Organizational Recognition and Establishment
Establishes the requirements and procedures for recognition, establishment, probationary review, and official gang status.
How To Get Established
Establishing an organization follows a few specific steps: First, you must become a recognized organization by the Underground in order to be considered to become an official gang here in NERP. To begin this process, you must obtain a minimum of one (1) vouch from another established official gang in order to become recognized by the Underground, to which they will instruct you on your next steps. The Underground reserves the right to bypass the vouch process, if they feel an organization is ready for the next step. Bypass of the vouch is not guaranteed and multiple factors will be taken into consideration for this to be done. (Activity, RP involvement, past staff actions, etc.) Once you have been recognized by the Underground, you must maintain a minimum of five (5) members in your organization. There is a maximum of twenty (20) members per organization. There should be no non-members repping your orgs colors to sneak past the 20 cap. To become established with Michael and utilize the gang system to the fullest potential, your organization must be monitored by the Underground and Gang Team, there is no set period of time for your organization to become recognized as an official organization. Our goal as The Underground is to have the highest level of gangs representing Michael's values from the criminal underworld. After being instructed by the Underground, you will be able to go to the NERP main server, visit the applications channel and select Gang Application. After a completed application your organization will go into a probationary period where your org will be observed in and out of the city. Examples of activity The Underground and Gang Team watch for: - Toxicity - Repetitive reports on members in gangs or gang as a whole - Gunplay over roleplay - Meaningful storylines and quality RP - Demonstrating the ability to follow the NERP server rules Gangs that have submitted an application and it has been approved, your organization will be required to be part of the NERP Gang discord. You will be required to keep an accurate and up to date roster in your assigned section as well as stay on top of any announcements sent out by The Gang Team or The Underground. Gang staff will reach out via a gang ticket to provide the join link. When The Underground feels your organization will be a good fit for the city, they will reach out to provide the missing items needed to complete the in-city process with Michael. Becoming an official organization does not make you a whitelisted organization, you must complete a whitelist trial period before the Gang Roleplay Team/Underground establish you as a whitelisted organization. There is no set observation time frame and whitelisting is not guaranteed. After receiving a whitelist status if a group is habitually in tickets leading to a gang strike the gang staff has the discretion of potentially disbanding an organization depending on the severity of infraction or pulling the organization whitelist. After being WL, you will be instructed by the Gang Team of which Tebex package you are able to purchase, Tebex packages are optional but if you choose to buy one it must be approved by the team before purchase. When a group becomes whitelisted they will have available to them; gang turf system, benefits of the drug sales system, benefits to specialty benches and packages available for purchase to only whitelisted organizations through Tebex. Groups can choose to remain a non-whitelisted org, WL is not required at any point but provides extra benefits. If your organization goes through with a leader overthrow vote or gives up their leadership, depending on the circumstances there could be potential disbandment. Contact the Gang Team to get approval and to advise them of leadership change. When fully whitelisted gangs will be eligible to purchase gang packages for the import of clothing, cars, MLO, etc. The leader of the organization requesting WL must open a gang ticket if you plan on purchasing anything available to WL gangs. DO NOT MAKE MLO PURCHASES WITHOUT SPEAKING TO GANG STAFF. Gang Staff also must have the administrator permission in your personal gangs discord Vouches can not be bought or be obtained by monetary value.
Direct linkWhitelisted Organization Standards and Privileges
Establishes the heightened standards, activity requirements, privileges, assets, and responsibilities applicable to whitelisted organizations.
