Capital Roleplay
Rules
Read and understand the ruleset before entering the city. Ignorance is not a valid defence. Staff hold final discretion in all situations not explicitly covered below.
Community & Conduct
Out-of-character standards that apply everywhere you carry the Capital Roleplay name. In-game, on Discord, on stream, and on any platform.
Harassment, discrimination, or slurs targeting race, gender, sexuality, religion, disability, nationality, or any protected characteristic carry immediate sanction. This applies in-game, in voice, in our Discord, and on any platform where you represent yourself as a Capital RP player.
OOC arguments, insults, or toxicity toward other players or staff are not tolerated. Resolve OOC disputes through tickets, never by escalating in chat, voice, or DMs.
Repeatedly singling out the same player or group across scenes, sessions, or platforms is harassment regardless of in-character framing. Patterns are judged across the whole community, not per scene.
Intimidation, doxxing, leaking screenshots or clips to attack another player, and any real-world threat result in a permanent community ban.
Joining solely to disrupt others' roleplay, test rule limits, or stir staff is bannable. “I was just roleplaying” is not a defence for deliberate disruption.
Persuading, baiting, paying, or pressuring another player into a rule violation is the same offence as breaking it yourself, and may be punished more severely if planned.
Returning under any alternate account, identity, IP, or hardware while banned results in a permanent community ban with no appeal window. Players sharing accounts with banned individuals are jointly accountable.
Players must be 18 or older. Anyone found to be underage is removed regardless of roleplay quality, character history, or assets, and may not return until eligible.
Where a rule has not been written for a specific situation, behave the way a reasonable player would expect. “It's not technically against the rules” is not a defence; staff judge intent and outcome.
Selling, buying, or trading in-game items, currency, characters, vehicles, properties, or access for real-world money outside official Tebex channels is prohibited and results in a permanent ban plus asset wipe for all involved accounts.
Attempting to crash, lag, DDoS, exploit, or otherwise damage server systems, staff tools, or other players' connections is an immediate permanent ban with no appeal.
Players must follow the terms of service and community guidelines of any platform they use while representing Capital Roleplay, including TikTok, Twitch, YouTube, Kick, Discord, and similar services. Content creation, streaming, or promotion connected to the community must not encourage harassment, ban evasion, platform rule-breaking, or conduct that could place Capital Roleplay or another player at risk.
Roleplay Standards
The baseline expectations for every scene. Capital RP is a serious whitelisted server, and these rules define what that means in practice.
Once connected, you are in character. Use designated OOC channels and tickets for anything that breaks the fiction. In-game OOC chat, “voices in my head,” and references to streams, Discord, or other servers are FailRP.
Capital Roleplay is a serious whitelisted server. Low-effort GTA Online behaviour, grinding without character, drive-by-style scenes, and cartoonish play break immersion and may result in removal.
React as if your character has one life. When realistically outnumbered, outgunned, or held at gunpoint on foot, comply. Heroic charges, talking back to executions, or fleeing while a gun is pressed to your head are FailRP. You may attempt to drive away from a hostile situation in a vehicle if you are not boxed in and the escape is realistic; sitting in a moving car with a gun pointed through the window is not the same as standing still under threat. See 2.13 for how this applies to blunt versus sharp weapons.
After being killed, your character forgets the specific events of the moments leading to their death (who attacked, exact words, the immediate sequence) and may not return to the scene for 15 minutes. General scene awareness, ongoing feuds, rivalries, and pre-existing relationships are retained. Memory is only fully wiped if the character is burned alive or buried, in which case all knowledge of the lead-up is gone. You may not act on information your character only learned in those final moments before death.
Capital Roleplay uses a two-stage medical system. Stage 1 is conscious but injured: your character is downed but aware, can speak, hear, and remember. Stage 2 is unconscious and unaware: no awareness of speech, actions, or who is around you. Revived players retain memory of Stage 1 and any prior scene context. Memory is only lost permanently if burned alive or buried (see 2.4 NLR).
Disconnecting, alt-tabbing out, or “going to sleep” mid-scene to escape consequences is treated as the worst possible outcome of that scene and is bannable. Genuine crashes must be reported by ticket immediately and you must rejoin as soon as possible.
