M.S.R.P. II

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PostPosted: Sun Feb 05, 2006 5:54 am 
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Game Rules And Guidelines

Table of Contents.

1 - Violence

Summary

The Process
Before You begin
Getting Permission
Staff Needed
Filing a PM for Permission
Performing the Action
Defending
Counter Defences
Multiple Defences
The Outcome

Types
Killing a Player
Beating a Player
Kidnapping a Player
Business Attacks
Destroying a Business
Damaging a Business

2 - War

War Requirements
War Reasons
War Permissions

Declaration Of War

Hit Permissions

Going to War

3 - Families & Organisations

Starting a Family/Organization

Merging a Family/Organization

Dissolving a Family/Organization

4 - Hitmen

The Rules of being a Hitman

Classes of Hitmen
Class Assignments and Promotions
Application
Application Form

5 - Hiding

What you can do while Hiding

'RL Hiding'

Being Found

6 - Secret RPs
A Secret RP
Permissions
Enacting A Secret RP
Discovering A Secret RP
Interception RPs

7 - Ownership

Inventory Rules and Guidelines
Signature Listing
Biography Listing

Payment Rules and Guidelines

8 - Real Estate

Difference Between Building And Buying
Building
Buying

Industrial/Residential/Commercial
Industral
Residential
Commercial

Getting Approved

Profits

Special - Weapons Stores
Introduction
Setting Up Shop
Trading & New Weapons

9 - Non-Player Characters

Buying
Buying Listed NPCs
Buying Unlisted NPCs
NPC Order Form

RPing

10 - Law Enforcement & Justice

Spot Arrests

Investigations

Undercover
Getting Permission
Wearing a wire, tapping phones & placing bugs
Bringing Charges

Witness Protection Program

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PostPosted: Sun Feb 05, 2006 5:57 am 
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1 - Violence


Summary:


• Get a VALID in character reason
• Get permissions
• Perform act
• Wait specified hours for defence or until victim declines right to defence
• Act [and defence if there is one] is judged and outcome is reached.


The Process

Before You Begin

Before you ever make a hit, ask yourself one question: Would my character actually do this sort of thing? Would my character have the balls, the intelligence, the strength, the what ever to accomplish this hit, kidnapping, beating, or what ever job you're being sent on? You must remember, we are on a RPG site and that means you create a character. If your character is a large, fat, beast like man, then chances are he's not going to fly over a chain link fence like a small, skinny guy would. If your character is small and weak, don't expect him to be able to destroy a man triple his size. Take this all into consideration.

You must also ask yourself: Did my boss ask me to do this? What will be the reaction to me killing this person? You must realize there are people out there that will hunt you down if you kill, say, a Capo in a family. If you kill a Capo, you're going to anger that family and they will hunt you down. Ask yourself whether or not this is worth the risk before you begin planning a hit. If it's not worth the risk, then do not try and kill the person, because enemies are made that way. But, if you feel the risk is worth the success, then by all means, go post!

Getting Permission

This is as simple as the title says. For certain members, permission is required before you can make an attempt. You need an In-Character Reason to perform any kind of Hit, Beating, anything related to another PC in a negative way, In-Character meaning not AIM or MSN or other IM programs, but on the forums, in the streets. NO member of staff will accept requested hit permissions via any IM service. They must be done over PM.

Don't give us the usual utter shite: "disrespect", "he's on our territory". We want links to post and detailed explanations as to why you want to kill someone's character whom they've probably played for some time. If it's through a non-IC AIM conversation [AIM can be IC, you need to both agree], OOC PM or any similar OOC or other half assed means then you can piss off.

Staff Needed

Capo Crimini, FBI Director or equivalent:

[2] Head Administrators/Managers

Retired Boss, Consigliere, Underboss, FBI Assistant Director or equivalent:

[2] Head Administrators/Managers or
[1] Head Administrators/Managers and [2] Supervisors/Super Moderators

Capo, FBI Division Director or equivalent:

[1] Head Administrator/Manager or
[2] Supervisors/Super Moderators

Made Man, FBI Agent or equivalent:

Your Boss' permission.

Associate:

No permission, just a valid reason.