If Official (Whitelisted)
Whitelist status can be pulled at any given time at staff discretion. Our whitelisted gangs are held to a higher standard and are there to act as a role model for the server. Purchasing a Tebex package before being approved by the Gang Team may result in the gang team not upholding the items in the package, before purchasing a Tebex Package, please ensure that the Gang Team has approved it and has given you the go ahead. Activity Requirements: - Gang leaders are required to remain active. Inactivity may result in the disbandment of your organization. - You must have a minimum of 5 active members of your gang, if your gang has 4 or less active members, your gang is up for disbandment by the Gang Team. As a Whitelisted organization, you will be able to obtain a MLO/Compound to be put on your turf that you actively own, this can be obtained by the Gold Gang Package in the Tebex, but purchase of this package must be approved by the Gang Team. You have the ability to get in custom sprays and EUP, as long as you have been approved by the Gang Team to purchase the correct Tebex Package. MLO’s, EUP and Sprays, Liveries must FIRST GO THROUGH GANG STAFF approval. You are NOT to go over gang staff and go straight to Dev and EUP staff. Post in your respective discord section to inform us. Once staff approves, we will start a ticket in the main discord with the leader/boss and the appropriate staff member to place in the city. Access to undisclosed benefits that unofficial gangs do not. - Gang WL packs (purchasable) - Extra gang stashes All benefits are subject to removal if WL status is revoked: - If your WL is removed by staff, there will be a cooldown of minimum of 14 days subjugated to extension based upon infractions and staff discretion. - Persons not involved in the removal of WL can open a ticket to discuss going forward with joining/creating a new gang. Gangs/Families/MCs are allowed to own up to 3 businesses within their entire group. Please review the business rules for more information. Gang vehicles must be returned to the leader if a member leaves the gang. They are not personal vehicles and are the property of the organization. If you fail to return the vehicle it will be subject to removal from the garage. Leaders please open a gang ticket if you are unable to retrieve the vehicle. If an org disbands the vehicle will become available to the whole city. All assets are property of NERP. No comps will be approved for items lost in a vehicle repo.
Direct linkMembership, Rosters, and Organizational Administration
Governs membership eligibility, roster requirements, organizational records, leadership changes, and administrative communications with Gang Staff.
Membership
Residents must be in the city for a minimum of two weeks before they are eligible to join a gang. ALL members that are registered with Michael (including hangarounds) must have all information provided on the appropriate format of roster that is provided to gangs by the Gang Team, any updates to your roster must be done within 24 hours of the change occurring. A list of all member’s names, Citizen IDs, CFX Names, Discord Names, and Discord IDs must be provided to gang staff. Failure to comply with this could cause your gang to receive a strike. All established gang members must also be in the NERP Gang discord and have their correct IC name, failure to do so could result in them being removed from the Gang Discord and removed from their Gang’s Roster. Gang vehicles must be returned to the leader if a member leaves the gang. They are not personal vehicles and are the property of the organization. If you fail to return the vehicle it will be subject to removal from the garage. Leaders please open a gang ticket if you are unable to retrieve the vehicle. If an org disbands the vehicle will become available to the whole city. All assets are property of NERP. No comps will be approved for items lost in a vehicle repo.
Direct linkUpdates to Gang and Gang Support Tickets
If any ticket needs to be opened regarding the gang's roster, turf, or any changes needed, the leader or co-leader must be the ones to open said ticket. If there is CHANGE OF LEADERSHIP, please open a ticket for approval by the Gang Team. There will be a 30 DAY GRACE PERIOD for the ownership of a disbanded gang’s name. Meaning that if BALLAS disband on April 1st and you want to be BALLAS as well, your org will not be considered for 30 days and still establishment is not guaranteed. There will be a 14 DAY GRACE PERIOD when leaving and starting a new gang, this also includes if your organization is disbanded by the Underground/Gang Team. Gang jumping is not allowed. There is a 14 DAY GRACE PERIOD between you leaving a crew and joining a crew. The option of merging is available, both leaders must open a ticket with Gang Staff in order for the merge to be approved. Recruitment to a different group where both groups agree does not fall under this grace period. BOTH leaders must agree to this within RP and provide proof of both parties agreeing.
Direct linkCharacter Separation and Conflicting Positions
Establishes restrictions governing multiple characters, gang leadership, government employment, and positions that create conflicts of interest.
