Role guides
Everything you can do, from the police to crime families
Crime on your own, no organization. Tools, police on duty, and the traces you leave.
Vehicle theft4
Robbery4
Break-ins3
Crime permission3
Fencing and intel2
Drugs3
Restraints, kidnapping4
Arson and graffiti3
Covering tracks6
Police and prison2
Needs an organization1
Lockpicking
Pick a locked private car’s door
- Start
/lockpick· stop/lockpick stop- Needs
- Lockpick · at least 1 officer on duty
- Target
- Locked private car within 5m · on foot
A minigame: set the pin angles and turn the cylinder. Pricier cars have more pins. Force it and the lockpick breaks.
Crime organizations make lockpicks. No shop sells them.
Warning
Success or not, the car alarm may go off. Cars with an alarm call police at once. Tool marks stay, and fingerprints too without gloves.
Hotwiring
Splice the wires and start it from the seat
- Start
/hotwire· stop/hotwire stop- Needs
- Lockpick · at least 1 officer on duty
- Seat
- Driver’s seat of a private car
A minigame: cut the wire that matches the ring color and time the spark. Succeed and Y starts it for the rest of this session. You get no key.
Warning
A theft report may go in. The owner can report it with /reportstolen, and it shows as stolen on police terminals.
Tire theft
Take a wheel off with a jack and wrench
- Start
/stealtire· cancelX- Needs
- Car jack · wheel wrench · at least 1 officer on duty
- Target
- Unlocked private car · empty police car
Undo five bolts with E on the timing. The tire you take is stolen goods. Hardware stores sell jacks and wheel wrenches.
Warning
An alarm may go off. Misses in a row raise the chance.
Fake plates
Put a fake plate on the car you drive
- Start
/fakeplate plate- Needs
- Fake plate · driver’s seat
- Lasts
- Until you park the car or take it out again
Police terminals and plate readers have no record of that number. Real registered numbers and numbers on other cars can’t be used.
Crime organizations make fake plates.
Warning
An officer checking beside the car sees the real plate and removes the fake.
Store robbery
Rob a store at gunpoint
- Start
/rob· stop/rob stop- Needs
- Holding your own weapon · at least 2 officers on duty
- Time
- 90 seconds · stay inside
- Cooldown
- Same store 2 hours · you 1 hour
The money comes as marked bills. Police can seize them as illegal goods, and only crime organizations launder.
Warning
An armed robbery alert goes to police the moment you start. Leave the store midway and you get nothing.
ATM drilling
Drill into an ATM
- Start
/robatm· stop/robatm stop- Needs
- Power drill · at least 2 officers on duty
- Time
- 120 seconds · within 3m of the ATM
- Cooldown
- Same ATM 3 hours · you 90 minutes
No weapon needed. Hardware stores sell power drills. The money comes as marked bills.
Warning
An ATM theft alert goes out the moment you start. Drill marks stay.
Mugging
Rob someone at gunpoint
- Start
/mug playerID- Victim
- Accept
/acceptrob robberID· decline/denyrob robberID - Range
- Within 3m
- Needs
- A weapon · not needed for cuffed or downed targets
Once they accept, you have 90 seconds to pick cash and items and take them in one go. Cuffed or downed targets open at once without asking. Items taken are stolen goods.
No automatic report. What happens next is RP.
Snatching a gun
Take a downed person’s gun
- Start
/snatch [playerID]- Target
- Downed person within 2m · blank takes the nearest
The gun in their hands comes first, otherwise one gun they carry. An action line shows over your head. Government-issued guns can’t be taken.
Burglary
Pick the front door lock of someone’s home
- Start
/burglary· stop/burglary stop- Needs
- Lockpick · at least 3 officers on duty
- When
- The owner or a tenant is in the city · not your own home or one you have keys to
- Cooldown
- Same home 7 days · you 6 hours · whole server 45 minutes
A lockpick minigame at the front door. Pricier homes are harder. Succeed and you take part of the safe’s cash and some stored items. What you take is stolen goods.
Warning
A burglary alert goes out the moment you start. Leave the door and it stops.