Filing a PM for Permission

Code:
[b]Target: [/b]
[b]Reason: [/b]
[b]Location of Target: [/b]
<Links>
[b]IC reasons: [/b]
<Any>
[b]OOC Conflics if any:[/b] <---Be honest
[b]A description of all related issues and WHY we should accept your action:[/b]


Performing the Action

So, you've acquired the permission necessary to perform your desired action, so now you need to sit down and decide what to do. Keep in mind the fact that if a Capo Crimini states he has four bodyguards following him, you MUST somehow include them in your action. If not, then he can reply with a defense saying the four guards came out and shot you, pulled out your liver, and then played jump-rope with your colon, and you probably don't want that.

Ensure that when writing the hit, or beating, or kidnapping, or <insert> you use correct grammar and you use a good, smooth system. We are all capable of Role Playing with talent on this site, so take your time. As the offender, you've unlimited time to perform the action, so put your heart and soul into it. If you do that, the outcome will be incredible. But of course, there is more to an act of violence than just writing an exceptional piece of work.

Unless otherwise stated by a secret RP [see secret RP section], you hit on the LAST IC post. If that's a heist, then you take action against the person AT THE HEIST! The LAST post made on the IC forums that is Role Playing is WHERE you kill/beat/kidnap them.

Defending

On this site, you are given twenty four (24) hours to defend any action on your life. Because of that length of time, we demand an exceptional defense, with no power playing and no Godmodding. Read the post against you over once or twice and find a loophole and then exploit it. If you find the loophole, then you'll be able to escape the action and suddenly, you're alive and unharmed and you can begin plotting for revenge. Keep in mind, though, the type of character you are. If you're a three hundred and fifty pound pasta eating Capo Crimini, chances are, you won't be running as fast as a one hundred and fifty pound woman, it just doesn't work that way.

So, the defense must be of equal or greater value and it must be written grammatically correct with detail. If not and the hit is of exceptional value, then the defense will be denied and sorry, but you're now dead. But, if your hit is written well and exploits a flaw in the hit, you could very well walk away alive.

Counter Defences

Once the attacked party have posted their defence, the attacking party has twelve (12) hours to defend their hit. Beyond that, there will be no other chance to block the defense of the attackers.

Multiple Defences

If more than one person is targeted by an attack, they have a few choices on how to proceed:

- The 'best person' may post a defence for everyone and may also RP the other PCs if he is given permission.
- Each person may post a defence but they must not contradict each other. If any post below contradicts the first then all but the

The Outcome

After the defence has been posted, or the time has run out, a Staff Member will come in and read everything over. They will asses the reality, the detail, the thought and everything along those lines and a verdict will be placed. Along with this verdict, a few notes will be included to help you get better with what ever hit you do in the future. We want this site to flourish and the only way for it to flourish is for the people to be successful, talented role players.

If you think the outcome was flawed in some way, refer it to a more senior staff member for review.

Types

Killing a Player

This is when you are dead serious, the player you plan on taking action against is no longer worthy to breathe the same air as you, or has broken Omerta, or for whatever reason that is valid must no longer be alive. The defender has twenty four (24) hours to defend, and if your post is not of the best quality that person can turn around and basically kill you instead. Take your time; this is a life or death situation.

Beating a Player

This is a good method for intimidation and, if done right, it can be extremely dangerous to the guy; it could even lead to the death of that specific person if they don't get to the hospital in time. Basically, this is a simple job, but, just because it is simple does not mean you can slack off. The defender has twenty four (24) hours to defend, and if your post is bad, he could very well turn into the attack, in which you're the one who is beaten.

Kidnapping a Player

When a person is hired to do a kidnapping, it is stealing the body from someplace and escaping with him/her. This is a very difficult thing to do and you, the kidnapper, will be expected to write an exceptional post. If it is not exceptional, then it will be denied in a heartbeat. These sorts of things are tough because there are so many witnesses and the person is not dropping dead in his/her place, but is being dragged out somewhere else, so there is more time for you to be spotted. So, yes, this is a difficult thing, but as long as you get your permission and you write a good job, there shouldn't be a problem. Defense time for a kidnapping is twenty four (24) hours.

Business Attacks

The owner of a store can always defend one of these attacks and twelve (12) hours to defend - if a PC's life is threatened in the attack, the time is put up to twenty four (24) hours and is treated as a hit.. If, after the defence time, no defense comes, then it'll be accepted so long as the post is sound.