Dual Character Conflict Policy
Under absolutely no circumstance may a high ranking member in your organization, gang, nor motorcycle club be able to hold a high ranking in Law Enforcement (LEO), Department of Justice (DOJ), or Department of Corrections (DOC). Department Head (01) of Emergency Medical Services (EMS) cannot be the leader of an organization. If you are found in violation of this policy (holding both positions), you will automatically be removed from your gang and will be subject to a 7-day cooldown before joining or creating another organization. High-Ranking Role Definitions: - GANG High Ranks:Boss/President, Underboss/Vice President, Captain/Sergeant at Arms - LEO High Ranks: SASP: Colonel, Lt. Colonel, Major, Captain LSPD: Chief, Assistant Chief, Major, Captain BCSO: Sheriff, Undersheriff, Major, Commander, Captain - DOJ:All ranks are included — no high-ranking DOJ personnel may hold a gang/MC high-ranking role on another character. - DOC:Warden, Deputy Warden, Assistant Warden - Investigation Unit Restriction: Anyone involved in a gang may be a part of any investigation units in any department as long as it is approved by the Leadership Team, if you wish to do so, open a Leadership Ticket.
Direct linkTerritory, Turf, and Organizational Property
Governs territorial claims, home turf, compounds, tagging, territorial control, and the responsibilities associated with maintaining gang-controlled areas.
Turf Regulations
Gangs can claim up to three (3) turfs within the turf system without repercussions. There are added features that will govern itself relating to turf amounts if you have more than three (3). Find this out IC. Each group can have a “home turf” located inside of their turf, which consists of a two (2) block radius. This home turf is an area in which you can defend with a maximum number of members. The home turf must be approved by the gang team, the gang team must also be informed if you wish to move this. Home turfs with whitelisted gangs who actively pay for the Gold Gang Package and have a compound will be around their compound For non whitelisted gangs this will be an area you choose within the IC home turf you set in the gang system. Make sure the area you are planning on taking makes sense for your gang. It would not make sense to have a south side street gang in the vinewood hills. Spraying/Gaining turf/placing scenes outside your turf radius is only ok if your gang is actively trying to take that area or building a storyline with valid RP. Spraying/placing scenes is not to be placed in excess. There is to be NO spraying of MLOs or private businesses. There will be no tagging of privately owned business. You will need to have legit RP reasons behind it to tag a business up. No gang shall use other gang sprays in any way, this goes for the logo and the sprays with another gang's name. If you are a whitelisted gang that does not have an MLO on your turf, your turf is in jeopardy of being controlled by a rival gang. If another rival gang overtakes your turf and purchases an MLO you will need to relocate your home turf with Michael. If you are a whitelisted gang that HAS an MLO and your turf is pushed, you are at risk of losing your territory, gang hideout and specific bench but not the MLO. Gangs can not push you out of your compound. Inactivity of the organization who has lost their turf will be taken into consideration, at that point your org could potentially be disbanded which will result in loss of MLO as well. MLOs are not a security blanket for turf. It is up to your organization to maintain the turf loyalty your MLO resides upon. Gangs can claim areas that aren't designated as community turfs. Community turfs are meant to be contested, ensuring that no single gang maintains control over them. Community turfs are specifically designed for ongoing battles. Community turfs can be made your home turf through Michael, but there are no bonuses that come with making that turf your home.
Direct linkGang Roleplay and Conduct Standards
Establishes roleplay expectations governing gang interactions, businesses, government locations, injuries, retaliation, and conduct during gang-related scenes.
Roleplay Guidelines
We understand there are some story arcs that may result in this, but shooting at businesses and government buildings should not happen often. Once the initial fight is over it should immediately move to appropriate locations outside of businesses. Beef should not be started at businesses however if the RP leads to one it is acceptable to continue the scene. While we ask no beef be started at a business, if someone in your gang who owns/works at a business starts beef there, expect the other gang to come to the business to press. (Example: Group A takes a member of Group B to Tuners and shoots them behind the shop, expect Group B to come to Tuners to press Group A) It should be known: starting or continuing beef at a business can result in your Group being banned/trespassed from said business, and the BBB stepping in.If beef starts you can't run to your business for safety.
