> For the complete documentation index, see [llms.txt](https://alphadevhub.gitbook.io/alpha-roleplay/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://alphadevhub.gitbook.io/alpha-roleplay/rules/article-vi-criminal-conduct-robbery-and-heist-guidelines.md).

# ARTICLE VI — CRIMINAL CONDUCT, ROBBERY, AND HEIST GUIDELINES

## **ARTICLE VI — CRIMINAL CONDUCT, ROBBERY, AND HEIST GUIDELINES**

#### **Preamble**

Dominion is a living city with laws, consequences, and opportunities for both lawful and illicit activity.\
Criminal conduct is a legitimate path for roleplay, but it must **adhere to strict realism, consent, and fairness standards**.\
This article provides comprehensive rules for all criminal interactions, from petty theft to complex heists.

***

### **Section 6.1 — General Criminal Conduct Principles**

1. **Immersion First**\
   All criminal actions must maintain realistic consequences. Even high-level criminals cannot escape punishment without RP justification.
   * Avoid ignoring injuries, witnesses, or law enforcement response.
2. **Fair Interaction**\
   Criminals must not exploit bugs, OOC knowledge, or metagaming to gain an advantage.
   * All crimes must be carried out through **legitimate in-character means**.
3. **Consent & Safety**\
   High-risk criminal RP involving hostages, torture, or intense violence requires IC reasoning and OOC awareness.
   * Non-consenting players cannot be forced into distressing scenarios.
4. **Reporting & Compliance**\
   All serious crimes, such as bank heists, kidnappings, or gang wars, must be logged to staff if requested.
   * Compliance ensures fair investigation and resolution.

***

### **Section 6.2 — Robbery Rules**

#### **6.2.1 — Roleplay Initiation**

Before executing a robbery:

1. Clearly indicate threats IC — show weapons, deliver verbal commands.
2. Engage victims in realistic RP; silent or random robberies are prohibited.
3. Ensure **minimum PD presence** (usually one online officer) before attempting crimes.

**Scenario Example:**

* ✅ *Correct:* Player enters a store, pulls out a pistol, and demands money verbally.
* ❌ *FailRP:* Player clicks “rob” without engaging the store clerk or drawing the weapon.

***

#### **6.2.2 — New Life Rule (NLR) Protection**

Players who have **recently died or respawned at a hospital** (usually within 15 minutes) cannot be robbed.

* This prevents targeting weakened players unfairly.
* NLR resets IC knowledge about their previous death or the scene.

***

#### **6.2.3 — Looting Limits**

Robbers cannot take items that are:

1. Unrealistically large or heavy for a single person to carry.
2. Crucial job items necessary for ongoing RP (unless mutually agreed).
3. Donation-exclusive weapons (e.g., weapon\_redarp) — these are server-protected assets.

**Scenario Example:**

* ✅ *Correct:* Stealing cash, jewelry, or small arms.
* ❌ *FailRP:* Removing an entire semi-truck’s inventory or players’ donation weapons.

***

#### **6.2.4 — Hostage Rules**

1. Only real players may be taken as hostages.
2. Hostage RP must be **immersive**, with verbal commands and IC fear.
3. Hostages must be released if the robbery cannot proceed.
4. Demand limits:
   * 1–2 hostages = 1 demand
   * 3+ hostages = 2 demands

**Scenario Example:**

* ✅ *Correct:* Holding a clerk at gunpoint, demanding the safe code.
* ❌ *FailRP:* Forcing a player to comply without interaction or consent.

***

#### **6.2.5 — Safe Zones**

Robberies are strictly prohibited in designated **green zones**, including:

* Hospitals, PD stations, garages, shops, government buildings, player owned businesses, and events
* Gang attacks in these areas violate immersion rules and will be punished.

***

#### **6.2.6 — Cooldowns & Limits**

* Players may **rob the same target only once per 30-minute IC period**.
* Heists may have **max participants** (e.g., 6 players) and **vehicle limits** (1 vehicle).
* Victims have a **48-hour cooldown** before being targeted again.

**Interpretation:**\
These limits ensure fairness and prevent repeated harassment or exploitative behavior.

***

### **Section 6.3 — Heist Guidelines**

1. **Heist Planning**
   * Must involve coordinated IC strategy.
   * Must wait **5 minutes after completion** to leave the scene.
   * Attempt IC negotiation before resorting to violence.
2. **Police & Emergency Services**
   * Minimum PD online is required for heists.
   * EMS and PD must be respected; unjust targeting or killing without IC reason is prohibited.
   * If police ram a vehicle, it is considered **initiation**, allowing defensive response.
3. **Scene Realism**
   * RP injuries and vehicle damage must be accounted for.
   * Powergaming or ignoring realistic consequences is strictly prohibited.
4. **Hostages in Heists**
   * Same rules as standard robbery apply.
   * Ensure all participants can RP while constrained, unless agreed otherwise.

***

### **Section 6.4 — Vehicle & Pursuit RP**

1. **Driving & Weapon Rules**
   * No weapons while operating a vehicle (drivers).
   * Passengers may engage law enforcement only if the vehicle is being pursued.
   * Exiting a stopped vehicle permits engagement with IC justification.
2. **Vehicle Damage**
   * Crashes over 30 mph require **injury RP** and vehicle disablement.
   * PIT maneuvers or severe collisions disable the vehicle.
   * Motorcycle crashes are usually severe and require realistic consequences.
3. **Excessive Speed / FailRP**
   * Ignoring traffic signals or performing impossible stunts is FailRP.
   * Highway speed exceptions exist but still require realism.

**Scenario Example:**

* ✅ *Correct:* During a getaway, your car crashes into a barrier at 45 mph. Both driver and passenger RP injuries and disablement.
* ❌ *FailRP:* You crash at high speed but continue uninjured and instantly escape.

***

### **Section 6.5 — Criminal Consent & Ethics**

1. **Torture RP**
   * Allowed only with **valid IC reason and consent**.
   * Victims must retain RP capability unless agreed upon.
2. **Cutting/Severe Violence**
   * Requires **explicit consent IC & OOC**.
   * Non-consensual sexual RP is **strictly forbidden**.
3. **Bag & Weapon Restrictions**
   * Bags cannot conceal oversized weapons unrealistically.
   * Concealable weapons include pistols, SMGs, and melee weapons.
   * Heavy weapons (rifles, shotguns) require proper storage and retrieval RP.

***

#### **Section 6.6 — Administrative Enforcement**

1. **Violation Assessment**
   * Staff review the scene, recordings, and logs.
   * Severity is measured by realism loss, victim impact, and rule frequency.
2. **Penalties**
   * Minor: Scene redo & warning.
   * Moderate: Temporary RP restriction, cooldown extension, or item loss.
   * Severe: Permanent ban, faction removal, confiscation of assets, or combination.
3. **Appeals**
   * Can be submitted 7+ days after penalty.
   * Must include evidence, explanation, or proof of misunderstanding.
   * Misuse of appeals results in escalation.

***

#### **Closing Statement for Article VI**

Criminal conduct is a cornerstone of immersive roleplay in Dominion.\
However, it must **respect realism, consent, and fairness** at all times.\
Players who commit crimes without adherence to these standards undermine the city, diminish stories, and risk their own removal.

**Takeaway:**\
“Crime pays” only if you follow the rules — otherwise, it costs you immersion, reputation, and privileges.