Destroying a Business

For this to occur, you will need one detailed attack. Since this is to destroy a building, it had better be 100% realistic, not an ounce of Godmodding and not an ounce of power-play. This, my friends, is hard, difficult and requires a lot to do. Once again, the detail, the weapons and the reality will decide whether or not the business is destroyed or just injured.

Damaging a Business

For this to occur, you only need one detailed attack. Depending on the type of weapons used, the number of NPCs used, the reality of it and the overall detail of the job will depend on how much money the owner must pay to have his/her shop fixed up. Remember to take into account witnesses and security in the store.

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PostPosted: Sun Feb 05, 2006 5:57 am 
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2 - War

When all forms of negotiations fail, and you have exhausted all means of coming to a resolution, or concessions, you may declare war with reason. You may not wage a reasonless war based on a fallacious or petty reason.

War Requirements

War Reasons

The reasons for going to war are many, but you must have at least two (2) valid reasons that can be proven IC, not suspicion. War can have a negative effect if it is not healthy, or if it is a false war based on lies (this does not mean you can't pull a wag the dog, it means you can't lie to the Administration).

War Permissions

The Permission to go to war must have the following:

[2] Head Admins/Managers

If the reason is invalid, one Head Admin or Manager can void the war declaration. Meaning: The war can be changed by the Head Administration if the Administration was lied to, and can re-wind time in effect, or give the opposing side an advantage. Don't think that is fair? Well lying to the Administration to start a war wasn't fair either.

Declaration of War

You must post your declaration of war in The Streets forum.

War Rules

Hit Permissions

All permission requirements are lifted between the two parties involved in the war.

Going to War

By going to war you are now responsible for your own survival, all permissions are gone, and if you do not act you are a sitting duck. I recommend you plan a strategy to win, survive, or escape to rebuild. If it is not too late you might consider negotiations for one more last ditch chance. If all else fails or you are the one waging the war, make sure you have enough active people, NPCs and expect to loose people, a lot of people. You must do all you can to keep your men from being sniped off, and organizing attacks that are perfect, and planned to the finest detail, doing so will ensure your victory over the enemy.

Waging War

Before you go to war
Before you leave the door
There is a lesson you must learn
First you pillage, then you burn.


You want to gain control, and gain ground in a war, rather than absolute decimation, unless you plan on cleaning it up yourself or are planning on pissing off a lot more people. By gaining the assets of the enemy you increase your own influence and wealth, while demolishing theirs, also with this some of the enemy may defect to save their hard coded businesses, which is also a great way to wage a war of attrition. Should it become necessary, or you lack the manpower to carry out takeovers, then slash and burn tactics will work. I recommend you do a blitzkrieg of attacks everywhere with as many characters as you can, making their defending job much harder. Upon victory survivors should, as a courtesy, be allowed to scurry away and hide, or kill themselves, or defect and be absorbed into some other organization.

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PostPosted: Sun Feb 05, 2006 5:58 am 
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3 - Families & Organisations

Starting a Family/Organization

Starting a family is expensive, hard, and can be very difficult to gain a foothold anywhere. I recommend seriously reconsidering and joining a different organization and working your way up. However if you have the stamina, the time, and the active players you may file a form to start a family.

Required Actives:

You must maintain this amount of active users, should it fall below this you will be warned and given a week to make up for the loss, however should you be unable another week will be granted in which you must merge or disband, but if you find the actives during this time you may appeal.

Code:
[b]Your Name:[/b]
[b]Your Family's/Organization's Name:[/b]
[b]Reason for Family/Organization:[/b]
[b]You Have Read the Rules?[/b] Y/N
[b]You Understand that if this family fails you will be blamed?[/b] Y/N
[b]You think you can lead?[/b] Y/N
[b]Comments:[/b]

[b]List Players who have posted in this thread to join:[/b]


Merging a Family/Organization

If you are asked to, or wish to merge, all you must do is inform your members, and the administration, and your family forum will be merged with theirs, and your old group deleted.

Dissolving a Family/Organization

To dissolve a family, notify a Head Administrator, who will confirm this, and then dissolve that family or organization.

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PostPosted: Sun Feb 05, 2006 5:59 am 
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4 - Hitmen

Hitman Rules have been drafted once and for all in order to clarify any misunderstandings about hitmen and to set out rules for the actions of hitmen. These rules are intended to allow families to use and hire hitmen more regularly and easily, and go through realistic avenues of contacting, briefing and ultimately employing a hitman. After all, hitmen are what make Mafia notorious and fearsome.