Direct linkConduct
Revenge tickets WILL NOT be tolerated. If you lose a beef/war, then you lose. No toxic behavior will ever be allowed including but not limited to the following behaviors: - Trash talking to the other party after you are shot down/not RPing your injuries. - Talking down on someone after shooting them down. - Pissing /shitting/”tea-bagging” on someone who is downed. - Mag dumping someone after they are downed. The only excuse to mag dump is to get them on their back to rob them. Staff can tell the difference in what you are doing. (excessive shots after death)
Direct linkGang Activity, Scene Limits, and Conflict Regulations
Establishes participant limits, initiation requirements, cooldowns, territorial defense rules, and general standards governing gang-related conflict.
Gang Limits and General Guidelines
During any given gang activity each (established) group is allowed 7 members to join. This includes but is not limited to beef with another group, territory protection (sprays, drug sales, civ death on territory, hunting, etc.) For any Heists/Jobs/Police Interaction you must follow NERP’s Individual Scene Limit Rule.If selling in your two block radius a max of 7 people can be part of that group. This is not classified as protecting your home turf but gang activity and cannot utilize 20. A gang limit of 7 only applies to organizations that have established themselves within Michael’s gang system. Otherwise, main server scene limits must be followed. Beef over a general color will not be tolerated, there are many gangs in the city and not enough colors (this does not apply to custom WL gang clothing). If your gang is pushing another gang’s two block radius, the gang being pushed can utilize up to 20 members to defend their territory. If your org has a MLO, your compound will be your two block radius. If the fight migrates outside of the two block radius numbers must drop back down to the 7 gang scene limit. You cannot bait people back to your territory to be able to use all of your members. This includes other gangs, cops, or even civilians. During gang beef, there will be a 60 minute global cooldown on conflict of violence (this includes conflict involving guns, melee weapons and anything that results in the downing of an individual). There must be adequate initiation still. Per the NERP server rules megaphones are not adequate initiation. Allied groups are subject to the 1 hour cooldown when assisting with the specific beef of the main conflict org. Assuming you are retaliating, returning to the opposing gangs turf to actively take it by selling you have forfeited the retaliation cooldown protection period. If the owner of the turf approaches the opposing gang selling they accept consequences if a conflict arises. When retaliating, gangs must wait a 30 minute global cooldown before they can sell drugs on opposing gang’s turf or acting on conflict of violence (this includes conflict involving guns, melee weapons and anything that results in the downing of an individual). Gangs can freely sell on their own turf during the cooldown.THERE IS TO BE NO SELLING DURING AN ACTIVE GUNFIGHT. Example: The Underground is on a cooldown after a conflict with The Saints. The Saints return (in a timeframe that has consideration for getting up the injured parties) to sell on The Underground's turf then the cooldown would be nullified as The Underground will be protecting their turf from being taken. We ask that orgs have some common decency to allow people to get their members medical attention, those left to take the light, allow LEO to do their investigation or allow the other gang to regroup. Returning immediately to encourage more gunplay over roleplay will be taken into consideration and punishments deemed fitting will be issued to orgs that abuse this. Gang Team can tell the difference. Poor initiation or no initiation will not be tolerated and subject to gang punishment. If a known beef is happening between two 2 groups, there still needs to be initiation of any shootings between 2 groups. If a gunfight breaks out at a business between members in an active war the members in the business can defend themselves regardless of the numbers (up to 20), Example: someone owns a mechanic shop and has 12 people in their building, and an opposing group of 6 show up looking for members they are at war with. If the group of 6 choose to initiate into the building of 12, all 12 may return fire. Once the fight is over, you should immediately move to appropriate locations outside of businesses for further fights. While clocked on at a business you are allowed to do money laundering and selling illegal tablets(racing tablets/Boosting Tablets). You cannot do any other illegal activity while clocked on. Now clocked off you can do anything but risk being fired or worse. The use of helicopters or any form of aircraft is NOT allowed during gang v. gang altercations. I.E. wars, shootouts, beefs, etc. Each gang leader will have ownership of one armored vehicle, these vehicles are to be used only when raided by PD. If found using this vehicle for other roleplay stories that do not include raids, the gang will face a gang punishment from the Gang Team/Underground.