Pausing a scene to argue rules, threaten reports, or call staff in voice or text is prohibited. This includes referencing OOC mechanics inside dialogue, for example “I've got a knife to you, you have to comply.” Say it in character or not at all. Continue in good faith and submit a ticket once the scene ends. Staff will not adjudicate from inside an active scene.
Sexual roleplay, sexual assault, suicide, self-harm, terrorism, cannibalism, spitting, real-world tragedies, and torture without consent are not permitted. Themes approaching these areas require all involved players' agreement in advance and may be paused by staff at any time.
Erotic roleplay is not permitted on Capital RP under any circumstances. Any sexual content will result in a permanent ban.
A clear, working microphone is required. Excessive shouting, mic spamming, music or audio played over voice, or unintelligible audio is FailRP.
Going AFK mid-scene to avoid a consequence (cuffs, robbery, medical attention) is FailRP. Stepping away briefly in a safe location is fine; leaving your character inside an active scenario is not.
Civil services, faction leaders, and senior staff are held to a higher standard. Repeated rule-stretching in these roles is treated more severely than the same conduct from a new player.
FearRP applies to any weapon drawn on you. You must fear all blunt weapons (bats, hammers, fists, and similar) and comply — unless you are carrying a weapon of your own that you can realistically defend yourself with. For example, if you have a hammer in your pocket and someone sticks you up with a hammer, you may pull yours out to defend yourself. Sharp or otherwise lethal weapons are different: if you are stuck up with a sharp object such as a knife (or a firearm), you must fear for your life and comply even if you are carrying a weapon of your own. See 2.3.
In-Character Conduct
Standards for direct in-game interactions, hostile scenes, combat, and the integrity of every encounter.
Attacking, shooting, or killing another player without proper roleplay build-up and clear hostile initiation is forbidden. Revenge killing requires fresh in-character buildup; prior beef alone is never sufficient justification. Personal conflict only justifies action when your character can reasonably know who the target is and why right now.
Before any violent action you must give the other party a clear, voiced demand or threat naming what you want, with at least 7 seconds to respond. “Hands up or die” alone is not initiation; conditions must be specific and achievable.
Using a vehicle as a weapon without roleplay reason, including ramming, pinning, or running over players, is prohibited. Brief, justified contact in an active chase or scene is acceptable when proportionate.
Acting on any information your character did not learn in-game is forbidden. This includes stream chats, third-party voice apps, Discord DMs, alt-character knowledge, and identifying players by voice alone.
You may not force outcomes on another player, ignore injuries, perform actions your character realistically cannot, or chain /me commands to bypass mechanics or another player's response.
Provoking another player into a rule break, recording it, and reporting is forbidden. Both the baiter and the responder may be sanctioned; staff judge intent.
A group may take hostages at most once per 24 hours for the same purpose, with a maximum of two hostages per scene. Torture, sexual scenarios, forced bank withdrawals, forced asset transfers, and forced property sales are never permitted.
Do not insert yourself into a robbery, chase, or hostage scene unless you have a realistic IC reason to be present. “Driving past and noticing” is not enough.
Drive in a way consistent with the UK setting and your character. Constant reckless driving, ignoring traffic, treating vehicles as disposable, or arcade-style stunts during normal travel are FailRP.
Once a scene concludes, both attackers and victims must move on. Returning to the same location, vehicle, or group within 30 minutes without fresh IC reason is FailRP, regardless of which side you were on.
Each of your characters exists independently and may not share knowledge, assets, contacts, or affiliation. Transferring money, items, or information between your own characters is prohibited.
Do not wait around downed players to re-engage, farm kills, or interrogate corpses. Once a target is downed, disengage or move on with the scene.
If you rob a player, you may not also kill them. If you intend to kill, you may not also strip their belongings. Pick one outcome per scene. Combining both is FailRP unless there is clear, escalating RP justification (for example, they fought back during the robbery).
Once a player is downed, the scene is over for them. They cannot be robbed, searched, or stripped after they hit the ground. Any robbery must occur while the player is conscious and able to respond.
