehicles may use reasonable off-road routes.
- 06 A lowered sports car does not become an off-road vehicle because you changed the tyres.
- 07 Small jumps, bumps, crashes and GTA moments happen. Staff should focus on clear and repeated unrealistic driving, rather than punishing every mistake.
Aircraft
- 01 Aircraft should be flown responsibly.
- 02 When flying through the city, remain at a sensible height and avoid deliberately flying between buildings at extremely low altitude.
- 03 Do not: • Buzz groups of players intentionally. • Land aircraft in busy roads. • Land in locations where the aircraft clearly would not fit. • Fly directly over restricted locations such as the military base or prison without an RP reason or staff-approved event.
- 04 Land in open areas where it reasonably makes sense.
- 05 Aircraft should normally be stored in appropriate air garages.
- 06 Repeated irresponsible aircraft use may result in your aircraft access being removed.
Heists & Robberies
- 01 Heists should create RP for both criminals and emergency services.
- 02 Follow any specific player, hostage or vehicle limits listed for the robbery you are attempting.
- 03 Do not deliberately exploit robbery mechanics to avoid police interaction.
- 04 Creative plans are encouraged.
- 05 You are allowed to: • Negotiate. • Lie. • Use distractions. • Create getaway plans. • Set up decoy vehicles. • Attempt unusual escape routes.
- 06 As long as what you are doing remains within the rules and creates fair RP.
- 07 Winning the robbery is not the only goal. Sometimes getting caught creates better RP than escaping.
Medical Roleplay & UHS
- 01 When UHS are on duty and responding to your situation, give them the opportunity to roleplay.
- 02 Do not respawn while actively receiving treatment unless instructed to do so or the situation has clearly broken.
- 03 When injured, your character should act appropriately for the injury.
- 04 You may speak while incapacitated if your injuries reasonably allow it, but you may not give constant tactical callouts such as:
- 05 "He's behind the wall!"
- 06 "Officer coming from your left!"
- 07 "They're reloading!"
- 08 Once you are incapacitated, you are no longer a combat information system for your friends.
New Life Rule — NLR
- 01 If you fully respawn following your character's death: • You forget the events directly surrounding your death. • You may not immediately return to the same situation. • You must wait at least 15 minutes before returning to the area.
- 02 You should not seek revenge using information your character should no longer remember.
- 03 NLR normally does not apply if: • UHS successfully revives you. • You crashed or disconnected. • Staff determine you were clearly the victim of RDM or VDM.
- 04 Being revived does not mean your injuries disappear. Continue the RP appropriately.
Green Zones
- 01 Green Zones exist to provide safe locations for normal interaction.
- 02 Crime and violence may not begin inside a Green Zone.
- 03 You may not: • Shoot into a Green Zone. • Drag somebody outside purely to bypass Green Zone protection. • Begin robberies inside Green Zones. • Intentionally retreat into a Green Zone during an active situation to become untouchable.
- 04 If RP begins outside a Green Zone, entering one does not magically erase the situation.
- 05 Use common sense and allow staff to judge unusual circumstances.
Red Zones
- 01 Red Zones are deliberately dangerous areas.
- 02 Players entering a marked Red Zone accept that violent conflict may happen with reduced initiation requirements.
- 03 Unless otherwise specified, Red Zones may operate as KOS areas.
- 04 You may not camp safely outside a Red Zone and shoot players inside it.
- 05 Any additional rules displayed for a specific Red Zone must also be followed.
Metagaming
- 01 Information your character learns must come from inside the game.
- 02 You may not use information from: • Discord. • Streams. • Friends watching somebody else's stream. • Staff channels. • OOC conversations. • Another one of your characters.
- 03 Player IDs may be used when needed to report rule breaking.
- 04 They may not be used to locate or identify somebody tactically during active RP.
- 05 Stream sniping is strictly prohibited.
OOC During Roleplay
- 01 Avoid bringing rule discussions into active scenes.
- 02 Do not say things such as:
- 03 "I'm reporting you."
- 04 "That's RDM."
- 05 "Enjoy the ticket."
- 06 "You're breaking server rules."
- 07 If you believe somebody has broken a rule, finish the scene where possible and deal with it afterwards.
- 08 Do not threaten players with reports in order to influence how they roleplay.
- 09 Some situations will be messy. Losing a scene or disagreeing with somebody does not automatically mean somebody broke a rule.
Bugs, Exploits & Mechanic Abuse
- 01 Do not intentionally abuse bugs or game mechanics for an advantage.
- 02 This includes things such as: • Duplication. • Reload exploits. • Animation exploits. • Clipping through walls. • Exploiting inventories. • Abusing carry mechanics. • Radio exploits. • Using emotes to enter inaccessible locations. • Macros that create an unfair advantage.
- 03 If you discover a serious exploit, report it to staff.
- 04 Do not continue using it because "everyone else does."
- 05 Carrying Players — Use /carry reasonably.
- 06 While carrying somebody: • Walk normally. • Do not bunny hop. • Do not spam crouch. • Do not repeatedly drop and pick somebody up to exploit animations. • Do not use carry animations to enter locked or inaccessible locations.
- 07 Carrying somebody a short distance to reposition them is completely fine.
Economy, Items & Businesses
- 01 Players may own:
- 02 One shop OR one petrol station per person, unless staff have approved otherwise.
- 03 Businesses may only be sold back to the city unless another system is specifically provided.
- 04 Supporter rewards or purchased currency may not be used to bypass normal business progression where prohibited.
- 05 Vehicles must not be used as permanent hidden storage simply to avoid proper stash systems.
- 06 Items are not normally refunded without reasonable evidence showing how they were lost.
- 07 Staff may refuse refunds where the cause cannot be confirmed.
Out Of Game Trading — OOGT
- 01 Selling, buying or trading Union City: • Money. • Vehicles. • Weapons. • Items. • Businesses. • Gang assets. • Accounts.
- 02 for real money, external currency, goods or services is strictly prohibited unless it is being done through an official Union City store system.
- 03 OOGT may result in a permanent ban.
Prohibited Roleplay
- 01 Some forms of RP either create unnecessary safeguarding issues or are not suitable for Union City.
- 02 The following are prohibited: • Suicide RP. • Graphic self-harm RP. • Serious mental-health crisis RP used as entertainment. • Sexual assault RP. • Terrorism RP without prior staff approval. • Impersonating staff members. • Impersonating emergency services using restricted uniforms or equipment without permission.
- 03 Normal character emotions, sadness, arguments, break-ups and difficult storylines are obviously allowed.
- 04 The restriction is aimed at extreme or sensitive scenarios that are inappropriate for the server.
Emergency Service Impersonation
- 01 You may not deliberately impersonate active UHS, Police or staff in a way intended to trick players into believing you hold that role.
- 02 Costumes during approved events or RP scenarios may be allowed where staff have agreed beforehand.
- 03 Stealing an emergency vehicle does not automatically give you permission to dress as the service and pretend to be an employee.
Roleplay Over Ruleplay
- 01 Union City is not about trying to find technical loopholes.
- 02 Do not deliberately push rules to their absolute limit just because something is not specifically written down.
- 03 Equally, do not report somebody simply because they handled a situation differently to how you would have.
- 04 Ask yourself:
- 05 Did this actually ruin the roleplay?
- 06 Was somebody deliberately abusing a mechanic?
- 07 Was somebody trying to gain an unfair advantage?
- 08 Could this situation reasonably have been dealt with through RP?
- 09 Staff will look at the full context of a situation, rather than treating the rulebook like a checklist.
Winning & Losing RP
- 01 You will not win every situation in Union City.
- 02 You may: • Lose your gun. • Lose your drugs. • Have your vehicle seized. • Get arrested. • Lose a fight. • Be kidnapped. • Have a plan fail. • Get caught during a robbery.
- 03 That is part of roleplay.
- 04 Do not ruin a good scene because the outcome did not go your way.
- 05 Some of the best RP comes from things going completely wrong.
Final Rule
- 01 Use common sense and give other players the same quality of RP that you would want them to give you.
- 02 Union City is semi-serious RP.
- 03 Have fun.
- 04 Create stories.
- 05 Take risks.
- 06 Do stupid things sometimes.
- 07 Just make sure those things still create roleplay for the people around you rather than destroying it.
- 08 RP first. Winning second.
Crime Rules
22 sectionsOverview
- 01 Criminal RP should create a story for everybody involved.
- 02 Being a criminal does not mean you have to hide from police every second, and interacting with Police or UHS is completely fine. The issue is when players deliberately manufacture situations purely to force chases, shootouts or easy loot.
- 03 Create RP, don't farm mechanics.
Cop Baiting
- 01 Interacting with police, joking with officers, arguing with them or attracting their attention through natural RP is completely fine.
- 02 Cop baiting is when somebody repeatedly or deliberately commits pointless actions purely to force police into a chase or confrontation.
