FailRP involves actions that break or hinder roleplay. Examples include bunnyhopping, using /advert for OOC purposes, having an invalid name, using the environment for unintended purposes, behaving against the role of your character, and disrupting others’ gameplay (e.g., micspamming).
Talking in voice chat is solely for In Character purposes.
Saying "I am taking this OOC!" or "This conversation is now OOC!" is against the rules and is FailRP.
Refrain from complaining about lag or anything not directly related to our universe in voice chat.
In-Character names must be realistic, and cannot involve the names of:
A famous individual or fictional character.
CT Numbers that are not yours.
The exact name of any current player. (Try your best.)
A popular Star Wars canon or expanded universe character.
A name or a slight variation to the name of any current staff member. (The staff member may approve the player to use that name)
The title/name/rank of a gang/regiment/group that you have not been accepted or whitelisted into.
Racist or derogatory in any form or variations of racist, sexist, offensive or vulgar terms.
Staff have discretion on what is and is not appropriate, and can change player names at anytime.
Any form of or mockery of Erotic Roleplay (ERP) is strictly prohibited.
This includes any form of sexual harassment or action that can possibly be made on the server, including /me.
This also includes any "space racism" garbage, erotic garbage, ear-rape garbage, religious or "space religion" garbage or any other type of garbage and unfriendly discussions that is not healthy for everyone who may play on our community to consume.
Anyone may initiate or break ceasefires at their discretion.
Faction COs may issue orders to respect or break ceasefires; failure to follow orders will result in IC punishment.
Ceasefires part of Staff/GM events cannot be interrupted and violation will result in punishment.
Ceasefires are not allowed in faction bases or during factional activities like tryouts or debriefs.
In-game tryouts/training must occur for players to transfer between divisions. Handpicked divisions, such as A.R.C. or Commandos, are exempt from this and do not need to repeat their entire enlistment process.
Players can only recognise/describe another player if they have seen a reasonable amount of their character's face or their commonly worn outfit/apparel.
If the player is obviously known to have spent alot of time with a player in question can also roleplay recognition or description based off voice.
TIP: The term "FearRP" comes from garry's mod roleplayer slang and is very commonly referring to a rule that most DarkRP servers use. This rule essentially boils down to if someone pulls a gun on you first, you HAVE to listen to them/their demands, or be punished by staff.
FearRP, Fear Roleplay, or FearfulRP does not exist here.
Intiating on someone or pulling a gun on someone can always be countered, even by the direct victim of for example, a robbery.
If you pull a gun, expect a gun to be pulled on you.
If you pull a gun out in self-defense, expect to get shot at.
If you shoot, rob, or raid someone, expect to get shot, robbed or raided.
This means players have to genuinely get the jump or element of surprise on someone, and must always do it with good roleplay standards.
However, while FearRP is not a thing, you must always have the value of your life. This means that acting in a suicidal or acting with no regard for your own life or other beings' lives is failure to roleplay properly.
This also includes blatant psychotic/serial killer manner (even within perfect roleplay) is still considered FailRP.
Players may not put their life at a great risk if the benefits are greatly outweighed by the risk associated., and you must also not do anything that has unreasonable risk to yourself or another player.
Players may not run into active gunfights unless they are apart of the said gunfight.
When a player is ragdolled, they are completely conscious and may remember what happened prior - this usually happens after falling from a certain height or leaving a vehicle at high speeds.
Unconscious
This state is when a player sees the countdown timer, and is the state they are in before they die.
When a player is unconscious, they may remember what happened prior only if the Medic that revived them can determine if there was no head trauma.
Regardless of head trauma or not though, the player must wait for the medic to clear them before returning to the situation.
If head trauma can’t be determined, then it is assumed the player has head trauma.
Dead
When a player is dead, their countdown timer has expired, and they have bled out.
For continuity and immersive reasons, let's say that you have only lost enough blood to cause "memory loss" before you were "rescued", or otherwise respawned.
When a player dies and respawns, they can return to the situation they died at as long as they do not act upon those who killed them.