You may drive away from a hostile or armed situation if your vehicle is not boxed in and the attempt is realistic. Boxed in means physically blocked or stopped under immediate threat at point-blank range. Plough-throughs, ramming out of a parked-in position, or arcade-style escapes are not realistic and remain FailRP under 3.3 RVDM.
You may not grow weed or place movable illegal tables behind doors that other players cannot access. That includes inside a locked property, a business backroom, or any private space police and rival players cannot enter. It counts as powergaming because it removes any realistic chance for the scene to be found or interrupted. If you are unsure whether a location qualifies, ask a staff member before setting anything up.
You may only scam other players for illegal items or illegal activities. Scamming for legal items, legitimate assets, or for real money and services is not permitted. A single scam may not exceed £100,000 in value. Scams must still be built through roleplay; using a scam purely to grief or to sidestep robbery limits is FailRP.
Do not interfere with CHS while they are working a scene. This includes, but is not limited to, shit-talking or taunting CHS, attacking or robbing downed bodies CHS are attending to, and attempting to pull friends or patients away from CHS care.
Police, CHS & Civil Services
Rules for whitelisted civil services roles: Metropolitan Police, CHS, Fire, and any future government faction. Higher access carries higher accountability.
Civil services personnel must remain professional, responsive, and present. Going AFK on-duty, idling for paychecks, or treating the role as side income results in removal from the faction.
Force must escalate proportionally. Lethal force is permitted only against a clear, immediate threat of death or serious injury. Executing compliant suspects, downed players, or hostages is FailRP and may end careers.
Any roleplay where civil services personnel break the law or assist criminals must be pre-approved by faction leadership and senior staff. Unsanctioned corruption results in immediate removal from the faction.
Frequencies, patrol movements, asset locations, and operational intelligence may not be shared with civilians or criminals. Leaking radio counts as metagaming and is a dismissible offence.
CHS staff must treat all injured parties regardless of warrants, faction, or prior conflict. Refusing or withholding care, identifying patients to police, or selecting whom to treat by allegiance is a breach.
Wearing civil services uniform, driving emergency vehicles, or issuing orders as an officer or medic without the role results in a ban. Convincing fake-ID roleplay must be pre-approved by faction leadership.
Off-duty civil services personnel hold no powers, may not access duty weapons or vehicles, and may not relay duty intel to civilians or criminals.
Joint operations between civil services factions must be coordinated through documented IC channels. Pre-arranging tactics in OOC voice or Discord is metagaming.
Drawing officers into a situation purely to ambush, troll, or generate content without genuine criminal intent is FailRP. Officers may not provoke confrontations without legitimate cause.
Civilians may not steal, drive, or lockpick police vehicles outside of valid in-character circumstances. Police vehicles may only be used as a short-term escape during an active scene where it is clearly justified, for example cuffed in the back of one with the keys in the ignition, or an immediate pursuit context. Driving off in a marked PD car to joyride, store it, or exploit its capabilities is bannable. Use common sense; staff judge intent.
Once a suspect is inside the walls of the police station, you may not take police officers hostage to secure that person's release. Once someone is in custody at the station, they remain in custody until they physically leave the station walls — whether sent to prison, transported to prison, released, or bailed. This protection covers the police station building itself only: a prisoner transport heading to prison that has left the station walls is not covered, and intercepting a transport convoy outside the station is fair game.
Business & Civilian Groups
Rules for registered businesses, civilian crews, and ordinary residents. Where you stand when the city is not on fire.
Approved businesses must operate within their declared scope. Using a registered business as cover for unapproved criminal enterprise voids the licence and may incur a ban.
Business owners are accountable for employee conduct while on premises or representing the brand. Repeated violations result in action against leadership, not only the individual offender.
Civilians who insert themselves into criminal scenes accept the realistic consequences. “I was just watching” is not protection from being told to leave, restrained, or harmed if you escalate.
The same business or owner may not be robbed more than twice in a 24-hour window. Repeat targeting beyond that is harassment regardless of in-character framing.
Civilians may carry licensed firearms appropriate to their background. Military, fully automatic, or suppressed weapons require an approved character history, and public brandishing without cause is an offence in and out of character.
Friend groups, car meets, and unofficial crews are welcome but may not operate as unregistered gangs. The moment a group coordinates organised crime, the Organised Crime rules apply.