- 03 Examples include: • Repeatedly speeding past the same officers waiting for them to chase you. • Performing burnouts outside PD solely to get attention. • Deliberately crashing into police vehicles to start a chase. • Repeatedly committing minor crimes directly in front of officers with no RP reason. • Following officers around attempting to provoke them. • Constantly admitting to serious crimes purely because you want police interaction.
- 04 There is a difference between creating criminal RP and farming police attention.
- 05 For example, doing something stupid during an existing scene that results in police chasing you is perfectly acceptable.
- 06 Staff should look at the player's intent and repeated behaviour, rather than treating every intentional police interaction as cop baiting.
Humane Labs
- 01 Humane Labs is a high-risk Red Zone and should be treated accordingly.
- 02 To enter Humane Labs for a weapon purchase, the required money must be physically on you.
- 03 Money stored in: • Vehicles. • Gloveboxes. • Stashes. • Properties.
- 04 does not count.
- 05 At least one person in a group must legitimately meet the requirements for the purchase before the group enters.
- 06 Do not use Humane Labs simply to: • Scout who is inside. • Camp other players. • Sit around waiting for somebody to arrive. • Constantly check the location without intending to use it.
- 07 Once your business at Humane Labs is finished, you should begin leaving the area.
- 08 You do not need to teleport out the second a purchase finishes, but deliberately remaining there purely to farm fights is not allowed.
- 09 Entering Humane Labs means accepting the risks associated with the Red Zone.
Money Washes
- 01 Money washing is done at your own risk.
- 02 Be mindful of scheduled server restarts before beginning a large wash.
- 03 Money or items lost because you knowingly started a wash shortly before a scheduled restart will not normally be refunded.
- 04 Refunds may be considered where there is evidence that the loss happened because of: • An unexpected server crash. • A forced staff restart. • A confirmed server-side issue.
- 05 Normal scheduled restarts are not considered server faults.
Police & UHS Compounds
- 01 Police and UHS compounds are secure areas and should be treated as such.
- 02 You may not casually enter secure: • Police compounds. • Police garages. • UHS compounds. • Emergency vehicle storage areas.
- 03 Being chased does not give you permission to drive around secure compounds simply because a gate happened to be open.
- 04 Entry is allowed where it makes sense through RP, such as: • Being escorted inside. • Being detained. • Being treated. • Attending an organised RP situation. • Having another legitimate reason approved through the scene.
- 05 Breaking into a secure compound as part of a larger planned RP situation may be considered by staff, but should not be done simply to steal vehicles, loot equipment or provoke emergency services.
Vehicle Ramming & Red Engines
- 01 Vehicle collisions happen.
- 02 Not every crash should immediately turn into a gunfight.
- 03 If another player accidentally disables your vehicle, continue the RP appropriately.
- 04 If somebody is clearly using their vehicle as a weapon against you, repeatedly ramming you or deliberately disabling your vehicle as part of a hostile situation, that may become valid escalation depending on the circumstances.
- 05 However:
- 06 VDM does not automatically give you permission to kill somebody.
- 07 Where something appears to simply be rule-breaking rather than RP, clip the incident and report it afterwards.
- 08 Do not turn obvious accidental crashes into excuses for shootouts.
- 09 Staff will consider: • Intent. • Previous interaction. • Number of collisions. • How the vehicles were being driven. • Whether there was already an active conflict.
Interacting With Police & UHS
- 01 Police and UHS are not default targets.
- 02 Being in uniform does not automatically make somebody valid to rob, kidnap or attack.
- 03 There should still be proper RP and escalation.
- 04 Police Interactions — Normal police actions such as: • Activating lights and sirens. • Attempting a traffic stop. • Asking questions. • Giving lawful instructions. • Using a taser during an arrest.
- 05 do not automatically give you initiation to shoot officers.
- 06 However, criminals are allowed to make choices.
- 07 You may flee from a traffic stop if your character has a reasonable reason to do so.
- 08 Examples could include: • You are wanted. • The vehicle is stolen. • You have illegal items. • You have illegal weapons. • You have just committed a crime. • You reasonably believe you are about to be arrested.
- 09 You do not need to wait until a police officer points a gun at you before fleeing.
- 10 What we do expect is some RP.
- 11 Do not turn every routine traffic stop into an instant 150mph chase simply because you are bored.
- 12 Sometimes taking the ticket creates better RP.
- 13 Escalation With Police — Police attempting to arrest you does not automatically mean you can execute them.
- 14 Likewise, officers should give criminals reasonable opportunities to comply where the situation allows.
- 15 Once an active situation has clearly ended, initiation from that situation should also end.
- 16 Officers who were never involved should not automatically become targets simply because they work for the Police.
UHS
- 01 UHS exist primarily to create medical RP.
- 02 Do not target UHS simply because they are attending a scene.
- 03 UHS should generally be allowed to perform their duties without being: • Robbed. • Kidnapped. • Attacked. • Used as easy hostages.
- 04 This does not make UHS completely immune from RP.
- 05 If a larger situation naturally develops around them, they should respond like any other character.
- 06 However, repeatedly targeting UHS simply because they are unlikely to fight back will be considered poor RP.
Hostages
- 01 Hostages must be genuine players involved naturally in the situation.
- 02 You may not arrange OOC for: • Friends. • Gang members. • Associates.
- 03 to become your hostage so that you can start a robbery.
- 04 Your hostage should not know beforehand that they are going to be taken.
- 05 Controlling a Hostage — A hostage must genuinely be under your control.
- 06 You do not need to physically keep your gun aimed at their head every single second.
- 07 However, you cannot: • Holster every weapon. • Walk away from them. • Leave them completely unattended.
- 08 and still expect them to behave as though they are being held at gunpoint.
- 09 If the hostage has an obvious and realistic opportunity to escape, they may attempt to do so.
- 10 Hostage Treatment — Compliant hostages should not be unnecessarily killed.
- 11 Hostages may not be: • Tortured for shock value. • Forced into degrading RP. • Given suicide-style commands. • Killed simply because negotiations failed.
- 12 Criminals may threaten a hostage as part of negotiations, but the hostage should still be treated as a roleplay participant rather than a disposable mechanic.
- 13 Hostages should normally be released before criminals deliberately begin a planned shootout.
- 14 If negotiations naturally break down unexpectedly, staff should judge the situation on context.
Police Hostages
- 01 Taking an on-duty police officer hostage should be a rare escalation, not something done for every robbery.
- 02 There must be enough officers available that taking one hostage does not completely destroy police RP across the city.
- 03 As a general rule:
- 04 At least 3 other officers must remain available after an officer is taken hostage.
- 05 Normally only one police hostage may be used during a robbery.
- 06 Taking multiple police officers hostage should be reserved for larger RP situations or staff-approved events.
- 07 Police hostages must be obtained naturally through RP.
- 08 You may not repeatedly camp police locations waiting for a lone officer to appear.
Criminal Activity Boundaries
- 01 Do not insert yourself into another group's active situation just because you want to join the action.
- 02 If you are not involved, do not: • Join their shootout. • Join their police chase. • Follow the scene waiting for loot. • Rob people who become incapacitated. • Interfere with negotiations.
- 03 Naturally becoming involved through RP is different.
- 04 Staff should distinguish between somebody whose character legitimately became part of a scene and somebody who simply arrived because they saw gunfire.
Downed Players & UHS
- 01 A downed player may be searched or robbed where it makes sense as part of the existing criminal scene.
- 02 However, once UHS have taken control of the patient and begun treatment, criminal interaction with that player's inventory should stop.
- 03 Do not stand around UHS trying to loot somebody while they are performing medical RP.
- 04 This does not automatically end the wider criminal situation.
- 05 For example, police and criminals may still be dealing with each other while UHS treat casualties.
Player-Owned Businesses
- 01 Player-owned businesses are primarily intended to create civilian and business RP.
- 02 Do not randomly begin robberies, kidnappings or shootouts inside businesses simply because players have gathered there.
- 03 Criminal RP may happen inside or around a business where there is a genuine existing reason for the situation.
- 04 Examples could include: • An ongoing gang dispute. • Somebody fleeing into the business. • An existing hostage situation. • A planned storyline involving the business.
- 05 Do not use businesses as guaranteed safe zones unless they are specifically marked as one.
- 06 Illegal businesses may naturally involve criminal RP but still follow normal initiation rules unless otherwise stated.
Emergency Vehicles & Equipment
- 01 Emergency vehicles should not be stolen simply because one has been left unattended.
- 02 They may be stolen where it naturally makes sense during an active situation.
- 03 For example: • Using one as an emergency getaway vehicle. • Escaping custody in an unattended police vehicle. • Taking one during an existing criminal scene.
- 04 Do not collect emergency vehicles for personal use or intentionally hide them around the map.
- 05 Emergency service equipment may not be looted purely because game mechanics allow it.
- 06 Restricted items such as: • Police weapons. • Police ammunition. • UHS equipment. • Service-specific equipment.
- 07 should not be taken unless a specific server mechanic or rule allows it.
Changing Appearance While Wanted
- 01 Criminals are allowed to attempt to disguise themselves.