Direct linkCompound Retreats
If a conflict has occurred within the two block radius of a gang's home turf they can retreat to their compound to protect the injured or gain vantage points to defend their home turf. The opposing gang is within every right to continue to attempt to breach the compound and accepts responsibility if the battle continues inside their property. This includes having to take the light without the ability to remember the situation that had just occurred if medical services can not retrieve the injured. The pushing organization can still only utilize the 7 member limit, not calling for reinforcements if at cap or alternating out members and unestablished gangs still following the NERP server rule limits. Organizations accept the 20 max can be utilized by the owner of the compound. Organizations can not retreat to their compound during an active conflict that has occurred outside of their two block radius. The scene must be completed. An organization can retreat to their compound during a PD v. gang battle if this has occurred within their two block radius. They may not retreat if conflict or a criminal act has occurred outside their two block radius. The owners of the compound accept the responsibility that this now gives LEO probable cause to breach their compound and execute any search and seizures of contents found within. During PD standoff that began in their two block radius, gangs will have a 10 minute window to retreat back to their compound after that the compound retreat will no longer be an option. Orgs may not retreat to evade criminal ramifications of drug sales, bank robberies, Vangelicos, store robberies or boosts. Any conflict that began as these crimes will have a no retreat policy. Description: Compound - an MLO placed for a whitelisted gang(with or without walls). The gang hideouts will not constitute an area that can be retreated to nor a residential structure with no accessibility to outside parties.
Direct linkGang clothing
Wearing another organization's clothing with proper RP is prohibited. Other organization gang flags, Kuttes, etc. must be obtained through RP (taking off someone) in order to wear them. They would not realistically be readily available in a clothing store.
Direct linkGang clothing
Wearing another organization's clothing with proper RP is prohibited. Other organization gang flags, Kuttes, etc. must be obtained through RP (taking off someone) in order to wear them. They would not realistically be readily available in a clothing store.
Direct linkTerritorial Taxation and Protection Activities
Establishes the circumstances under which organizations may impose territorial fees and regulates collection, enforcement, and conflicts arising from those activities.
Taxing / Business Protection
Gangs may only collect taxes for illegal activities that are within their officially recognized territories. Taxable Activities Gangs can tax individuals or groups that use their territory for the following activities: - Drug Sales: Civilians selling drugs within a gang's territory must pay a fee. - Crafting Supplies and Materials: Civilians collecting or using crafting materials (e.g.,drug ingredients, weapons parts, etc.) from resources found in the gang's territory must pay for access. Gangs may not place tax fees on civilian owned businesses. Gangs may not place tax fees on any heists. Fees must be reasonable and in proportion to the activity. Non-Violent Collection Gangs are expected to collect taxes peacefully, unless roleplay encourages otherwise. Violent activities can come from these interactions with proper RP initiation and escalation procedures. Law Enforcement and Rival Gangs Gangs must be mindful of law enforcement or rival gangs attempting to disrupt their control. Law enforcement can intervene if civilians or businesses report excessive taxing, creating dynamic police-vs-gang roleplay. Rival gangs can challenge control of territories, leading to negotiations, gang wars, or alliances.
Direct linkAlliances and Interorganizational Cooperation
Governs alliances between recognized organizations, allied assistance, reporting requirements, participant limitations, and joint conflict involvement.