Organised Crime & Gangs
Capital Roleplay supports two tiers of gang activity, both tightly governed. Reputation, territory, and story come first; gunplay is the consequence of escalation, not the goal.
Up to 12 members
- Shared clothing colour only
- No flags or masks
- No official perks
- Build rep before applying for whitelist
Up to 12 members
- Identifier required at all times
- Flag, mask, or registered colours
- Eligible for gang wars & territory
- Access to shipments & supplier arcs
Capital Roleplay recognises two tiers of gang. Non-whitelisted groups operate at a smaller scale to build reputation; whitelisted groups gain access to deeper RP arcs and territorial play.
Gang members must be visibly identifiable at all times while engaged in gang activity. If you are not wearing your identifier, you cannot claim gang involvement in that scene and any action you take counts as a private individual. All gangs must rep their colours whether whitelisted or not; if another gang is wearing the same colour you must RP it out or fight for it. The only time you do not have to rep your colours is during heists.
Any group of six or more players running coordinated criminal activity must be registered with staff. Unregistered factions running organised operations face disbandment and asset removal.
Up to 10 per side may be involved in any conflict, beef, robbery, or non-war engagement. In a declared, staff-approved gang war, all members of each gang may be involved. Downed members count toward the cap and may not be replaced mid-scene.
Heavily outnumbering an opposing group (for example 10 versus 3) without prior RP justification is not allowed. Keep engagements proportionate; staff judge intent when numbers are uneven.
Do not jump into an ongoing gang conflict unless you are directly involved through prior roleplay. Friendship, alliance flavour, or being “in the area” is not sufficient.
If a gang disrespects you on your block (verbal, threats, or open presence), you may retaliate on their block. Retaliation must be reasonable and built through RP; it is not an automatic green light for gunplay.
If you actively engage in conflict, you must be prepared to defend your area. Provoking situations and then disappearing, logging, or refusing to RP defence is FailRP.
Conflict must build through interaction. Jumping straight to shootings without prior tension or RP is treated as RDM, regardless of faction history.
A war requires documented in-character conflict and a 48-hour cooldown between major engagements. Smaller justified confrontations between mass engagements are allowed; each requires fresh IC reason.
Territorial claims require visible, ongoing in-character presence and roleplay. Disputes must begin with negotiation and pressure RP before any violence.
As a gang member you must have valid RP reasons to rob or kill. If a civilian or independent criminal initiates conflict with your gang, you may treat them as a rival gang member and respond accordingly.
Repeatedly sitting on rival blocks, spawns, or hospitals purely to catch players off-guard is not allowed.
Large-scale fights must have prior tension or storyline. Coordinated mass attacks with no roleplay setup are FailRP.
NLR applies to your death, not to your gang. You must remember ongoing gang conflicts, rivalries, and relationships even if your character has been downed previously.
Drug labs, arms dealing, robberies, and other illicit operations require active roleplay setup. Running scripts purely for output without scenes is FailRP.
Gang RP is about territory, reputation, and story, not winning fights. Crews that consistently prioritise kill counts over scenes risk losing whitelist status.
Once downed, you are out of the fight. No comms, no location calls, no info passing to teammates until you are revived and the scene allows.
Standard RVDM rules apply. Vehicles may not be used as weapons in gang conflict; ramming, pinning, and running over rivals are not substitutes for proper engagement.
You may not rob members of an allied gang (“sides”) or your own gang (“backs”) unless an active war is in progress and both gangs have agreed to it.
Faction leadership is directly responsible for member behaviour. Repeated violations under a leader's watch escalate to forced demotion, faction sanction, or disbandment.
Gangs may not transfer assets to allies before a perma-death, departure, or known sanction. Transfers connected to imminent exits are reversed and may carry additional sanction.
Players may hold membership in only one organised crime group across all characters. Leaving or being removed from a gang triggers a 2-week cooldown before joining another.
CKs require strong RP build-up, consent from all parties involved, and must be approved by staff. They may be initiated via contracts, storyline arcs, or escalated conflict. An approved CK is the permanent death of that character with no return.