- 02 If you are wanted, you may reasonably change: • Clothing. • Shoes. • Hairstyle. • Facial hair. • Masks. • Accessories.
- 03 You may not completely redesign your character to avoid identification.
- 04 Do not change: • Facial structure. • Skin appearance. • Age. • Core character appearance.
- 05 Changing from a tracksuit into a suit is a disguise.
- 06 Walking into a barber and coming out looking like an entirely different human being is not.
Heists & Robberies
- 01 Heists are designed to create RP between criminals and Police.
- 02 Unless a specific robbery states otherwise:
- 03 Maximum: 6 actively participating criminals.
- 04 Everybody involved in the robbery counts toward this number, including: • Getaway drivers. • Lookouts. • Shooters. • Backup. • People providing active assistance.
- 05 You may not secretly have another group waiting outside the criminal limit to join if things go wrong.
- 06 There should be no outside shooters who were deliberately excluded from the robbery count.
- 07 Previous initiation from an unrelated situation does not automatically carry into a new heist.
Shootouts During Heists
- 01 Shootouts should normally be the result of negotiations failing or the situation escalating.
- 02 They should not automatically be the first option.
- 03 Suppressive fire may be used realistically to: • Create space. • Allow somebody to move. • Cover an escape. • Prevent an immediate push.
- 04 It should not be used as an excuse to constantly fire hundreds of rounds with no meaningful target or RP purpose.
- 05 Both sides should make reasonable decisions based on the situation rather than treating every heist as a deathmatch.
Restarts & Heists
- 01 Do not begin major robberies or heists within 15 minutes of a scheduled server restart.
- 02 This protects both sides from situations being ruined halfway through.
- 03 If a heist finishes and Police never attend, criminals should remain available for approximately 15 minutes before completely disappearing or storing everything.
- 04 You do not need to stand outside the robbery waiting.
- 05 You may leave the scene normally.
- 06 The purpose of this rule is simply to stop players immediately finishing a robbery and instantly disappearing into a property before Police have had a reasonable chance to respond.
Pursuits After Heists
- 01 The beginning of a pursuit should give Police a genuine opportunity to chase you.
- 02 For roughly the first 5 minutes, criminals should avoid using obvious instant-escape methods designed purely to break the pursuit.
- 03 Examples include immediately: • Driving up mountains. • Taking extreme off-road routes. • Using unrealistic jumps. • Driving into inaccessible areas. • Swapping vehicles several times within seconds.
- 04 Highways and normal road networks are completely fine.
- 05 After a reasonable pursuit has taken place, criminals may begin using more creative escape plans.
- 06 This can include: • Vehicle swaps. • Planned decoys. • Off-road routes suitable for the vehicle. • Splitting up. • Hiding. • Other creative escape strategies.
- 07 The purpose of this rule is not to guarantee Police five minutes of chasing you.
- 08 It simply prevents heists from ending with somebody immediately driving a supercar up Mount Chiliad thirty seconds after leaving the bank.
- 09 Realistic driving rules apply throughout the pursuit.
Third-Partying Heists
- 01 Only the criminals originally involved in the robbery may participate in the resulting police situation.
- 02 You cannot call another gang and say:
- 03 "Come shoot the police chasing us."
- 04 Likewise, another criminal group may not randomly join because they recognise the people being chased.
- 05 If an unrelated group naturally becomes involved because of something that happens during the scene, staff may consider the circumstances.
- 06 Planned outside assistance that bypasses the criminal limit is not allowed.
Whitelisted Gang Clothing
- 01 Whitelisted gang clothing represents that gang inside Union City.
- 02 Players who are not members should not deliberately wear another gang's identifiable clothing for the purpose of impersonating or provoking them.
- 03 If somebody is wearing your gang's clothing, you should RP the situation first.
- 04 You may: • Question them. • Tell them to remove it. • Warn them. • Find out where they got it. • Escalate the situation naturally.
- 05 Give the person a reasonable opportunity to change.
- 06 Around 15 minutes is normally more than enough where changing clothes is realistically possible.
- 07 Refusing to change after being clearly warned may contribute towards further gang conflict.
- 08 However:
- 09 Gang clothing alone is not an automatic licence to execute somebody.
- 10 There should still be reasonable escalation before serious violence.
- 11 If somebody is deliberately impersonating your gang while committing crimes, causing problems or damaging your gang's reputation, this provides a much stronger RP reason for escalation.
Criminal RP — The Union City Approach
- 01 Criminals are encouraged to be creative.
- 02 You can: • Create elaborate robberies. • Set traps. • Negotiate with Police. • Have gang disputes. • Run from traffic stops. • Create disguises. • Kidnap rivals. • Plan escapes. • Betray people. • Bluff. • Lie. • Take risks.
- 03 We do not want criminal RP to become:
- 04 Robbery → Chase → Shootout → Hospital → Repeat.
- 05 Give people something to remember.
- 06 Sometimes surrender.
- 07 Sometimes negotiate.
- 08 Sometimes your getaway driver crashes into a lamp post.
- 09 Sometimes Police completely outplay you.
- 10 Sometimes you completely outplay Police.
- 11 That is RP.
- 12 You do not need to win every situation for it to be a good situation.
Gang Rules
31 sectionsOverview
- 01 Gangs are an important part of Union City, but gang RP should create stories, rivalries and consequences, not constant rule arguments or deathmatching.
- 02 Gang members are expected to represent their gang well both IC and OOC.
- 03 Being part of a whitelisted gang does not give you extra rights over other players or allow you to ignore normal server rules.
Gang Cheating Policy
- 01 Union City has a zero-tolerance approach to cheating and deliberate exploiting.
- 02 This includes: • Cheats. • Mod menus. • Third-party software providing an unfair advantage. • Deliberate exploit abuse. • Circumventing server systems. • Knowingly benefiting from duplicated or exploited items. • Helping another player cheat or hide cheating.
- 03 Individual Responsibility — The person responsible for cheating will always receive the appropriate individual punishment.
- 04 A gang will not automatically be punished because one member acted alone.
- 05 However, gang-level action may be taken where: • Multiple members are involved. • Leadership knew about the cheating and allowed it. • Members knowingly benefited from cheating or exploited items. • Members attempted to hide or cover up cheating. • The gang repeatedly has members involved in serious rule breaking. • Cheating was used specifically to benefit gang progression, wars or assets.
- 06 Gang leaders are expected to deal with serious concerns within their gang.
- 07 You are not expected to somehow know everything your members do, but knowingly protecting a cheater will put the gang at risk.
- 08 Gang Strike System — Where gang-level punishment is appropriate, staff may use the following system:
- 09 First Strike — Official Gang Warning
- 10 Leadership will be informed of the issue and expected to correct it.
- 11 Second Strike — Gang Restrictions
- 12 Temporary restrictions may be placed on gang activity, recruitment, gang wars or other gang systems.
- 13 Third Strike — Whitelist Review
- 14 The gang may be suspended or removed from the whitelist.
- 15 Extremely serious situations may skip stages.
- 16 Likewise, minor incidents do not automatically require a strike.
- 17 Gang punishment should be based on severity, evidence and repeated behaviour, not simply the number of reports against a gang.
Membership Limits
- 01 Whitelisted gangs may have a maximum of 6 active members unless otherwise approved by Gang Management.
- 02 The purpose of the limit is to keep gang RP balanced and allow multiple groups to grow within the city.
- 03 Membership limits may be reviewed as: • The server population grows. • More gangs reach capacity. • Gang activity changes. • City balance requires it.
- 04 Changes to limits are decided by Gang Management.
- 05 Individual gang leaders do not need to unanimously approve a server-wide membership change.
One Whitelisted Gang
- 01 A character may only belong to one whitelisted gang at a time.
- 02 You may not: • Be secretly active for another gang. • Fight gang wars for multiple gangs. • Regularly act as an unofficial extra member to bypass limits.
- 03 Having friends in another gang is completely fine.
- 04 Helping somebody occasionally through normal RP does not automatically make you a member of their gang.
- 05 Staff should look at repeated behaviour and intent.
Leaving A Gang
- 01 Leaving or being removed from a whitelisted gang normally results in a 7-day cooldown before joining another whitelisted gang.
- 02 This prevents players jumping between gangs depending on who is winning a conflict.
- 03 Gang Management may shorten or remove the cooldown where there is a reasonable circumstance, such as: • The gang disbanding. • Leadership removing somebody for OOC reasons. • Staff restructuring gangs. • A genuine character storyline that makes sense.
- 04 The cooldown should not be used to unnecessarily punish somebody who has done nothing wrong.
Gang Clothing & Identity
- 01 Whitelisted gang clothing exists to make gangs clearly identifiable during gang activity.
- 02 When taking part in gang activity, members must wear a minimum of two approved gang clothing pieces: • The approved gang top. • The approved gang trousers.
- 03 Both pieces must be worn together.
- 04 Members may personalise the rest of their outfit with different: • Shoes. • Masks. • Hats. • Accessories. • Undershirts. • Other non-gang clothing items.