The Rules of being a Hitman

• Hitmen are not to be permanently affiliated with any family*
• Hitmen are not permitted to act without orders
• Hitmen are not to partake in a hit that they know is OOC, doing so makes them just as guilty as who hired them. Doing so will result in loss of Hitman Status along with whatever administrative action is taken against said player.

Any breaking of these rules can result in removal or downgrade of class, among other things.

Classes of Hitmen

Class I - The very best, reserved for the few hitmen who are renowned and feared throughout the world. Hire these hitmen for the most difficult and high-profile tasks.
8 successful PC hits

Class II - Incredibly good and talented hitmen although they perhaps lack the skill, previous experience or reputation to attain Class I. Perfectly capable of taking out the higher echelons of an organization.
6 successful PC hits

Class III - Better than average hitmen. Competent and able, a safe bet if you're looking for a death in the middle-upper areas of a criminal organization.
4 successful PC hits

Class IV - Average hitmen. Good for 'normal' hits. Mid to lower level members of an organization.
2 successful PC hits

Class V - These hitmen have not yet proved themselves, or simply lack the skill to progress further up the ladder. Good for lower level gang members unless, of course, you're aware of a skill which has not yet been revealed.
1 successful PC hit

Class Family - These hitmen are family hitmen and are not class ranked, rather they are of undetermined skill, but can kill. Should the family be dissolved they can gain Class, but until such time they are bound to their family.

Classes have absolutely no bearing on whom a hitman can or cannot hit. They are there as a relative skill guide, feel free to ignore the recommendations above if you know the hitman's skill level.

Class Assignments and Promotions

Classes will be awarded and ranked accordingly based on the following criterion:

• Quality of Hits
• Role-Play Quality
• Activity
• Other Characters
• Quantity of Hits

Once this information has been compiled, Administration staff will decide on the best course of action regarding the assignment of class. Please note: Increasing activity and quality of posts suddenly will not warrant instant acceptance and/or promotion, also Quantity is not a sole determining factor and if all the hits were of poor quality quantity will not be assessed, however should all hits be of exceptional quality, and quantity is below that of the class, quality will overshadow quantity. Hitmen assigned a class, may be promoted from a lower class to higher class, and vise-versa Again, skill, quality, Role-Play and Activity will be considered in this process. The promotion of hitmen is under the discretion of the Administration.

Application

Members can become a hitman by ensuring the following preliminary steps:

• They are not a member of a family (unless they are becoming a Family Hitman)
• They are not affiliated with a family
• They are serious about becoming a hitman
• Understand the rules stated here
• They recognize the need to abide by these rules

Members can then act as a hitman in a circumstance. Prospective members may post they are becoming a Hitman or Family Hitman, and accept ONE single contract. Upon that contract, Administration will decide if the hitman-to-be is good enough for classing. This next rule is to regulate numbers of hitmen, placing a quality assurance on new and existing members. Should a Hitman-to-be or a Family Hitman-to-be fail their first PC hit, they must wait 2 weeks before another attempt can be made.

On the contract has been completed, it will be assessed by the Hitman Admin, who will decide on the same four properties required for promotion. Hit Quality, RP Quality, Activity and Other Characters. Once this has been assessed, ranks and admission will be considered.

Application Form

Code:
[b]Name:[/b]
[b]Link to Hit:[/b]
[b]Why I should be Classed:[/b]

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PostPosted: Sun Feb 05, 2006 5:59 am 
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5 - Hiding

Hiding is an option that equals out the chances between the killer and the victim, it must also include you making sure you were not followed, it must be posted in a new topic with a proper title, it must be realistic, with sense, but it does not have to be necessarily lengthy. The main point of Hiding is that the location is going to be undisclosed. After making/posting your hiding topic, you must make a link in the Heist/Robbery/Kill/Drug Reports section and await approval before your hiding is in effect.

What you can do while Hiding

If you wish, you may continually update your hiding whereabouts whilst in hiding via Secret RPs to the staff e.g. changing houses, moving location etc Also, although you're in hiding either in a far off country or a different city, you can still risk contact with your friends back home through Secret RPs. You can arrange secret meetings, phone calls etc if you're willing to risk being found [and the liklihood of being found is hugely increased if you expose yourself in this manner]. However, if you post publically IC and not in a Secret RP then you are considered once more out of hiding and must once more attempt to get back into hiding if you desire.

