Both raiding and robbery is for driving story, not to gain some mechanical in-game reward (like items or a new car). Keep this in mind when decided if you want to raid or rob someone, as you will be expected to explain how your action helped to drive story.
Robbery is for RP value, not to gain loot. When stealing from a player or group of players, you are allowed to take one item (e.g., one gun, one box of ammunition, one propane tank, one full tank of gasoline) from each player. This excludes food and currency. You can take up to 15 food items or 30 coins instead of the single item.
Players you rob can give you more than this if they choose to RP in that way, but you cannot pressure them to do so.
Stealing a vehicle during a robbery is allowed for a temporary usage, such as fleeing the scene. All the rules from "Stealing a vehicle or from a vehicle" apply here as well.
No vehicle may be stolen with the intent to keep it, but they may be stolen to generate RP.
Any stolen vehicle must abandoned somewhere within 24 Hours IRL of it being taken. The owner must be notified OOCly of where they can find it via discord and can RP following tracks and clues to locate it IC.
Loot in the vehicle cannot be stolen, however it may be removed from the vehicle and placed on the ground if needed to make room for an additional passenger. The owner needs to be informed immediately OOCly of the location of the items. If you remove items from a vehicle, you are responsible for their safe keeping.
Vehicle thefts should take place when the owner is online and able to witness the theft. In some circumstances, a ticket for an offline theft may be approved, but a compelling RP reason must be present.
Again, stealing a vehicle must be for roleplay reasons only. Fleeing a crime scene, rushing a person to the hospital, generating/continuing conflict, etc.
Raiding is when you make the decision to infiltrate any player-owned structure. This counts for private rooms within safehouses and non-safehoused zones that are walled off or claimed by a note. If the gates or doors are open, you are allowed to enter, but if you want to do anything else than look around, you need to open a raid ticket.
Offline raiding is only allowed for: planting a radio or a walkie-talkie to spy; Leaving threats like a blackmail note, Looking around, spying, or stalking, Stealing an unimportant item to make a point (e.g., a keepsake or piece of clothing), Stealing food or medical supplies if your character really needs them
If you want to raid someone and steal other items (e.g., weapons, ammo, tools, crafting material, etc.), this can only be done while the owner, or at least one of them, is online. This is to create interesting RP.
To initiate an online or offline raid, make a ticket and state who and why you want to raid, what you are planning to do or steal, and the map location of the place you want to raid. If you're approved, we'll add you to the safehouse so you can raid it. A moderator will oversee the raid. We will remove you from the safehouse right after. With an online raid, we'll discuss with you and the raid target a time for it.
Doors and gates are to be treated as locked. If you want to raid, you have to deal with this. You can RP smashing a lock and kicking in a door, so you don't have to actually destroy gates or doors. You can also break a window with a tool.
If you are a metalworker or burglar, you can pick the lock on gates, doors, and windows. The staff will roll 20 dice for the door. Your score is your metalworking level plus your sneak level. If your sum is greater than the D20 door, you succeed. If it's smaller, you will fail. Lockpicking gives a less punishing clue than breaking something. It's also quiet, which you need with an online raid.
When raiding, you are allowed to fill up one bag, nothing more. If you raid with multiple people, you are still only allowed to take one full bag as a group. Your group can take a maximum of 100 guilders during a raid.
When you are raiding, you leave behind clues. This means that the ones that got raided can use these clues to investigate. There will be clues based on the weather and the RP you do during the raid. If there is snow, there will be tyre tracks or footprints following you, leading to your home, unless you use commonly used roads with lots of tracks. If it's rainy, you will leave some muddy footprints and tyre tracks. You can also leave clues like hair, the smell of your perfume, a cigarette smell, etc. If you crash your car into something, you could leave behind some paint from the car. Clues are left by moderators.
When a safehouse is unclaimed and not in a walled-off community, you don't need a ticket to loot it. You can take what you want, as long as you are not hoarding. You also don't have to leave clues behind, but you can do this for RP sake. Safehouses are automatically released when the owner is offline for nine days in a row, or does not visit their safehouse and interact with it for at least seven days in a row.
Destroying items, vehicles, or structures (buildings, etc.) is only allowed with a valid reason, proof of conflict, and RP leading up to this event. When you want to do one of these actions, you have to open a ticket, explain the reason, and provide proof of conflict and RP with screenshots or recordings. Only when a moderator or admin approves it are you allowed to do this.
When you do this, you leave behind clues. This means that the ones who got attacked can use these clues to investigate. There will be clues based on the weather and the RP you do during the attack. If there is snow, there will be tyre tracks or footprints following you, leading to your home, unless you use commonly used roads with lots of tracks. If it's rainy, you will leave some muddy footprints and tyre tracks. You can also leave clues like hair, the smell of your perfume, a cigarette smell, etc. If you crash your car into something, you could leave behind some paint from the car. Clues are left by moderators.
Imprisoning a character traps another person into RP with you and potentially stops them from playing their character at all. Because of this, we have specific rules for it.
All imprisonment that does not result in the CK of the character
This is essentially a character-ending event. CK Approved imprisonment covers trials, executions, and/or life sentences.
All imprisonment rules can be adjusted if all parties agree before imprisonment occurs.