- 05 However, the gang top and gang trousers must remain clearly visible and must match the gang's approved clothing.
- 06 This ensures there is no confusion over who is actively representing a gang during a situation.
Altering Gang Clothing
- 01 Official gang tops and trousers may not be: • Recoloured. • Edited. • Altered. • Redistributed. • Replaced with lookalike clothing.
- 02 without approval from Gang Management.
- 03 Members are still free to build their own outfits around the official gang top and trousers.
- 04 The intention is to allow individuality while keeping every gang easily identifiable.
- 05 If a gang wants changes made to its official clothing, this must first be approved by Gang Management.
Gang Clothing Outside Gang Activity
- 01 You do not have to completely remove every gang-related clothing item whenever you are doing normal civilian RP.
- 02 Your character is still a member of that gang.
- 03 However, if you are wearing both your official gang top and gang trousers together, you will be considered to be actively representing your gang.
- 04 If you are not taking part in gang activity, you may wear individual gang-related pieces casually, but should avoid wearing the complete gang outfit if it could cause confusion during an active gang situation.
- 05 If your gang is under an official gang cooldown or restriction, members must not wear both gang pieces together or participate in organised gang activity until that restriction ends.
Impersonating Gangs
- 01 Players who are not members of a whitelisted gang may not deliberately wear another gang's identifiable clothing in order to: • Impersonate them. • Commit crimes in their name. • Start conflicts between gangs. • Bypass gang limits. • Mislead Police or other players intentionally.
- 02 Simply wearing similar colours is not gang impersonation.
- 03 Gang members do not own a colour.
- 04 Staff should look for clear intentional copying of recognisable gang branding or outfits.
Gang Activity
- 01 When participating in organised gang activity, you should be properly registered as a member of that gang through the city's gang systems.
- 02 Gang activity can include: • Gang wars. • Turf disputes. • Gang robberies. • Organised retaliation. • Gang meetings involving conflict. • Gang-related Red Zone activity. • Organised criminal operations carried out specifically for the gang.
- 03 Normal criminal RP with friends does not automatically become "gang activity" simply because some of the people involved belong to the same gang.
Job Roles & Gang Activity
- 01 Where the city uses a gang job or gang menu, members should be correctly set up before taking part in official gang systems.
- 02 Do not deliberately switch jobs or exploit server systems to: • Hide gang membership. • Bypass gang limits. • Access conflicting whitelisted roles. • Avoid gang restrictions.
- 03 However, the server should not punish somebody simply because a script failed to change their job correctly.
- 04 Where there is a technical issue, report it and continue according to staff guidance.
Non-Whitelisted Players & Gangs
- 01 Non-whitelisted players may still have: • Criminal friends. • Crews. • Families. • Alliances. • Small criminal groups.
- 02 They simply do not receive the benefits and protections of an official whitelisted gang.
- 03 A non-gang player is not automatically breaking rules because they help a gang member during an individual RP situation.
- 04 Problems arise when somebody repeatedly acts as an unofficial gang member to bypass the membership cap.
- 05 Where this happens, staff may restrict that player from joining or participating with gangs for a period of time.
Discord & Gang Setup
- 01 Gang members should have the correct: • Discord gang role. • City gang access. • Gang menu permissions.
- 02 before using official gang systems.
- 03 Gang leadership is responsible for keeping their member list reasonably up to date.
- 04 If somebody is missing access because of an administrative mistake, contact Gang Management.
- 05 A player should not be punished for a genuine setup issue they could not control.
- 06 Staff should not manually bypass the gang system without a valid administrative reason.
Backing Another Gang
- 01 Gang conflicts should remain between the groups actually involved.
- 02 You may participate in a gang conflict if: • You are a member of one of the gangs involved. • You were genuinely involved in the original RP situation. • The situation naturally involved you before violence began.
- 03 You may not join simply because somebody sends you a radio message saying:
- 04 "Come help us, we're fighting."
- 05 Hearing about a fight does not automatically make you part of it.
Third-Partying
- 01 Turning up to an active gang conflict solely to help one side is considered third-partying.
- 02 Examples include: • Another gang arriving halfway through a shootout. • Friends driving to a scene after being told where a rival gang is. • People waiting nearby as hidden backup. • Unregistered gang members being used to increase numbers.
- 03 If you become involved naturally through your own RP, staff should consider the circumstances.
- 04 The rule exists to stop people manufacturing extra numbers, not to punish every accidental interaction.
Alliances & Teaming
- 01 Gangs may have IC relationships with each other.
- 02 You are allowed to: • Trade. • Negotiate. • Socialise. • Share information gained through RP. • Have temporary agreements. • Work together on suitable criminal activities.
- 03 However, gangs may not permanently operate as one oversized gang to bypass membership limits.
- 04 During gang wars, turf fights and Red Zone conflicts, gangs should normally fight as their own group.
- 05 Two gangs may not repeatedly combine their numbers purely to overwhelm another gang.
- 06 Temporary cooperation may be allowed when it develops naturally through a wider RP storyline, but should not be used to bypass balancing rules.
Turf & Gang Zones
- 01 Gang turf represents an area where a gang has influence.
- 02 It does not mean the gang owns every road, building and person inside it.
- 03 Players may travel through gang turf normally.
- 04 Being on somebody else's turf is not initiation by itself.
Gang Sprays
- 01 Placing or removing gang sprays is considered gang activity.
- 02 Spraying over a rival gang's tag can create escalation between gangs.
- 03 If you personally witness somebody interfering with your gang's spray or tagging your turf, you may confront them.
- 04 You should begin with RP where reasonably possible.
- 05 Examples include: • Questioning them. • Telling them to stop. • Ordering them to leave. • Attempting to rob them. • Escalating if they refuse or become hostile.
- 06 The spray itself is a reason for confrontation.
- 07 It is not automatically permission to instantly execute somebody without interaction.
Defending Your Turf
- 01 If you witness a rival gang actively committing gang-related crime on your turf, you may confront them.
- 02 Give clear communication where the situation allows it.
- 03 For example:
- 04 "You're on our turf dealing. Pack it up and leave."
- 05 If they refuse, threaten you or escalate the situation, the conflict may escalate naturally.
- 06 You do not need to endlessly repeat warnings while somebody openly challenges your gang.
- 07 However, simply seeing a rival driving through your area does not give you permission to attack them.
Enemy Turf
- 01 Entering enemy turf carries an obvious IC risk, particularly when: • Spraying. • Dealing drugs. • Threatening members. • Damaging property. • Looking for specific rivals.
- 02 However, enemy turf is not automatically a KOS zone unless specifically marked as one.
- 03 Normal initiation and escalation rules still apply.
Turf Extortion
- 01 Gangs may not turn public areas of the city into OOC-controlled toll zones.
- 02 You may not randomly demand money from every person entering your turf.
- 03 For example, you cannot stand on a road demanding:
- 04 "£5,000 or you get shot."
- 05 However, extortion may exist as part of genuine criminal RP.
- 06 For example, demanding protection money from a business through an ongoing storyline may be acceptable if it is handled appropriately and does not become harassment.
- 07 Gang Management may intervene where extortion becomes excessive or damages civilian RP.
Bounties
- 01 Bounties must be handled through the official city bounty system where one exists.
- 02 A valid bounty applies only to the named target.
- 03 It does not give initiation against: • Their gang. • Their friends. • Their passengers. • Their family. • Bystanders.
- 04 You must reasonably confirm that the person you are targeting is actually the bounty target.
- 05 Do not shoot somebody solely because they are wearing similar clothing or driving the same model of vehicle.
- 06 Killing the wrong person without other valid initiation may be treated as RDM.
Bounty KOS
- 01 Where the bounty system specifically grants KOS rights, you are not required to verbally initiate with the confirmed target first.
- 02 However, you are still responsible for positively identifying them.
- 03 You may not intentionally use a bounty as an excuse to: • Camp spawn locations. • Attack Green Zones. • Break NLR. • Target uninvolved people.
- 04 All normal safe-zone and server rules continue to apply.
Prison Transport Events
- 01 Prison transports are high-risk gang versus police events.
- 02 They should only happen when enough players and Police are online to make the event fair and enjoyable.
- 03 Unless announced otherwise: • Minimum 15 Police online. • Maximum 10 Police actively participating in the transport engagement. • Gangs must follow the active gang member limit unless the event specifically states otherwise. • Each participant has one life for the transport event.
- 04 Once you are downed and removed from the engagement, you may not return to the fight.
Prison Transport Eligibility
- 01 Prison transports should be reserved for significant characters where the situation creates meaningful RP.
- 02 Normally this means: • Gang leaders. • Underbosses. • High-profile gang members approved for the event.
- 03 Only one prisoner should normally be transported during a gang transport event unless staff announce otherwise.
Prison Transport Behaviour
- 01 The goal of a prison transport is to create a large RP event.
- 02 It is not an excuse to abuse mechanics or create easy kills.