'RL Hiding'

If RL circumstances get the better of you - holidays, illness, school etc - then, in your hiding post, you can apply for 'RL Hiding'. Utilising this, you will not be allowed to post any items on the forums [apart from sanctioned updates on status etc]. If you do, the hit-immunity offered by RL Hiding will be lifted. This is intended for people who could not possibly have access to the RPG for an extended amount of time and abuse of it is not tolerated.

When applying for RL Hiding, state why and for how long you'll be away in your hiding post.

Being Found

If you post a hiding post and someone has a contract out on you, where their post is more realistic, more detailed, and just plain better than your post, you might be found. So, make sure your in hiding post covers all grounds, such as what was listed previously. This is the only warning you get on hiding, and if you fail to read the rules or acknowledge them to the fullest, please do not cry to the staff that you were in hiding and could not be killed, you will just be referred to this section.

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6 - Secret RPs

A Secret RP

A Secret RP is exactly that: an RP played out in secret to give you an unseen advantage over your opponents. Secret RPs can take many forms from placing a few NPCs across the street from your restaurant to watch over the place to bugging an apartment or planting a bomb. Use your imagination.

Permissions

Secret RPs can be approved by Head Administrators and Managers ONLY [you only need one to approve it]. If we approve it, then it happened in game. Until then, it did not.

Enacting the RP

Each Secret RP will have a 'trigger moment' in which it is revealed. For example, in the 'guys across the street' RP, you may choose to activate the RP when someone attempts to attack that business. In the course of the defence, you would quote the Secret RP and the approval and would then use your guys in the defence of your business e.g. popping out and shooting the attacker in the back.

Discovering Secret RPs

Usually, Secret RPs are discovered by other Secret RPs. Using the example:

-Attacker Secret RPs investigating the area and it is approved.
-Whoever approved the RP sends information that the attacker would have discovered to the attacker.
-Attacker modifies attack accordingly.

Secret RPs can also be discovered unintentionally, for example, if the attacker had posted his men sweeping the area in his main post. If this is the case, the judging admin will compare the Secret RP with the skill and method of the attacker's post to see who gained the upper hand. Of course, the defender may use the attacker's thorough approach against him. For example:

-Defender posts that the attacker found and killed his guys stationed across the road.
-Attacker used loud weapons and therefore alerts the defender. Defender escapes.

'Interception RPs'

By taking the time to write a detailed, well written Secret RP you can gain the ability to intercept a target at a set place. For example, your target's last post is inside his somewhat heavily fortified villa. By writing a sufficiently detailed secret RP of you staking out the front of his villa with say, a large sniper rifle, you can be allowed to intercept him as he moves from his villa to another location even though he may have already posted IC in a different location. Because of the nature of Interception RPs, they have to be slightly more detailed than what you'd normally find.

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7 - Ownership

If you own something, or an NPC, or a weapon, or any of those, you must be able to prove it. What follows are rules for these things.

Inventory Rules and Guidelines

You must list what you have obtained from your RP's in your signature or your Biography and provide a link to it in your signature.

You need to have your items listed, and you need to have RPed paying, or getting them. You must audit your own inventory, but should there be any question we will audit it and look at it to insure accuracy. This is important because it improves realism, and lessens the risk of Godmodding. We want to avoid Godmodding and the likes, it makes people mad and causes other problems, and overall it decreases the amount of fun.

Remember, the following are examples; you may list them how you please as long as it is easy to read and comprehend. Providing links to where you got your items is a bonus. Some of the best RPers have things listed so well in their Bio's it puts this list to shame, other have inventory lists that are shameful. This is just something that is simple and to the point, and might save you a lot of trouble in the future.