Random break-in
Rob a home with an admin’s approval
- Start
/randombreakin· withdraw/randombreakin stop- Approval
- An admin on duty accepts or declines
- Then
/burglaryat that home within 30 minutes of approval- Cooldown
- 12 hours
A random home nearby is picked. Once approved you can rob it even if nobody living there is in the city, and you take more than a normal break-in. Your home, homes you have keys to and recently robbed homes are never picked.
Cracking safes
Break a home safe or work the dial
- Start
- At a safe inside a home · locked safe window
- Needs
- A safe drill or a lockpick, depending on the safe
- Dial
- 3 numbers · 5 misses lock it for 15 minutes
- Result
- Anyone can open it for 10 minutes
Breaking takes a set time per safe. The dial tells you open, close, and which way to turn for each number.
Opening a safe shows up in the owner’s storage log.
Crime permission
Apply per character on the UCP
- Apply
- UCP applications · crime permission
- Per
- Character
- Decision
- Staff review
Only characters with the permission can /breakin and /burgle. Sell what you get to crime organizations at a price you agree on. No NPC buys these materials.
Joining a crime organization or government faction doesn’t remove the permission at once. Staff check it.
Car break-ins
Break into parked NPC cars for parts
- Start
/breakin- Needs
- Crime permission
- Target
- Parked NPC car with nobody in it
- Cooldown
- 8 minutes · 6 a day (garage break-ins included) · same spot 6 hours
Break the glass and strip car parts for 10 seconds. Sometimes chemicals turn up too.
Warning
The car alarm may sound and a police call may go in. The call location is shown away from the real spot. People who saw it nearby get a witness note.
Garage break-ins
Force a garage door, take chemicals
- Start
/burgle- Needs
- Crime permission
- Target
- House garage door
- Cooldown
- 12 minutes · 6 a day (car break-ins included) · same spot 6 hours
Work the door for 20 seconds and take chemicals. Sometimes car parts turn up too.
Warning
A police call may go in. People who saw it nearby get a witness note.
Fencing goods
Sell stolen goods to a fence
- Start
/fence playerID- Buyer
- A member of an organization that takes stolen goods · within 3m
- Offer
- Pick items and prices, send · valid 60 seconds
Items from robberies, burglaries and tire theft are stolen goods. Once they accept with /acceptfence, the money comes in.
Pawn shops and scrap buyers don’t take stolen goods.
Witness tips
Sell what you saw to police or crooks
- Start
/tips· buy/tips buy- Notes
- Made on their own when you see a crime or shooting nearby
- Buyer
- Within 5m · only police on duty or crime organization members
Edit a note or write a new one, add the buyer’s ID and a price, and send it. The buyer gets only what you wrote, marked as an unverified tip. A shooting you only heard leaves just a direction.
Growing
Plant seeds, harvest when grown
- Start
/plant· coca/plant coca· harvest/harvest- Needs
- Seeds · a set growing spot
- Grows
- Cannabis 30 minutes · coca 45 minutes
- Limit
- 3 plants of yours · 6 per spot
No one sells seeds. People pass them around. Anyone can harvest a grown plant.
Warning
If police on duty harvest, every plant on that spot is gone.
Using drugs
Use drugs from your inventory
- Start
- Use from your inventory (
F2) - How
- Smoke cannabis or stimulants · snort cocaine · pills
- Share
/passjoint playerID· take/takejoint
Higher grades hit harder and last longer. Frequent use builds tolerance.
Warning
Too much in 30 minutes and you overdose and collapse. Police drug tests show it for hours, and police dogs smell it.
Dealing drugs
No NPC buys them
- Buyers
- Players only
- NPC buyers
- None
Buying and selling drugs is RP between people. Only crime organizations make them, in their labs.
Warning
Drugs are illegal goods. Police searches and police dogs find them.
Knockout
Hit from behind to knock someone out
- Start
/knockout playerID- Needs
- From behind · bare hands or a blunt weapon · right next to them
- Result
- Out for 15 seconds
- Cooldown
- 60 seconds
A knocked-out person can be tied, gagged, blindfolded or put in a trunk without consent. Police on duty don’t matter.
Tying hands
Tie hands with rope or zip ties
- Start
/tie playerID·/ziptie playerID- They accept
/accepttie requesterID- Untie
/untie playerID- Needs
- Rope or zip ties
Cuffed, downed or knocked-out targets are tied at once. Anyone else has to accept within 30 seconds. Tied people can’t attack, run or get in cars. Untying gives the rope back; zip ties are cut.
