Crime and Conflict Rules

Crime and Conflict Rules

Welcome to the Conflict and Crime rules.

The goal of this document is to explain the game rules that must be applied during illicit contexts, such as lockpicking, vandalism etc.
As well as provide a general ruling to any conflict RP you mat encounter.

If you have any questions, please talk to our staff team.

Chapter I. Conflict flags
  1. NCCs (Nations, city-states, claims) can have one of the following flags that determine how vulnerable they are to conflict & villainy RP actions.
    • Protected: This flag protects the flagged NCC from any sort of hostile action on their lands. Their cities cannot be raided, war cannot be declared on a protected target, heists cannot be performed, they are safe from major vandalism, and banditry is not allowed on their map tiles or claimed chunks.
    • Neutral: This flag protects an NCC’s capital city/build from any hostile actions described in the protected flag minus war & heists. Major vandalism can only be carried out with the NCC leader’s permission.
    • Hostile: This flag is given to factions that are actively hostile towards others and have as a result no protection from anything. All their assets can be raided and major vandalism can be conducted without an NCC’s leader’s consent.
  2. Any NCC is given the neutralflag by default.
    • An NCC drops down to hostile if they take hostile actions toward other NCCs, wandering characters, visitors, etc.
    • An NCC goes up to the protected flag for a period right after a raid, war, or heist for a short period of time determined by server administration.
  3. Defensive actions taken against hostile groups (ex: defending raids, attacking bandits on their lands, throwing troublemakers or publicly wanted characters out of their city or capturing them inside their own borders, etc) do not weigh towards the drop to the hostile flag status.
  4. Hostile status remains active for two weeks before hostile NCCs turn back to neutral.
    • Server administration can prolong or shorten this two-week hostile status period if it is deemed necessary. This is to be examined on a case-by-case basis.

Chapter II. Civil Conflicts
  1. Civil conflicts within a nation/city-state/claim including coup attempts, power struggles between high-ranking players, political drama, etc. are considered an internal conflict that can only include internal players to decide its outcome.
  2. A player attempting to seize power from the established order within an NCC (Nation, City State, Claim)political body can only use internal support to achieve their goals and must be considered an active citizen.
    • Only active citizens of the NCC in question are considered internal support and are thus able to participate in any internal power struggle.
    • Active citizens have at least had their character for two months with 50 hours of active (not AFK) gameplay on that character, and must be actively playing within the NCC.
    • Outside forces, that being players hailing from other NCCs, roaming players, and players from organizations that primarily operate internationally, cannot participate in any civil conflict.
  3. If power has been successfully seized, it is expected of the new leadership to coordinate with server administration and lore team to get the nation rolling again as soon as possible along the guidelines provided in the roleplay etiquettes and established lore of the nation.
  4. Server administration always holds the right to terminate a power grab if they deem the actions of the new leadership hurtful to the setting, plot, or NCC community.

Chapter III. Transferring of Power
  1. When power is transferred from one NCC leader to the other through a peaceful transition in coordination with server administration, the new leaders enjoy a two-month period of immunity to any sort of internal & external conflict unless they undertake hostile actions themselves. (Ex: Start wars, plot to assassinate prominent figures, etc.)
  2. When power is transferred from one NCC leader to the other through civil conflict, the new leader does not have any sort of protection from civil, or external conflict.
  3. When taking the reigns of any NCC, the leader is expected to respect the body they rule over and uphold established lore, builds, and culture. Any updates, expansions, or changes to the NCC’s established lore or builds are to be coordinated with the appropriate staff teams.
  4. Only characters of the primary races described in the NCC’s lore can become leaders of said NCC.

Chapter IV. Lockpicking and Looting
  1. Unlocked chests can be stolen from, without limitations.
  2. Signs must be placed to describe the roleplay once concluded (scattered footprints, etc). You can request assistance using /requeststaff gamemaster if unable to place down signs due to region permissions.
  3. At a successful lockpick of a chest, you can loot up to one-half (rounded down) from a single stack. You can only loot three slots, per target chest.
  4. You are allowed to take items from shulker boxes in a locked chest, but you cannot take the shulker box itself unless it is empty.
  5. You cannot interact with blocks in order to break into a location or bypass locks.
  6. You can loot up to three locked containers per 24 OOC hours.
  7. Doors can be lockpicked without limit as long as the player has enough lockpicks in their inventory.
  8. You are allowed to kill or steal animals, but you will have to leave at least two of each animal type alive/behind.
    • You are required to ask a moderator or gamemaster to DM the situation and have them place signs describing the act.
    • Each time you kill an animal while acting under the crime rules, you must roll a D20. If the roll is below 5 the staff member DM'ing the event may alert the nation/town through discord that for example, something odd is going on in their fields.
Chapter V. Vandalism
  1. You must request a Gamemaster (using /requeststaff gamemaster) before conducting an act of vandalism. A Gamemaster will DM the event and make the required alterations in-game.
  2. You can conduct minor acts of vandalism, such as graffiti, propaganda, or minor destruction (windows, doors, banners, etc) without region owner approval.
    • Signs must be placed down to describe the scene. You can request assistance from a gamemaster if you are unable to place down signs due to region permissions.
  3. You can only conduct major acts of vandalism, such as burning down a building, causing a big explosion, etc. with the approval of the region owner.
    • Event or lore teams are allowed to overrule the vandalism block of region owners with the permission of their respected Team Managers. This can only be done if the target NCC is flagged as hostile.
Chapter VI. Heists
  1. Heists to free prisoners, kidnap a player within an NCC, etc. can only be carried out by a force consisting of the number of players present at the target location to a maximum of 4 attackers. (Ex: 3 defenders = 3 attackers - 10 defenders = 4 attackers max)
  2. Heists targeting any NCC location can only be done if there are more than 3players present at the target location.
    • Only defending players count for the three or more rule.
  3. Players attempting a heist are required to use lockpick items to break in.
  4. Bypassing city, town, castle, etc defenses using glitches, mount parkouring, etc. is not allowed.
Chapter VII. Imprisonment rules

Once you imprison someone, it is your duty to provide the prisoner with RP regularly. The captors are responsible for keeping track of this. Here come a few house rules regarding imprisonment:
  1. You are allowed to keep a prisoner up to a maximum of 3 OOC days.
  2. The captors must schedule at least one RP session every 12 hours with the prisoner(s)
    • Upon imprisonment, the prisoner will be informed who is responsible for scheduling RP with them. If this is not done, the NCC leader is responsible by default.
    • If no roleplay was scheduled and performed for 12 hours, the prisoner is allowed to leave without consequence during the next interaction.
    • If this is not possible due to the inability to schedule RP, the 12 hours will be extended continuously until the maximum prison time has been reached.
  3. If captors refuse to provide RP, Moderation or administration can rule that the prisoner can teleport out.
  4. The prisoner is not allowed to escape using the warp crystal.
  5. If the prisoner is stalling oocly or refuses to come online to work around the 12-hour RP mark or fails to respond to DMS requesting RP, moderation can extend the maximum prison time if it is deemed necessary.
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