Alliances
Groups are allowed to formulate TWO alliances amongst each other as they seem fit within RP. ORGS CANNOT UTILIZE CIV ALLIES, THERE ARE TO BE NO CIV ALLIES. Orgs can have TWO allies. The org you’re allied with, you will also be their allied org. No organization can help another org unless it's their listed allied org. There is a 7 day cooldown from removing an allied org to take on another. Gangs can only use members from their allied org to assist in beefs/conflicts while still abiding to the number restrictions laid out in the gang rules. Allied additions, changes or removals must be reported in your section of the Gang Hideaway to a gang staff member. There will be no exceptions if an alliance is made but not reported you will be in violation of the allied group rules if fighting conflict/beef together. If an active war is happening no allied orgs are ever to be utilized. (Move to war area) Gangs are not obligated to have declared allies but during conflicts unable to utilize other established organizations. Allies can aid their partners in battles as long as they engage in some form of interaction with an “enemy” stating that they are allied with “x group” When two or more groups are engaged against a common enemy, group size limits apply collectively. If Group A and Group B are both in conflict with Group C, each group may deploy up to 7 members only when engagements are conducted separately and outside of the engagement cooldown period. Once Group A and Group B formally identify as an alliance and participate in an allied shootout against Group C, they are considered a single force and may deploy no more than 7 members total across all allied groups. If group A expects conflict on their home turf, group B can send up to 7 members to assist, not exceeding a limit of 20. It is preferred if your group starts beef, you fight the beef and not hire another group to exclusively fight for you. Hiring another group for protection or aggression is allowed. When doing so you run the risk of the group you're beefing requesting a war to be forced by the Underground, resulting in no allied assistance during the war fights. Wars are generally a last-resort option. Groups are expected to try other avenues to end the beef before trying to force a war by going through the Underground. The Underground will have discretion and consider all information when forcing a war.
Direct linkDeclared War Regulations
Establishes authorization, conduct, participation, negotiation, and victory conditions governing officially declared wars between organizations.
Declared War
War should ALWAYS be the last option for ANY AND ALL ORGANIZATIONS. All other viable RP routes must have been taken to end things civilly before an official war can be implemented. (War also must be approved by the Underground in an in-city meeting between both groups.) Gangs must be repping their colors during war. (Kuttes or flags etc) Blacking yourself out completely is not allowed. When you are at war, your entire gang is at war, regardless of whether they want to be included in it or not. During war, cooldowns between fights can be negotiated during the war negotiation process. Once war terms are in progress and/or are agreed upon, both groups' rosters are frozen until the war is completed. If you are in the city and your compound is being pushed, you are allowed to join in defending your turf if asked for assistance. You are not allowed to fly into the city just to join in on defending your turf, that is meta and will be handled accordingly.
Direct linkWar Structure
Wars will operate in a “light initiation” fashion. Where groups in an active war are expected to initiate combat anywhere, anytime, as long as the agreed upon terms allow. While in an active war people are to be given 10 minutes inside of businesses. If they are inside the business longer than 10 minutes groups can enter the property and handle their war as needed. Business owners/employees will still reserve the right to handle the situation as they deem fit (defending/trespassing). Gamble at your own risk. During the war each side will be provided “Underground War Flags”. Every member is required to carry a flag at all times during war. The winning group is the group that acquires all opposing war flags. Your own war flag CAN be stolen back in battle. Term negotiations will set specific restrictions that both sides agree too. War spoils must be realistic and attainable. ALL opposing flags must be turned in to the Underground to signify the end of the war.
Direct linkOrganizational Discipline and Enforcement
Establishes the Gang Strike system, organizational penalties, timeouts, whitelist consequences, and grounds for disbandment.
Striking System
If your group, meaning 4+ members of your Gang/MC, violate a gang/server rule, your gang will be given a strike. If your gang reaches 3 strikes, staff will intervene and render proper punishment for said strikes. If you are an unwhitelisted gang and you receive a strike, it will be put on record and may or may not affect WL approval depending on what your strike/strikes were issued for. If your gang receives 3 strikes, your wait for WL approval is extended 30-60 days up to staff discretion or immediate disbandment. The Underground store is closed to those with an active strike for the duration of the strike on the organization’s record. Once a strike is issued, Michael will issue a 24 hour timeout to your organization in the city per strike, resulting in not being able to utilize Michael’s sidetasks. - 1 Strike - 24 hours - 2 Strikes - 48 hours Punishments can include but not limited to a designated time frame of IC “timeouts” which will stop the org from utilizing some of Michael’s perks. Certain offenses can now result in a vote upon issuing TWO gang strikes. I.E. LQRP/FailRp: Poor Initiation, Gunplay over Roleplay, Toxicity and depending on the severity of the infraction could cause immediate disbandment of the organization. Individual punishments such as server warning points and bans can also be issued to individuals as well. Disbandment is always at the discretion of The Gang Team. Gang strikes unlike server infraction violations will fall off over time. 1 gang strike will stay on your organization's record for 21 days. If a group already has a strike and receives another, the original 21 days will reset and an additional 21 days will be added. If a 3rd strike is issued The Gang Team and Underground will discuss disbandment of the organization or any fitting punishment.