- 03 Gang members may attempt to: • Block the convoy. • Ambush the transport. • Create distractions. • Disable vehicles. • Rescue the prisoner. • Create alternative escape plans.
- 04 Police may respond appropriately to the level of threat.
- 05 Deliberately killing your own gang member or prisoner simply to manipulate the event is prohibited.
- 06 Repeated abuse of prison transport events may result in that gang being temporarily banned from participating in future transports.
Gang Wars
- 01 Gang wars should have a clear IC reason.
- 02 Before a full gang war begins, there should normally have been meaningful RP between both gangs.
- 03 Examples include: • Repeated turf disputes. • Betrayal. • Robbery. • Kidnapping. • Major disrespect. • Drug territory conflicts. • Attacks on members. • Ongoing storylines.
- 04 Gang Management may step in where a "war" has clearly become nothing more than repeated deathmatching.
Gang Conflicts Must End
- 01 Gang conflict should progress.
- 02 It should not become an endless cycle of:
- 03 Shoot → Revive → Find them → Shoot again.
- 04 Gangs are encouraged to find IC ways to end conflicts.
- 05 For example: • Agreements. • Territory deals. • Payments. • Apologies. • Prison consequences. • Business agreements. • Leadership meetings. • Losing or gaining territory.
- 06 If a war is damaging the wider server or showing no sign of RP progression, Gang Management may intervene.
Gang Leadership
- 01 Gang leaders and underbosses are expected to help maintain the quality of their gang's RP.
- 02 Leadership should: • Keep membership reasonably organised. • Deal with repeated problem behaviour. • Encourage members to follow server rules. • Communicate with Gang Management when required. • Avoid encouraging OOC hostility between gangs.
- 03 Being a gang leader does not mean you are personally responsible for every mistake somebody makes.
- 04 However, repeatedly refusing to deal with serious problems within your gang may affect the gang's whitelist status.
IC Beef Stays IC
- 01 Gang rivalries can become heated.
- 02 That is part of RP.
- 03 However, IC conflict must not become OOC harassment.
- 04 Do not: • Harass rival members in Discord. • Send abusive private messages over RP. • Target somebody OOC because of their character. • Stream snipe rivals. • Create personal drama over losing gang situations.
- 05 You can hate somebody's character while still respecting the person playing them.
- 06 If a rivalry cannot stay IC, staff may remove people from the situation.
The Union City Gang Standard
- 01 Being a whitelisted gang is about more than having matching clothing and shooting rivals.
- 02 Good gangs create: • Storylines. • Turf disputes. • Drug operations. • Rivalries. • Alliances. • Business fronts. • Negotiations. • Consequences. • Character progression.
- 03 We would rather see a 10-minute confrontation with great RP than another instant shootout.
- 04 You do not need to shoot somebody every time they disrespect your gang.
- 05 Sometimes threatening them is enough.
- 06 Sometimes robbing them is enough.
- 07 Sometimes making them work for you is better.
- 08 Sometimes losing creates the next chapter of your gang's story.
- 09 Build a reputation through RP, not just your kill count.
Police Rules
39 sectionsOverview
- 01 Being a Police Officer in Union City is a whitelisted privilege.
- 02 Police are given additional equipment, information and authority that normal civilians do not have. That authority must be used fairly and should always create good roleplay.
- 03 Police are not here simply to "win" against criminals.
- 04 Likewise, criminals should be given genuine opportunities to interact, negotiate, flee, surrender and create RP.
General Standards
- 01 Police officers are expected to act professionally, fairly and realistically while on duty.
- 02 Officers must not use their position to benefit: • Friends. • Gang members. • Associates. • Their other characters. • Themselves financially.
- 03 Police powers should only be used for legitimate policing purposes.
- 04 You must be 16 or over to join the Police force.
- 05 Bodycam — All officers must have recording software running while on duty.
- 06 This protects both the officer and other players if a situation later needs to be reviewed by Police leadership or staff.
- 07 If you are unable to record, you should not continue performing active Police duties until the issue is resolved.
Communication & Availability
- 01 All on-duty officers must have: • A working microphone. • Access to the Police radio. • The ability to communicate clearly with other officers.
- 02 When actively policing, you should remain on the correct Police radio frequency.
- 03 Officers who are repeatedly unable to communicate effectively may be removed from duty until the issue is resolved.
Police Equipment & Assets
- 01 Police-issued equipment belongs to the Police Department.
- 02 It may not be: • Sold. • Traded. • Given to civilians. • Given to friends. • Stored for another character. • Intentionally left for somebody to collect.
- 03 This includes: • Police firearms. • Ammunition. • Armour. • Tasers. • Equipment. • Tools. • Police vehicles. • Restricted Police items.
- 04 Police equipment should only be used while performing legitimate Police duties.
Stealing Police Property
- 01 Officers may never take Police equipment for personal use.
- 02 This includes taking: • Seized criminal weapons. • Drugs from evidence. • Money from evidence. • Confiscated items. • Police weapons or ammunition.
- 03 Evidence and Police storage are not personal stashes.
- 04 Stealing Police or evidence items may result in: • Removal from Police. • Permanent Police blacklist. • Server punishment depending on severity.
On-Duty & Off-Duty
- 01 When going off duty, officers must properly clock off their Police role in-city.
- 02 Remaining clocked in while not actively working for the purpose of collecting pay is considered paycheck farming and is prohibited.
- 03 Before going off duty, officers must properly return or dispose of Police-issued equipment according to the Police system.
- 04 Police vehicles must also be returned.
- 05 Off-duty officers may not use restricted: • Police vehicles. • Police weapons. • Police armour. • Police equipment. • Secure Police facilities.
- 06 unless specifically authorised through RP or Police leadership.
- 07 Attempting to access Police equipment after being dismissed or blacklisted may be treated as exploitation.
Armour Limits
- 01 Police officers may carry a maximum of: • 1 armour equipped. • 1 armour in inventory. • 1 armour in an authorised Police lockbox.
- 02 Do not stockpile Police armour.
- 03 Repeatedly exceeding the armour limit may result in disciplinary action.
Search & Seizure
- 01 Police should only confiscate items that reasonably relate to the arrest or investigation.
- 02 Illegal items may be seized when lawfully discovered.
- 03 This may include: • Illegal weapons. • Drugs. • Dirty money. • Stolen goods. • Other illegal items.
- 04 Legal belongings should not be taken simply because somebody has been arrested.
- 05 Legal items may only be seized where there is a legitimate RP or evidential reason to do so.
- 06 Officers should avoid unnecessarily emptying somebody's entire inventory.
- 07 Take what actually makes sense for the situation.
Evidence
- 01 Items placed into Police evidence belong to the investigation and must remain there unless being legitimately accessed for Police RP.
- 02 Evidence must never be: • Used personally. • Sold. • Given away. • Transferred to another character. • Removed simply because the officer wants the item.
- 03 Serious evidence theft may result in a permanent whitelist blacklist.
Use Of Force
- 01 Police should use the lowest reasonable level of force needed for the situation.
- 02 Where possible, officers should begin with: • Communication. • Verbal commands. • Detainment. • Non-lethal options.
- 03 Force may escalate depending on the behaviour and threat presented by the suspect.
- 04 Police do not need to repeatedly give warnings where somebody poses an immediate threat.
Taser Rule — 60 Seconds
- 01 During a foot pursuit, officers must wait 60 seconds before using a taser on the fleeing suspect.
- 02 The timer begins when the active foot pursuit starts.
- 03 The purpose of this rule is to allow an actual foot chase and give both sides an opportunity to create RP rather than immediately ending every pursuit with a taser.
- 04 Exceptions — The 60-second timer does not apply where: • The suspect has popped drugs / used a combat or movement-enhancing drug. • The suspect presents an immediate threat to an officer or member of the public.
- 05 Examples of an immediate threat could include: • Pulling a weapon. • Attempting to stab somebody. • Running directly towards somebody with an obvious weapon. • Attempting to access a firearm. • Other behaviour creating an immediate risk of serious harm.
- 06 The exception should not be abused simply because an officer wants to end the pursuit faster.
- 07 Running away by itself is not an immediate threat.
Tackling Rule — 30 Seconds
- 01 During a foot pursuit, officers must wait 30 seconds before attempting to tackle the fleeing suspect.
- 02 The timer begins when the active foot pursuit starts.
- 03 This is intended to allow suspects a reasonable opportunity to actually flee before Police immediately tackle them.
- 04 Higher-Rank Authorisation — A higher-ranking officer may authorise a tackle before the 30-second timer has expired where there is a legitimate operational reason.
- 05 The authorising officer should be actively involved in or aware of the situation.
- 06 Early authorisation should not simply be given for every pursuit.
- 07 Examples where early authorisation may be reasonable include: • The suspect is heading towards a dangerous area. • There is a significant risk of them obtaining a weapon. • The suspect is attempting to enter a vehicle that would create further danger. • Public safety is becoming a concern. • The suspect is wanted for a particularly serious offence.
- 08 Where no early authorisation has been given, officers must respect the 30-second tackle timer.
