Darraknoir: Beyond the Rift Rulebook
  • Disclaimer
  • Behavior Standards
  • Reporting and Tickets
  • Strike System
  • General Rules
    • Roleplay Standards
      • Supernatural Roleplay Tips
    • Value of Life
    • Amnesia and New Life
    • Violence, RDM and VDM
    • Metagaming
    • Exploits
    • Powergaming
    • Mindsharing
    • Combat Logging
  • Crime and Corruption Rules
    • Rules for Criminals
    • Drugs and Moonshine
    • The Stick Up
      • Hostages
      • Robbing Players
  • Bank Robberies
  • Fort Robberies
  • Getting Away
  • Criminal Rights
  • Business and Housing Rules
    • Homeowner Rules
    • Businesses and Jobs
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  • 1. Avoid Unnecessary Violence
  • 2. Know Your Mark
  • 3. Adapt
  • 4. Know your location
  • 5. Ride Easy, Pilfer Slow
  • 6. Timing is Key
  1. Crime and Corruption Rules

Rules for Criminals

Criminals should follow these guidelines

1. Avoid Unnecessary Violence

Being a criminal is about finesse, not brutality. (Adhere to the RDM and VDM rules, as well as rules regarding Hostages and Mugging) .

2. Know Your Mark

Research your targets, whether it be Citizens or an establishment like a Bank. (You must engage in Roleplay for at least 30 seconds before every Criminal Activity you participate in).

3. Adapt

Plans fall apart in the face of adversity; be flexible to survive. (Realize that you will regularly roleplay with Law Enforcement. Treat each other with respect).

4. Know your location

There are no greenzones but it is forbidden to initiate combat or robbery on a person in clothing store or other menus.

5. Ride Easy, Pilfer Slow

After committing a crime you can not switch characters for a minimum of 60 minutes after the crime and you must remain IC for at least 30 minutes.

6. Timing is Key

Allow the town to breathe; storms bring chaos, and in chaos, vigilance is at its peak. (You may not commit a crime within 30 minutes before or after a reset).

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Last updated 1 year ago