Direct linkInternal Agreements and Member Separation
Governs internal organizational agreements, member departure procedures, permanent character agreements, and Blood In/Blood Out arrangements.
Agreement Policy Disclaimer
All agreement information including your organizations by-laws, family rules, etc. must be posted in your respected section of the Hideaway. Failure to do so will result in a PDA pull and/or a blood in/blood out agreement becoming NULL and void and will not be able to be completed.
Direct linkPerma Death Agreement Policy
PDA: Perma of your characterIn order for an agreement (PDA) to be official, it must be posted in your section of the Gang Hideaway for the Gang Team to review and approve. If the gang that you joined has a PDA agreement you will be required to honor it if you agree to it. Unless exigent circumstances described below have occurred. This will be decided by the gang team. Gangs are not required to do this. It is up to each gang if they want it or not. For your PDA to be pulled and your gang to permanently kill you, they must reach out to the gang team and get it approved. The gang leadership must provide sufficient evidence to satisfy the orgs PDA break and NERP gang teams approval. A gang can decide to let you buyout or buy your PDA. After a PDA is pulled you have 30 days to execute the PDA or else the person survives the PDA pull. Any buyout or walkout agreements made are not to extend beyond 30 days. After 30 days from time of PDA pull approval the person is free to continue living their life without repercussions from the original organization If your PDA is pulled by your gang you must be active in city daily (if possible) to survive your PDA ALL PDA pulls MUST be approved by the Underground/Gang Team. The scene involving the PDA pull must be provided to the gang team after it has been executed. Ensure there was sufficient RP to support the scene. If the gang does not put the effort into the RP of the PDA pull scene the gang could be subject to punishment. An organization's PDA can become null and void in the eyes of NERP allowing the member to leave without explanation and avoid perma/bled out of character: They believe the organization is about to be in violation of NERP server rules i.e. "crash out". Which we would expect the party to report promptly if they feel these actions are imminent. The organization has broken NERP server/gang rules and they were not part of the violation but wishing to distance themselves from these actions. The member is being harassed out of city, please review the "Harassment" and “Toxicity” rules in the Main Server Rules. A gang’s internal rules alone do not automatically justify the execution of a Perma Death Agreement (PDA). When a PDA is initiated, the Gang Team will thoroughly review the circumstances, including how the rules are written and whether the verbiage used aligns with established standards. Multiple factors are considered in the decision-making process, and the approval or denial of a PDA is at the discretion of the Gang Team. All gangs are expected to respect the final decision made. Members are strictly prohibited from reaching out to staff or individual team members privately to challenge, harass, or question the outcome. Failure to follow these expectations may result in disciplinary action.
Direct linkBlood In/Blood Out Agreement Policy
Blood In/Blood Out: Act of violence to end their time in the org but does not result in perma of someone’s character. In order for an agreement (Blood In/Blood Out) to be official, it must be posted in your section of the Gang Hideaway for the Gang Team to review and approve. If the gang that you joined has a blood in/blood out agreement you will be required to honor it if you agree to it. Gangs are not required to do this. It is up to each gang if they want it or not. Blood in/blood out pulls must be submitted to the Gang Team to be aware of what is happening and to ensure that all rules are being followed by your organization. Your rules are posted in the Hideaway. The member agreed to the rules of your organization.
Direct link