Tasers & Tackles
- 01 The tackle and taser timers are separate.
- 02 This means during a normal foot pursuit:
- 03 0–30 seconds: Chase and communicate.
- 04 After 30 seconds: Tackling becomes available.
- 05 After 60 seconds: Taser use becomes available.
- 06 Unless one of the stated exceptions applies.
- 07 Officers should not deliberately use another mechanic to bypass these timers.
Lethal Force
- 01 Lethal force should only be used where there is a clear and serious threat to: • Officers. • Members of the public. • Other players.
- 02 Examples may include: • A firearm being aimed at somebody. • Active gunfire. • A vehicle being deliberately used as a weapon. • A serious armed attack.
- 03 Officers do not have to wait to be shot before defending themselves or somebody else.
- 04 However, simply seeing somebody with a firearm does not always automatically justify shooting them.
- 05 Consider what the person is actually doing.
Shots Fired
- 01 When Police respond to active shots fired, officers may respond appropriately to the threat they encounter.
- 02 If an individual is actively: • Shooting. • Aiming a firearm at others. • Clearly participating in an active armed conflict.
- 03 Police may use lethal force without stopping to provide lengthy verbal initiation.
- 04 Where the threat is no longer immediate, officers should return to normal escalation and communication.
Suppressive Fire
- 01 During armed robberies and heists, criminals may occasionally use suppressive fire to create space or prevent a Police push.
- 02 Being actively suppressed gives Police the right to return appropriate lethal fire.
- 03 Once an active gunfight begins, both Police and suspects may defend themselves until the immediate threat is neutralised.
- 04 This does not mean initiation lasts forever after the scene has ended.
De-Escalation
- 01 Police should make reasonable attempts to de-escalate situations where possible.
- 02 Not every situation needs to end with:
- 03 Taser → Tackle → Arrest.
- 04 Officers are encouraged to: • Talk. • Negotiate. • Give warnings. • Offer opportunities to surrender. • Use discretion for minor offences. • Create RP instead of immediately reaching for punishment.
- 05 Likewise, officers are not required to endlessly negotiate with somebody who clearly presents an immediate danger.
Gang-Related Incidents
- 01 Gang membership does not make somebody immune from Police action.
- 02 However, wearing gang clothing alone does not automatically make somebody a criminal or provide grounds to attack or search them.
- 03 Where Police are already dealing with an active gang-related situation, officers may take appropriate action against gang members who are clearly participating in that situation.
- 04 Police should avoid assuming every person wearing matching gang clothing is involved unless there is a reasonable basis for doing so.
Active Gang Zones
- 01 Police should not enter an active gang zone purely to involve themselves in a gang-versus-gang situation unless Police involvement is required by an active Police situation or specific server mechanic.
- 02 If officers accidentally enter an active gang zone with no Police involvement, they should leave without deliberately interfering.
- 03 Where serious crime spills outside the gang zone or presents a danger to the public, Police may respond appropriately.
Arrests, Rights & Communication
- 01 Silent arrests are not allowed.
- 02 Police officers must communicate with the person they are arresting and provide them with reasonable RP throughout the process.
- 03 Once a suspect is under control and it is safe to do so, the arresting officer should explain: • That they are under arrest. • The reason they are being arrested. • What offences they are currently suspected of or being arrested for. • What is going to happen next.
- 04 Officers should not simply:
- 05 Cuff → Search → Put in car → Drive to PD
- 06 without speaking to the suspect.
- 07 Even where somebody has been difficult, abusive or attempted to flee, they are still entitled to proper Police RP.
Reading Rights
- 01 Once a suspect has been arrested and the situation is safe, an officer must read the suspect their rights / Police caution.
- 02 This should normally happen on scene before transportation.
- 03 If the scene is still dangerous, the suspect may be moved somewhere safe first, but their rights must be read as soon as reasonably possible.
- 04 Officers should give the suspect an opportunity to acknowledge or respond.
- 05 Do not intentionally rush through the rights so quickly that the other player cannot understand them.
- 06 If the suspect talks over the officer or refuses to listen, the officer should make a reasonable attempt to provide the caution before continuing.
On-Scene Search
- 01 Once a suspect has been arrested, officers must conduct an initial search on scene where it is safe and reasonable to do so.
- 02 This search is intended to: • Remove weapons. • Remove dangerous items. • Identify illegal items. • Secure evidence. • Make sure the suspect cannot harm themselves or others while being transported.
- 03 The officer should communicate the search through RP.
- 04 Do not silently open somebody's inventory without explaining what you are doing.
- 05 If the scene is unsafe, the suspect may first be moved to a safer nearby location before the search takes place.
Custody Suite Search
- 01 When the arrested person arrives at the Police custody suite, they must be searched again before processing.
- 02 The custody search is separate from the initial search on scene.
- 03 An arrested suspect should therefore normally receive:
- 04 1. An initial search on scene.
- 05 2. A second search inside the custody suite.
- 06 The second search represents the more thorough booking and custody search before the suspect is placed into Police custody.
- 07 Officers should not skip the custody search simply because another officer searched the suspect at the scene.
Arrest Procedure
- 01 Where circumstances allow, the normal Union City arrest process should be:
- 02 1. Secure the suspect.
- 03 2. Communicate with them and explain that they are under arrest.
- 04 3. Explain why they are being arrested.
- 05 4. Read their rights / Police caution.
- 06 5. Search them on scene.
- 07 6. Seize relevant illegal items or evidence.
- 08 7. Transport them to the Police custody suite.
- 09 8. Search them again in custody.
- 10 9. Explain their charges, fines and sentence.
- 11 10. Complete the custody RP before sending them to prison or releasing them.
- 12 This process can be adapted where the scene is dangerous or unusual, but the RP should still be completed as soon as reasonably possible.
No Silent Processing
- 01 Police must continue communicating once inside custody.
- 02 Do not bring somebody into the custody suite and silently use menus until they are sent to prison.
- 03 The suspect should understand: • What they have been arrested for. • What has been seized from them. • What charges they are receiving. • Their fine where applicable. • Their prison sentence where applicable.
- 04 Officers do not need to spend excessive amounts of time explaining every individual menu option, but there must be meaningful interaction.
- 05 Being arrested should be an RP scene, not a loading screen before prison.
Arrests & Detainment
- 01 Officers should explain the basic reason somebody is being detained or arrested when it is practical to do so.
- 02 Do not unnecessarily leave somebody detained for excessive periods while nothing is happening.
- 03 Police RP should keep moving.
- 04 Where an investigation is taking longer, keep the suspect involved through RP rather than leaving them standing silently in cuffs.
- 05 If you are waiting for another officer, evidence check, warrant confirmation or other information, communicate that to the suspect.
Downed & Deceased Suspects
- 01 If a suspect becomes incapacitated while in Police custody, officers must prioritise medical RP and allow UHS to treat them.
- 02 If the suspect is successfully revived, Police custody and the arrest may continue once they are medically able to do so.
- 03 If the suspect cannot be revived and dies while in Police custody, they must be transported to the hospital using the appropriate body carry or transport mechanics.
- 04 Once the suspect has died: • All arrest procedures immediately stop. • They must not be taken to the custody suite for processing. • They must not be searched again for the purpose of the arrest. • They must not be fined, sentenced or sent to prison for that incident. • Police must not wait for them to respawn and attempt to continue the same arrest.
- 05 At this point, the New Life Rule (NLR) takes over.
- 06 Once the player begins their new life, the events surrounding their death are considered part of their previous life and Police may not continue the previous arrest against them.
- 07 Death ends the current arrest. A new life means a new life.
- 08 Police should still complete any appropriate RP surrounding the deceased person, such as transporting them to hospital and handling the scene correctly, but the criminal processing of that suspect is finished.
Hostages & Negotiations
- 01 The Police negotiator should be treated as a protected role during active negotiations.
- 02 Criminals may not take the active negotiator hostage simply to gain another hostage or advantage.
- 03 If this happens, continue the scene where possible and report the issue afterwards.
- 04 Do not destroy an ongoing scene by immediately going OOC.
Negotiations
- 01 Police should make genuine attempts to negotiate during hostage situations.
- 02 Negotiations should involve actual communication rather than simply trying to stall until tactical officers are positioned.
- 03 Likewise, criminals should make reasonable demands that allow RP to progress.
- 04 Police may refuse demands that are: • Impossible. • Clearly exploitative. • Against server rules. • Excessively unreasonable.
- 05 Both sides are expected to contribute to the scene.
Hostages After A Scene
- 01 Once a hostage situation has ended, hostages should be: • Released. • Checked for injuries. • Spoken to if required. • Detained temporarily where there is a legitimate investigative reason.
- 02 A hostage should not automatically be treated as a criminal simply because they were present during a robbery.
Rule Breaking During Police Scenes
- 01 If somebody breaks a server rule during an active Police scene, continue the RP where reasonably possible.
- 02 Do not immediately start arguing OOC.
- 03 Finish the situation, save your bodycam and report it afterwards.