No shop sells restraint tools. People pass them around.
Gag and blindfold
Stop someone talking or seeing
- Start
/gag playerID·/blindfold playerID- They accept
/acceptgag·/acceptblindfold+ requesterID- Remove
/ungag·/unblindfold· blank for yourself
A gag turns chat into mumbling. A blindfold darkens the screen. Consent works as with tying hands. Removed, the tool goes to whoever removed it.
Trunk kidnapping
Put someone who can’t move in a trunk
- Start
/trunkkidnap playerID- Target
- Cuffed, downed or knocked out
- Take out
/untrunk playerID· blank to escape yourself
Use it next to a nearby car’s trunk. With free hands, they get out on their own. If the car disappears, whoever is inside gets out too.
Arson
Pour gas, set a car or door alight
- Start
/arson- Needs
- Gas can · 5L of gas · lighter
- When
- At least 2 fire/EMS on duty
- Cooldown
- 10 minutes
The nearest car or building door catches fire. Buy gas cans at gas stations.
Warning
The fire station gets a call-out. Gas traces stay on the ground, and investigators find the cause. Gas stays on your hands for 30 minutes and shows in police tests.
Graffiti
Spray a tag on the wall you face
- Start
/graffitiwindow · direct/graffiti color tag- Needs
- Spray can · 2 for a big tag
- Options
- 8 colors · 3 sizes · 3 opacities · up to 24 characters
Tags can’t overlap others, and each person has a tag limit. A tag stays until painted over. Police on duty or admins can remove it.
Covering CCTV
Spray over a nearby CCTV camera
- Start
/spraycam- Needs
- 1 spray can · close to the lens
While covered, that camera records nothing. Shooting a camera turns it off for a while. Police on duty or the owner wipe it with /cleancam.
Gloves
Wear gloves to leave no prints
- Start
/gloves· same command to take off- Effect
- No prints on gun grips, car trunks or crime scenes
Tool marks stay even with gloves. Logging off takes the gloves off.
Wiping surfaces
Wipe a gun grip or a car trunk
- Start
/wipesurface- Target
- The grip of the gun in your hand · outside of a nearby car trunk
With several targets, you get a list. Use the command it shows as is.
Bleach
Clear blood, prints and dropped items nearby
- Start
/bleach- Needs
- 1 bottle of bleach
- Range
- 3m
Warning
Tool marks stay. The cleaned spot leaves a trace for 6 hours that forensics picks up.
Blood and casings
Wipe blood nearby, pick up your casings
- Blood
/cleanblood- Casings
/sweepcasings· yours only
Casings and blood show on the ground for anyone to see. Casings from other people’s shots stay.
Washing hands
Wash off gunshot residue at water or a sink
- Start
/washhands- Where
- Sink · waterside
Firing a gun leaves residue on your hands for 30 minutes. Changing clothes also clears it.
Mask
Hide your name, look like a stranger
- Start
/mask· same command to take off- Needs
- A mask saved in your wardrobe
- Looks
/maskdetails description· clear/maskdetails clear
Your name changes to a temporary one starting with mask_. CCTV records a masked person.
Police response
They follow alarms, witnesses, forensics, CCTV
- Reports
- 911 lines and dispatch calls to police on duty
- Evidence
- Prints · tool marks · blood · casings · CCTV
- Records
- Arrest warrants · trials · fines
There are no wanted levels. Each crime alerts at once or by chance. People who saw it nearby get a witness note. CCTV footage lasts only a few hours and doesn’t read every plate.
Prison life
Serve time, cut it with work and exercise
- Status
/prison· time left/prisontime- Stash
/stash- Visits
/visits- Lawyer
/calllawyer- Ankle monitor
/probation
Time only counts down while you’re online. Working or exercising inside cuts it bit by bit, up to a limit. Items in your cell stash stay after release.
Organized crime
Making, laundering, chopping: orgs only
Making lockpicks and fake plates, cooking drugs, laundering money, chopping cars, assembling guns, making ammo, smuggling and buying stolen goods are for approved crime organizations only.
Marked bills, stolen goods and materials you get alone end up traded with an organization. Starting one and its stages are in the Crime organization role guide.