Gangs operate on a 3-strike system. Three strikes results in disbandment. More than one strike in a single week results in immediate disbandment for sustained poor roleplay. On disbandment, the gang's leader cannot form a new gang for 2 weeks; the standard member cooldown is waived for disbanded members so they can rebuild elsewhere.
To obtain plug information you must kidnap a gang member or someone who knows the plug. They must be made to fear for their life and show you the plug location, how the product is made, and the crafted item. You may not kill the hostage for the information. You may take phones or radios during questioning, but they must be returned afterwards.
Lying about knowing a plug or its location can result in a CK by Government Officials. Staff must be shown proof (clips or screenshots) in a Discord support ticket before any CK is carried out.
Avoiding RP — refusing to communicate, or getting in a vehicle and driving off to prevent or restrict the roleplay — is Fail RP and a bannable offence.
Once a plug location is confirmed, open a Discord support ticket to set up the plug war with staff. You may suggest a war location, but the final location is at staff discretion.
You may only attempt to kidnap a plug once every 24 hours.
Wars must be agreed within 72 hours of successfully receiving information from a plug. All participating members must be on the gang roster (Gang Management) and have been on it for at least 3 days before the war. If the plug is not part of a gang, they may recruit a gang to fight with them where it makes sense in RP, or choose their own team.
All plugs can be taken through valid RP takeover rules. Winners may choose a new location for the plug. New plugs have a 14-day grace period: during it you may investigate, kidnap, and question, but a full takeover must wait until the 14 days are over.
Before opening a takeover ticket you must know the name of the plug, what their plug is, have seen them craft the item, and have been handed that item. You must also provide screenshots, video clips, and RP evidence showing how you came to target that person.
You may not randomly kidnap someone just to ask whether they are a plug. Doing so is penalised as fail or sub-par roleplay.
If a plug is inactive for 7 full days, the Government may remove the plug. It may then be reassigned or awarded to a deserving member of the community so others have a chance to win and run it.
Zones & Restricted Areas
Locations on the map where the normal rules of escalation change. Know where you are before you draw.
Hospitals, police stations, and courts are the server's only designated safe zones. No crime, hostile roleplay, drawn weapons, or aggressive pursuit is permitted inside.
You may not flee into a safe zone to escape an active scene. Aggressors must disengage at the perimeter; victims who run into a safe zone with active pursuers may be sanctioned for FailRP.
Major crime (armed robbery, drive-bys, hostage scenes) is prohibited within the immediate vicinity of government and civil service buildings unless part of a staff-approved large-scale scenario.
Drug markets, arms routes, and contested turf are high-risk by design. Entering implies acknowledgement of risk, but lethal force still requires proper initiation.
Civilians may not fly aircraft of any kind, including helicopters and aeroplanes. Aircraft are restricted exclusively to whitelisted civil services and approved roles with the appropriate licence. Stealing, boarding, or piloting an aircraft as a civilian, or using one to evade police, drop into conflicts, or shortcut chases, is a bannable offence regardless of in-character framing.
Cheating, Exploits & Integrity
Zero tolerance. Every rule in this section is enforced strictly and most carry permanent bans. Read carefully.
Any third-party cheat, modification, or injected client granting unfair advantage, including godmode, speed hacks, teleport, ESP, aimbot, or stat manipulation, is a permanent ban with no appeal.
Knowingly using a server or game bug for advantage is bannable. Discovering a bug carries an obligation to report it via ticket; continued use after discovery is treated as exploiting.
Macros, auto-clickers, scripts automating inputs, weighted controllers, and any tool simulating presence or actions are not permitted. Only official FiveM graphics enhancements are allowed.
Generating money, XP, or items while not actively at the keyboard, including macro-driven jobs and weighted keys, is prohibited and forfeits all gains.
Money, item, or asset duplication via exploit, server error, or cross-character transfer is a permanent ban plus full asset wipe for every involved account.
Players who discover an exploit must report it immediately via ticket. Good-faith reporters are rewarded; players who exploit first and report later are still sanctioned.
Reports require unedited video evidence with timestamps and clear context. A minimum of 5 minutes of footage with player IDs visible on screen is required for sanctionable reports. Edited clips, isolated screenshots, and second-hand accounts are not sufficient for sanction.