For example, returning to your home after being raided and the robbers are still there, you cannot harm them.
You may act in self-defense.
Wait approximately 30-seconds after an active gun related situation has finished before reviving a person. If before this time the person is revived, it may be considered combat reviving. It is up to staff discretion to determine this.
If you want to revive the person earlier than 30 seconds, you must remove them from the area of the situation via stretcher or dragging.
Shock Troopers and Republic Command may return to the same role play situation after it has finished to help process/transport individuals, so long as every other aspect of the situation has concluded.
You cannot use gang, group, or faction initiation to work around this rule.
This is classified as you dying and waiting for a new gang initiation on the same role play situation to join the situation. You cannot join back into the situation you just died at even if your friends just got there after you died.
When any medic (civilian, clone, or jedi) revives another player, a roleplay interaction must be had between the two players.
The revived player also must receive verbal or written confirmation of dismissal from the medic that revived them, was on scene for the revival, or the medic that was put in charge of the revived player's treatment at some point.
Revived players are in medical custody until directly cleared by a medic. This also means players in medical cannot be robbed or arrested until after they are cleared.
The medic must give a genuine attempt at the roleplay action, as it must be a logical action.
Examples:
[Revival] "Can you hear me? Are you alright? Do you have any injuries or pains?"
[Revival] "You seem to have taken quite a fall there. I am going to be giving you some bacta gel, hold tight."
[Dismissal] "I have given you 2 shots of adrenaline. Take it easy for a little while, and report to medbay if you notice any further mutations or infections."
A Republic Medical Corps trooper revives a 501st Legion Trooper and a 212th Attack Battalion Trooper at Highland Hamlets. The Medic can briefly check the revived trooper's vitals, dispense healing, and carry on with the fight only after ensuring the two troopers won't bleed out or have sustained any life threatening injuries. However,the revived trooper must have a check up with the medic after the combat ends.
[Dismissal during combat] "You are all good to go, holler for me if those wounds open back up. Get to medbay when this is all over."
Clones or Blaster-wielding characters cannot shoot at a DFU or saber/melee weapon enemy if Jedi are actively engaging or are within direct vicinitiy of the DFU.
Savior complex, Third-partying, or self-involvement/self-initiation is not allowed ever. Wait for the fight to end before trying to make a move or figure out what happened, otherwise you are making yourself either a target, suspect, a ban appeal writer, or just annoying.
Shock may interrupt any dispute or situation as long as they can confirm any possible criminal activities or civilian lives in danger.
Jedi may also do the same, however lethality must be their last step, and unless they somehow obtain binders, they cannot act upon the activities. They can act in self-defense.
If Shock is offline, any Republic unit that is a direct witness to a shootout or robbery may attempt, at the best of their abilities, to apprehend or eliminate the threat as long as it is a genuine threat to civilian lives, properties, or businesses.
Initiation is the act of initiating a roleplay situation. Initiation is necessary for adversaries of different factions to interact within a somewhat even playing field. Or atleast enough to where it's fair, and not just mindless deathmatching.
PROPER INITIATION EXAMPLES: 1.) "I have a blaster pointed at you, better put those hands up where I can see them before it's curtain call for you, bozo." 2.) "If you take another step closer, I'll make you one with the force with this blaster." 3.) "Stop moving and put your hands where I can see them. Give me some credits or you might not make it home."
TIP: Proper initiation is clear and concise; yet enough roleplay talk to make it seem like it isn't just a mindless crime, but something deeper and much more convincing.
IMPROPER INITIATION EXAMPLES: 1.) "Hands up or die." 2.) "Give me your money." 3.) "Go away or I'll shoot you."
TIP: Improper initiation is lazy and/or cannot be backed up within roleplay.
TIP: Remember, roleplay over ruleplay! If you can genuinely back your actions up within roleplay and can convince the staff that what you did was logical and within roleplay, you are in the clear!
Neutral-faction must ALWAYS initate on other Neutral-faction, except when:
Raiding a property using a breaching charge.