- 04 If the issue is serious enough that the scene cannot safely continue, contact staff.
Civilian Identification
- 01 Police may request somebody remove a mask where they have a legitimate policing reason to identify them.
- 02 This may include: • During a lawful stop. • During an investigation. • Where the person matches a suspect description. • Where reasonable suspicion exists.
- 03 Refusing to remove a mask does not automatically give Police unlimited search powers.
- 04 Any further action should be proportionate to the situation.
Traffic Stops
- 01 Players should provide reasonable RP during traffic stops.
- 02 Police should also give drivers an opportunity to understand why they are being stopped.
- 03 Officers should not immediately drag somebody from their vehicle over minor traffic offences without good reason.
- 04 Fleeing a Traffic Stop — A civilian may choose to flee where their character has a reasonable IC reason.
- 05 Examples include: • Having an active warrant. • Carrying illegal items. • Possessing an illegal firearm. • Driving a stolen vehicle. • Having recently committed a serious crime. • Reasonably believing they are about to be arrested.
- 06 Drivers should not flee every single minor traffic stop simply because they want a chase.
- 07 Likewise, forcing somebody to remain simply because "the rules say you have to stop" removes player choice and creates poor RP.
- 08 Both sides should use common sense.
Police Pursuits
- 01 Police pursuits should be treated as RP, not simply a competition to disable the suspect's vehicle as quickly as possible.
- 02 Officers should: • Drive appropriately for the conditions. • Communicate over radio. • Consider public safety. • Give the pursuit time to develop. • Use reasonable tactics.
- 03 Police vehicles are still subject to realistic driving expectations.
- 04 Having blue lights does not allow an officer to ignore every road, jump or obstacle.
Vehicle Tactics
- 01 Vehicle intervention tactics should only be used when reasonable for the situation.
- 02 Officers should not repeatedly ram suspect vehicles simply to red-engine them.
- 03 Higher-risk tactics should take into account: • Pursuit duration. • Suspect driving. • Public danger. • Vehicle speed. • Location. • Severity of the offence.
- 04 Police should not turn every pursuit into demolition derby RP.
Provoking Criminals
- 01 Police must not intentionally provoke civilians or criminals solely to create a reason to: • Chase them. • Arrest them. • Search them. • Use force against them.
- 02 Police can joke, argue and have personality.
- 03 The rule is not intended to create emotionless officers.
- 04 It exists to stop officers deliberately manufacturing offences to create Police action.
Police Discretion
- 01 Police officers are allowed to use discretion.
- 02 Not every minor offence needs: • Maximum fines. • Jail time. • Vehicle seizure. • A full search. • An arrest.
- 03 Warnings can create RP too.
- 04 Officers should consider: • The circumstances. • The person's behaviour. • Their previous actions during the scene. • The seriousness of the offence.
- 05 Police discretion should be fair and should never be based on OOC friendships.
Corrupt Police RP
- 01 Corrupt Police RP is not permitted unless specifically approved by server management for a controlled storyline.
- 02 Officers may not: • Sell Police information. • Sell weapons. • Plant evidence. • Take bribes. • Deliberately help criminals escape. • Misuse Police databases for friends. • Remove evidence to help associates.
- 03 "That's what my character would do" does not override this rule.
The Union City Police Standard
- 01 Police RP should create RP for the whole city.
- 02 Good policing is not measured by how many people you arrest.
- 03 Sometimes the best outcome is an arrest.
- 04 Sometimes it is a warning.
- 05 Sometimes the suspect gets away.
- 06 Sometimes negotiations work.
- 07 Sometimes everything goes completely wrong.
- 08 That is part of the roleplay.
- 09 Communicate with the people you arrest.
- 10 Give them their rights, explain what is happening, search them properly and give them actual custody RP.
- 11 Use the authority Police are given responsibly and give criminals a genuine opportunity to create RP with you.
- 12 Police should enforce the law — not try to win the server.
UHS Rules
31 sectionsOverview
- 01 UHS is a whitelisted medical role focused on providing good medical RP across Union City.
- 02 Your job is not simply to arrive, revive somebody and leave.
- 03 UHS should communicate with patients, assess their injuries, provide appropriate treatment and create RP around what has happened.
- 04 UHS must remain neutral when performing their medical duties.
Role Expectations
- 01 UHS is a non-combat role.
- 02 While on duty, UHS personnel should not deliberately involve themselves in criminal conflicts, gang disputes or aggressive situations.
- 03 UHS must provide treatment fairly regardless of: • Gang affiliation. • Criminal status. • Police status. • Personal friendships. • Previous IC disagreements.
- 04 Medical treatment must never be intentionally withheld simply because you dislike somebody's character.
- 05 Likewise, UHS privileges must not be used to give friends or associates an unfair advantage.
- 06 There is no fixed age requirement to join UHS, however applicants must demonstrate the level of maturity required for the role during their interview.
Medical RP
- 01 UHS should provide meaningful medical RP.
- 02 Do not simply:
- 03 Arrive → Revive → Leave.
- 04 Where possible, communicate with the patient and establish: • What happened. • Where they are injured. • Whether they are conscious. • Whether they can speak. • How serious their injuries are. • Whether they require further treatment.
- 05 Use the medical systems available to you and roleplay treatment appropriately.
- 06 The amount of RP should suit the situation.
- 07 A minor car accident does not need a 30-minute hospital scene, but somebody who has been shot multiple times should not be treated like they scraped their knee.
Scene Safety
- 01 UHS must not enter an active dangerous scene.
- 02 This includes: • Active gunfire. • Ongoing gang shootouts. • Active armed stand-offs. • Situations where suspects are still actively fighting Police. • Any scene where there is an obvious immediate threat to UHS.
- 03 Your life still matters just because you are UHS.
- 04 If a scene is unsafe, remain at a reasonable distance until it is safe to enter.
Police Coordination
- 01 When attending an active or recently active Police scene, UHS should communicate with Police before entering where officers are present.
- 02 Ask whether the scene is safe before beginning treatment.
- 03 Police should provide UHS with reasonable information regarding: • Whether the scene is secure. • Where casualties are located. • Whether weapons or suspects remain outstanding.
- 04 If Police tell UHS that the scene is unsafe, UHS should remain clear until given permission to enter.
No Police Present
- 01 If no Police are present, UHS must assess the scene themselves.
- 02 You do not need to stand staring at a location for exactly one minute every time somebody needs help.
- 03 Instead, use reasonable caution.
- 04 Look and listen for: • Gunfire. • Armed players. • Ongoing fights. • Dangerous vehicles. • Other obvious threats.
- 05 If there is no indication that the scene remains active, UHS may approach cautiously.
- 06 Where there is genuine concern, UHS may request Police attendance before entering.
High-Risk Incidents
- 01 During gang-related or armed incidents, UHS must prioritise their own safety.
- 02 If a patient can safely be retrieved, UHS may: • Approach the casualty. • Move them away from the immediate danger. • Load them into an ambulance. • Relocate them to a safer treatment area.
- 03 Treatment does not always have to happen exactly where the person was downed.
- 04 If moving somebody creates safer and better RP, do so.
- 05 UHS must never deliberately run into active gunfire to retrieve somebody.
Medical Authority
- 01 When treating a patient, UHS determines the appropriate medical response based on the patient's injuries and the medical system.
- 02 This may include: • Treatment at the scene. • Transport to hospital. • Surgery. • Further assessment. • Pronouncement of death.
- 03 Other players should respect reasonable medical decisions made by UHS.
- 04 UHS should also use common sense and should not deliberately exaggerate injuries simply to force somebody into lengthy medical RP.
Assessing Incapacitated Players
- 01 All incapacitated patients should receive an appropriate medical assessment before being revived or pronounced deceased.
- 02 Where the medical system provides information about injuries, UHS should use that information as part of their RP.
- 03 Players should also communicate their injuries honestly where appropriate.
- 04 Do not deliberately hide serious injuries simply because you want to immediately return to a situation.
Head & Chest Haemorrhages
- 01 Serious head or chest haemorrhages require advanced medical treatment and should be treated appropriately based on the injuries shown by the medical system.
- 02 Gunshot Wounds to the Head — A confirmed bullet wound to the head is considered non-survivable.
- 03 If the medical system confirms that the patient has suffered a gunshot wound to the head: • The patient cannot be revived. • Surgery cannot save the patient. • UHS must pronounce the patient deceased. • The body must be placed into a body bag. • Once the body has been appropriately dealt with, the player may see the light / fully respawn.
- 04 At this point, the New Life Rule applies.
- 05 UHS should not repeatedly attempt treatment or revival when the medical system clearly confirms a bullet wound to the head.
- 06 Other Head & Chest Haemorrhages — Head or chest haemorrhages that are not caused by a confirmed bullet wound to the head may still require advanced treatment.
- 07 Where an appropriately qualified doctor is available, the patient may be transported for treatment or surgery.
- 08 If the injuries cannot reasonably be treated using the available medical system, UHS may pronounce the patient deceased.