Signature Listing

Code:
Inventory
____________________________

[b]NPCs[/b]
[b]<if you have them with you>[/b]
[i][What they have][/i]
----------------------------------
[b]Personal Weapons On Hand[/b]
[b]<as many as you have>[/b]
----------------------------------
[b]Vehicles[/b]
[b]<list the one you are using>[/b]
----------------------------------
[b]Other Things[/b]
[b]<on hand>[/b]
----------------------------------



Biography Listing

Code:
[b]NPCs[/b]
[b]<all of them>[/b]
[i][What they have][/i]
----------------------------------
[b]Personal Weapons[/b]
[b]<all of them>[/b]
----------------------------------
[b]Vehicles[/b]
[b]<all of them>[/b]
----------------------------------
[b]Businesses[/b]
[b]<all of them + links>[/b]
----------------------------------
[b]Other Things[/b]
[b]<all of them>[/b]


Payment Rules and Guidelines

If you didn't buy it, and didn't RP a realistic way of getting it, you don't have it. Simple enough, but since many of you will probably find loopholes and such let me close a few now to prevent future holes.

1. Anything you have before this document you may keep if you have it listed, and can prove you got it, or used it.

2. All future items you get you must pay for except in the case of RPing them, and being awarded them.

3. What should I pay for? Everything, unless otherwise RPed. Go take someone to dinner, and pay the person who owns the restaurant, pay the bartender for a drink, pay the poor sap behind the counter for the airplane ticket, go out and shop for things so stores make cash. You cannot RP getting a really fine car unless it is an exceptional RP, same with a gun, same with anything.

4. Things provided for hits, if you say an employer has provided things it is not a bad idea to RP that. I wouldn't keep them if I were you because you leave DNA and fingerprints on them, and if you do that and keep them with you for a long time law enforcement may track you. RP getting rid of them in a way no one will find them.

5. If an employer pays you to do a hit, use some of it for the weapons on the hit! I mean, just carry it out like it was real, that adds to the economy and the overall game.

6. All Weapons and NPCs must have proof of purchase.

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PostPosted: Sun Feb 05, 2006 6:01 am 
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8 - Real Estate

Sections:
Difference between Building and Buying
Industry/Residential/Commercial
Getting Approved
Profits


Difference Between Building and Buying

Contrary to most role play sites on the web these days, this site does have a difference between buying and building. There are perks involved in both sides, however, which one is most suitable for you will have to be decided by you.

Building:
Building will naturally cost you much more when it comes to the creation of your business. For example, if you wanted to build a grocery store, you’d be paying for the construction of the business, which includes workers, supplies, and all of that; you’d be paying for the equipment inside of the business; you’d be paying to get it known initially. A random business suddenly appearing won’t get a lot of business, so we include some basic advertising in your cost.

Buying:
Buying is substantially cheaper than building, because the business is already there. However, to buy a business, you must first write a heist of some sort meeting with the person that you’re buying it from. For example, to purchase a casino, you’re not going to build it, but you are going to buy it. Somehow, you must get it from the current owner (NPC) so that you can buy it. This will be graded by a staff member and it will be decided whether you can build that business or not.

Industry/Residential/Commercial

Unlike other sites, where you could build anything anywhere, we will be taking the location of where you wish to build/buy very serious. For a small example, you wouldn’t be building a mansion in the middle of the Bronx. It just would not happen.

Industry:
If you are building an industrial building, you must first take into account where you’re building it. Location is key, as well as what you are building. For example, if you are building a weaponry factory, you need to be approved by the state. Therefore, a heist must be made so that you have the paperwork to make it. Once you’ve acquired all of that, you can then build your business and pay the necessary amount of money for it and voila, you’ll start making what you want.

Once you’ve built the business, you will then be given your profit. You will be given profit not in money, but in what you want. For example, if it’s a weapons factory, you will be given X amount of weapons each week. Now, you can sell these to a NPC, sell them to a PC, or, to make a weekly profit in money, you can write a heist acquiring customers. If you do that, each week, you must make a somewhat detailed post in your business about transporting the goods to where ever.

Residential:
Residential is probably the easiest to understand when it comes to getting approved. You can buy or build residential and price is based on which you do. However, the biggest component of this is location. If you are building in New York City, do not build a mansion. Take into account where you are building before you build, because there are some limitations to what you can build. For example, in New York City, you won’t have a huge piece of property. However, if you build in the Suburbs of New York City, you will have a lot of property, if you buy it. All of these components are taken into account when you are graded for Residential property.

Commercial:
Commercial is what people usually build the most of. They build as many businesses as they can so that they can become extremely rich without having to do as much work. Well, ladies and gentlemen, that isn’t how it works on here. First, you must decide whether you’re building or buying, and the same rules apply for this as in any of the other two examples above. Then, once it’s built, you must actually get the business active. At any time, you can lose profits that you receive if it’s not active. So it’s your job to ensure that people are role playing there so that you can receive your profits.