Galactic Republic must initiate on the Neutral-faction.
Neutral-faction must initate on the Galactic Republic, except when:
If you initiate on someone as a member of a group, such as 501st Legion, Shock Troopers, or a civilian gang, then that may be interpreted as initation on the entire adversarial group - but only by members within a visible distance; UNLESS they are called via an in-game radio or verified gang/group/regiment channel on the official Discord.
If a player initiates on a group in one area of the map, they may not use that as an excuse to murder or attack other members of said group in an entirely different area of the map.
During robberies or confrontational firefights, individuals who belong to a gang or group that have been involved since the beginning of the roleplay situation are not required to have separate initiation on the Republic/military police.
A store robbery is automatic initiation with Republic personnel. If you step out of or away from the store or into their view, initiation is still applied within visual distance, so as long as it does not remove the roleplay experience for the Military police.
TIP: Only officialized gangs can utilize the Gang/Group Initiation mechanic. You can tell what gangs are official by going here or by checking out the roles on our Discord. Official gangs tend to have a "speaks for it's own" type of presence, but are also apart of the server's history & storyline which requires dedication.
Gang Wars or Open Season Gang Wars are a mini-event dependent on either Republic leadership or independent civilian leaders. These wars must have a solid, concise, and logical reason, such as gangs looking to settle beef or prove dominance, or for gangs to coerce and bend the Republic to their will.
Open Season Gang Wars can only be committed between two gangs if both gangs have obtained a gang vest or unique gang identifier custom item.
If gangs are at war with other gangs or the Republic, initiation is not required as long as innocent or non-participating parties are not at risk. If there is a possibility that neutral civilian lives will be involved, mindless gang violence will not be excused.
Players cannot mug other players more than once in any 30 minute period.
They also cannot mug the same player twice within a 1 hour period.
A player with under 48 hours of playtime total cannot be robbed or mugged.
You cannot mug players for their backpacks. (This is because of carryweight issues.)
Neutral characters cannot rob Republic characters for any type of item.
Jedi cannot rob or mug anyone ever.
You also cannot rob someone with a lightsaber.
You can only mug for a maximum of $2,000.
Players may only mug other players in a realistic manner, as mugging someone in the middle of the street or without a weapon is not realistic.
If a player does not have the requested amount for mugging, the player may not be killed. A lower amount may be requested, however, the player may not be killed if the second amount is unobtainable. If a mugged player pays the amount requested, they cannot be killed.
Players cannot be mugged for items in the NPC Bank Storage or for funds from their ATM account.
If a player-placed Storage Vault is within distance of the mugging and the robber has the player restrained, the player can be told/forced to open the Storage Vault. If the player refuses to open the vault, they may be killed.
You cannot kill another player with the sole intent of just taking their cosmetics.
The Republic (ESPECIALLY JEDI) must always attempt to negotiate for the hostage’s life.
No troopers may fire any shots at all until negotiations are considered over, and have been clearly called out in communications as being over.
If the hostage taker shoots at the Republic, they may shoot back, making every attempt to not hit the hostage.
If Republic personnel witness another Republic unit being held up at gunpoint, they may not fire upon the hostage taker despite there being a clear shot.
You may use a fake hostage for robberies and hostage negotiations as long as it is role played correctly and the fake hostage receives something in return of the risk.
A hostage cannot be a gang member or associate, but a player that you have no roleplay relation with and is a stranger to you.
A player is regarded as a hostage only when they are cuffed/binded or if they have their hands up.
Fake hostages cannot be used to bait for the Republic to come negotiate for the sole purpose of then killing the clones or a specific clone/negotiator.
A player cannot store any illegal contents, including weapons, drugs, etc., in order to keep the items after being at risk of losing them through an arrest or death.
This includes storing items so that the Republic cannot identify that you had illegal items on you prior to the arrest, unless Military Police have lost you in their line of sight.
You are permitted to ‘ditch’ the items by dropping them on the ground.