- 09 Medical staff should make this decision based on the patient's actual injuries and the information provided by the medical system.
Treatment On Scene
- 01 Where injuries can reasonably be treated at the scene, UHS should do so.
- 02 Not every patient needs to be taken to hospital.
- 03 Hospital transport should be used where: • Injuries are particularly severe. • Surgery is required. • Further medical assessment is needed. • The patient cannot reasonably be treated safely at the scene. • Transport creates appropriate medical RP.
Patient Communication
- 01 UHS should communicate with patients throughout treatment where the patient is conscious and able to respond.
- 02 Explain what you are doing.
- 03 For example: • Tell them you are checking their injuries. • Explain that you are treating a wound. • Tell them why they need hospital treatment. • Let them know when they are being moved. • Explain when they are being given medical equipment.
- 04 Silent medical treatment should be avoided.
- 05 Patients should feel involved in their medical RP rather than being treated like an NPC.
On-Duty & Off-Duty
- 01 While on duty, UHS personnel should use authorised hospital equipment.
- 02 At the end of a shift: • Return UHS vehicles. • Return or store UHS equipment appropriately. • Clock off your UHS role. • Stop using emergency service privileges.
- 03 UHS emergency vehicles may not be used while off duty.
- 04 Remaining clocked on simply to collect wages while not actively working may be treated as paycheck farming.
Game Crashes
- 01 If you crash while using a UHS vehicle or while involved in an active medical scene, reconnect where possible and inform another on-duty UHS member.
- 02 If you cannot immediately return, ensure somebody knows about any patient or emergency vehicle you were responsible for.
- 03 Players will not be punished simply because their game genuinely crashed.
UHS Equipment
- 01 UHS equipment belongs to the hospital.
- 02 It must not be: • Sold. • Traded. • Given to friends. • Stockpiled on another character. • Distributed to civilians without permission.
- 03 Restricted UHS equipment should only be used for legitimate medical duties.
Police Medical Supplies
- 01 Police may be provided with approved basic medical supplies where authorised.
- 02 This should be limited to items intended for basic emergency treatment, such as approved medkits.
- 03 UHS personnel may not supply Police with restricted hospital equipment or large quantities of medical supplies simply because they are friends.
Stealing Or Distributing UHS Equipment
- 01 Deliberately stealing or distributing restricted UHS equipment is considered a serious whitelist offence.
- 02 Depending on severity, this may result in: • UHS disciplinary action. • Removal from UHS. • Whitelist blacklist. • Additional server punishment where exploitation is involved.
- 03 Punishment should reflect the seriousness of the situation rather than automatically treating every accidental mistake as a permanent blacklist.
Protection Of UHS
- 01 UHS should not be treated as normal criminal targets while actively performing medical duties.
- 02 Players may not deliberately target on-duty UHS simply to: • Rob them. • Steal medical equipment. • Take an easy hostage. • Kill them. • Steal their ambulance. • Force them to revive somebody. • Prevent them from treating a particular person.
- 03 UHS protection exists so medical RP can function across the city.
UHS Are Not Invincible
- 01 UHS protection does not mean medical staff can ignore danger because "you can't touch EMS."
- 02 UHS personnel must still value their lives.
- 03 If an active criminal situation naturally develops around UHS, medical staff must respond appropriately to threats and instructions.
- 04 For example, if an armed criminal tells UHS to remain back from an unsafe scene, UHS should value their life and comply where reasonable.
- 05 Criminals should not unnecessarily harm compliant UHS personnel.
- 06 Deliberately using UHS protection to interfere with criminal RP may be considered FailRP.
Forcing UHS To Revive
- 01 Players may not use weapons, threats or kidnapping to force UHS to revive somebody.
- 02 Medical decisions remain with the attending UHS personnel.
- 03 You may roleplay with UHS and request treatment, but you cannot force them to ignore medical procedures or server rules.
Medical Equipment
- 01 UHS may issue temporary medical equipment where appropriate to the patient's injuries.
- 02 Crutches — Crutches may be provided for injuries affecting: • Legs. • Ankles. • Knees. • Mobility.
- 03 Wheelchairs — Wheelchairs may be provided where a patient's injuries significantly affect their ability to walk or safely move.
- 04 Medical equipment should be used as part of RP rather than simply handed out because somebody asks for it.
Roleplaying Injuries After Revival
- 01 Being revived does not mean your character instantly becomes completely healthy.
- 02 Players should continue to roleplay significant injuries after treatment.
- 03 For example, somebody who has suffered: • Multiple gunshot wounds. • A major car crash. • Serious fractures. • Significant blood loss.
- 04 should not immediately sprint out of hospital and return to fighting.
- 05 UHS may provide advice or equipment to help the player roleplay their recovery.
Stage 1 & Stage 2 Memory
- 01 If you are revived by UHS, New Life Rule does not automatically apply.
- 02 You may remember events that happened while you were conscious and before entering Stage 2 / flat-back unconsciousness.
- 03 Once you enter Stage 2, your character is considered unconscious.
- 04 You cannot remember information that occurred around you while unconscious.
- 05 For example, you cannot later say:
- 06 "I heard them say where they were going while I was down."
- 07 if your character was already Stage 2.
- 08 Using information heard or seen while your character was unconscious may be considered metagaming.
Communicating While Incapacitated
- 01 Your ability to communicate should match your injuries.
- 02 If you are severely injured or unconscious, you should not be: • Giving tactical information. • Calling out enemy locations. • Constantly speaking over radio. • Telling friends who shot you. • Providing information you could not realistically communicate.
- 03 If your injuries reasonably allow speech, limited medical RP is fine.
- 04 Use common sense.
Revived By UHS
- 01 If UHS successfully revive a player: • The player has not started a new life. • Relevant RP may continue. • Police custody may continue. • Existing consequences may continue. • The player should continue roleplaying their injuries.
- 02 However, anything that happened while the player was fully unconscious / Stage 2 is not remembered.
Full Respawn & New Life Rule
- 01 If a player is unable to be revived and fully respawns / sees the light, New Life Rule applies.
- 02 Once a player fully respawns: • Their previous life has ended. • They forget the events immediately leading to their death. • They may not return to the same scene for 15 minutes. • They may not seek revenge for their death. • They may not use information from the previous life to continue the situation.
- 03 A new life means a new life.
Death While In Police Custody
- 01 If a suspect is being treated while in Police custody and UHS successfully revive them, Police may continue the arrest once the patient is medically able.
- 02 If UHS determine that the suspect cannot be revived and the suspect dies, the patient should be transported to hospital appropriately.
- 03 At that point: • The New Life Rule takes over. • The previous arrest ends. • Police processing must stop. • The player cannot be fined or imprisoned for the previous incident after respawning. • Police may not wait for the player to respawn and arrest them again for the same situation.
- 04 Death ends that arrest.
- 05 UHS should concentrate on completing the medical RP and transporting the deceased patient appropriately.
Pronouncing Death
- 01 Pronouncing somebody deceased should be treated as a meaningful medical decision.
- 02 A confirmed bullet wound to the head is always considered fatal and the patient must not be revived.
- 03 In these circumstances, UHS should pronounce the patient deceased, place the body into a body bag and allow the player to see the light once the appropriate medical RP has been completed.
- 04 For other injuries, UHS should not pronounce somebody dead simply because: • They are annoying. • The medic wants to leave quickly. • The player is wanted by Police. • They are a rival gang member. • Somebody asks UHS to do so.
- 05 Likewise, players cannot demand that UHS revive somebody where the medical system indicates they have suffered injuries that cannot reasonably be treated.
- 06 Use the medical information available and make the decision fairly.
Medical Neutrality
- 01 UHS must remain impartial.
- 02 Do not: • Revive friends first because they are friends. • Ignore rival gang members. • Give information about patients to criminals without an RP/legal reason. • Intentionally delay treatment to help another side. • Use medical access to obtain criminal information. • Transport friends away from Police solely to help them escape.
- 03 Treatment priority should be determined by: • Scene safety. • Injury severity. • Medical urgency.
- 04 Not OOC relationships.
UHS & Criminal Information
- 01 Information learned through your position as UHS should remain within appropriate medical RP.
- 02 Do not use information gathered while treating patients to benefit: • Your criminal character. • Friends. • Gang members. • Other organisations.
- 03 Each character must remain separate.
- 04 Being UHS does not give your other characters access to medical information.
The Union City UHS Standard
- 01 UHS should create enjoyable medical RP without making treatment unnecessarily complicated.
- 02 You do not need to turn every injury into an hour-long hospital visit.
- 03 But players should also receive more than:
- 04 "Where are you hurt?" → Revive → Goodbye.
- 05 Talk to your patients.
- 06 Assess them.
- 07 Treat their injuries.
- 08 Make decisions based on what has happened.
- 09 Give serious injuries appropriate consequences.
- 10 Most importantly, remember that UHS is a neutral medical service.
- 11 Your role is to keep the city's stories moving, even when those stories involve criminals, Police, rivals or friends.
- 12 Treat the patient, not the reputation.