Getting Approved:

To get approved for your Real Estate, you must specify the following pieces of information:

Code:
[b]Character Name:[/b]
[b]Family Name:[/b]
[b]Industry/Commercial/Residential[b]
[b]Business Name:[/b]
[b]Business Location:[/b]
[b]Business Link:[/b]
[b]For Sale Price:[/b]
[b]NPCs Used:[/b]
[b]Notes:[/b]


Please fill in all the information that applies to you and you will then be given the information that is necessary for you to begin conducting business.

Profits

Profits will be based on location, creativity of the business, type of business, activity of the business, any forms of advertising, and any other ways you make the business look better. If you piece together a random piece of garbage, chances are, you won’t make as much as the person that made a much nicer place. But at the same time, keep in mind that the type of business plays a big part in what you’re going to make. You won’t make a million on a small diner, so don’t expect to. Profits will then be sent out every other Friday. This is a mafia role play site, not a business man site. We’re trying to encourage more role play. Remember:

Location + Creativity of Business + Types of Business + Activity of Business + Advertising + Other = Profit

You control how much money you make. The nicer and the harder you work, the more you’re going to make.

Roleplaying is required to receive profits. If you do not roleplay at least five (5) times a month in your establishment, you will only receive half profits. Suggestions:

1) Talk over a heist you may contemplate doing.
2) Have a drink together and talk over old times.
3) Get lit and screw someone’s bar up. [It happens] ETC…

Note: Contrary to other sites, we don’t follow the ‘Spend more, make more policy. It all depends on the small little formula up there. Remember!

Location + Creativity of Business + Types of Business + Activity of Business + Advertising + Other = Profit

Weapons Stores

Introduction

In the past, if you wished to create a gunshop, all you needed to do was click about a bit on Google to find some nice images of guns and a bit of info about them. Then, you put a shitty little building description at the top of your post before copying and pasting for 5 minutes et voila - your gunshop was done. You could then start your experimental top-secret government only guns for pure profit at whatever price you felt like setting. Not so anymore, biatches.

In order to make things simple, I'll go through things step by step.

Setting Up Shop

Step 1 - Supply

In order to set up any kind of retail business, you have to source a product. How do you plan to get your guns? Are you going to buy legally from a wholesaler? Are you going to suit up and go nab some military grade shit from the nearby army warehouse? Or, are you going to speak to the hairy Georgian guy down the road who has AK-47s coming out of his arse?

Once you've sourced your product and know what you're going to sell, the next step is easy.

Step 2 - Building the place

Easy. Make your code and PM it along with how you got each weapon you sell in your shop to the Staff Member in charge for:

Step 3 - Verification

This step confirms to the Staff that you are indeed able to sell the guns. The Staff Member will look at your application and check that you're able to acquire your weapons and that your code is sound.

If anything from the application is denied, it will be returned to you with reasons for denial. You're free to address them and re-apply.

Step 4 - Acceptance

If the application is accepted, you can go about the normal process for making a business [posting in RE, NPCs etc] When your business is posted, the Staff Member for Weapons will post at the top of your code:

Gun Store has been Approved by #name.

Additionally, the Staff Member will also calculate the weekly charge that you will pay on your weekly profit [also charged if you only make money from PCs] to simulate the cost of stock.

Don't buy anything at unapproved stores

Trading & New Weapons

If you wish to acquire more legal weapons, you must contact the Staff Member for Weapons for verification.

If you wish to acquire more illegal weapons to sell, all you need to do is get the heist approved send a PM to the Staff Member for Weapons that includes the link to your gunshop and to the heist in which you acquired the weapons. Note, you will only be able to sell the actual amount of guns you got from the heist. If you have ten, you sell ten.

Posting new weapons without consulting the appropriate Staff Member will result in your gunshop either being closed down or receiving a fine.

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9 - Non-Player Characters

Non-Playable Characters, or NPCs are exactly that, characters who are not playable. You can own an NPC and make them do things (think of the Sims) but you cannot make an account and play as them.

Buying

Buying Listed NPCs

Buying a listed NPC is easy, you look at the list, tally up how many you want, put the price together, and guess what. You have what you need. Post a payment thread, donate to the NPC mod and wait for them to post their approval, which will then mean you own NPCs.

Buying Unlisted NPCs

Buying an unlisted NPC is more difficult, you must describe what they are, and what they do, and how many. The NPC mod will make an estimate which you must pay, and upon payment with confirmation you will own said NPC(s). Please note, you cannot buy Illegal NPCs.

NPC Order Form

Listed:

Code:
[b]NPC Name:[/b]
[b]NPC Type:[/b]
[b]NPC Class:[/b]
[b]NPC Price:[/b]

[b]Total Price: $[/b]


Unlisted:

Code:
[b]NPC Name:[/b]
[b]NPC Type:[/b]
[b]NPC Class:[/b]

[b]What the NPC does:[/b]



RPing

You may also RP getting an NPC, this is called a recruitment. If it is approved those NPCs are automatically yours. RPing is the only way you can acquire illegal NPCs.

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10 - Law Enforcement & Justice

'NPCs & Equipment'

Given that the FBI have a huge amount of resources behind them, they are free to access those resources as permitted by realism. The FBI Director will facilitate the use of weapons, vehicles and other equipment through the Armoury, Garage etc

NPCs can be accessed without purchase or similar aquisition so long as they too are done so within realistic grounds. For example, an FBI agent would not be walking around with a fully armed tactical team at all times - but he may have an NPC partner with a glock. Likewise, in high risk warrants, it's perfectly reasonable to use an NPC tactical team to enter into a premesis.

'Spot Arrests'

Any member of the FBI has the ability to post an arrest up to six (6) hours from when a crime was originally posted. An FBI member may 'flag' the arrest - if this is done, no other FBI member may post an arrest. Note: It is an arrest - FBI Agents may not kill their PC suspect but may kill NPCs.

Because the FBI Agents can't be everywhere at once, most spot arrests will be performed using local police. The FBI Agent performing the arrest is free to RP local Law Enforcement in any way they see fit - so long as it's kept within realism.

After the arrest is posted, the one being arrested has two (2) hours to resist arrest by posting a defence. If the defence involves the death of the FBI Agent who originally posted the arrest, then that agent has twenty four (24) hours to defend and may retaliate with lethal force.

If the arrest is approved by a staff member, the arresting officer will post a jail cell for the criminal [specific information on that given to FBI Agents]. If the resisting-arrest post is approved, then the criminal gets away and the arrest has failed.

Investigations

Investigations are the FBI's primary means of eventual arrest. If an FBI believe that a post warrants investigation, they can have it unlocked in order to proceed. Investigations can take any amount of time and consist of gathering evidence that will result in enough to convict. As a result of an investigation, search and arrest warrants can be issued and the evidence gathered can be used when determining guilt & sentence of a criminal.

Going Undercover

Getting Permission

Going undercover isn't something the FBI do for shits 'n' giggles. They must have reasonable evidence that the family you're considering infiltrating is partaking in illegal activities. When you've gathered sufficient evidence, you need to submit it to [2] Head Administrators or Managers including the current DoJ member of staff for approval. When you have received written approval from them, you may go undercover. Note: A senior member of the FBI will probably handle approval. Also Note: If the DoJ member of staff is compromised, another member of staff will 'mentor' the operation.

Taping conversations, tapping phonelines & placing bugs

If approved by the FBI Director, you may wear a wire in order to tape conversations as part of your day-to-day undercover work. Notification that you're wearing a wire, physical details of the wire and how you use the wire [where you put the tapes, where you go with the wire etc] must be sent to the DoJ member of staff. Tapping phones and placing bugs are one step up, and therefore again require the approval of [2] Head Administrators or Managers including the DoJ staff member. You must seek approval for each individual phone line or premises you tap else it is void and you must also send a Secret RP to the Justice Admin.

Bringing Charges

Using evidence you've gathered whilst undercover is the same as in an investigation. You must ensure that it is all correctly gathered, document it accordingly and then present it.

Witness Protection Program

In order to encourage PCs in criminal family to step forward and help the FBI with their enquiries, we've introduce a staff-sponsored Witness Protection Program. Player Characters who choose to testify against their family will be rewarded financially for their services depending on the importance of their testimony. Then, in the spirit of the program, they will assume a new identity [possibly aided by plastic surgery & a new game character account with their reward money] and will then lead a normal life far away from any danger they may face back home.



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All these Re-Written, compiled, and composed by Schmeisser.

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