The full picture
What is Slash /RP
Medium roleplay on FiveM. Typed, not spoken.
Built on what SA-MP roleplay got right. Rebuilt for a city you can walk into.
Roleplay is required at all times. A story before every gunfight is not.
This is how the city works on day one.
Medium roleplay
Deep roleplay. Action around every corner.
Dedicated roleplayers and relaxed ones share the same streets.
You stay in character. You don't have to write a story to get into a gunfight.
Los Santos is Los Angeles. We built it to feel like it.
Old school
SA-MP roleplay was never boring. There was always a point to take, a run to make, a chase two blocks over. That's the server we're bringing back.
No NPCs walking the streets. No NPC traffic. Just like the old days, every person you see and every car you hear is a player.
What we built on top
A city you walk into
Houses, stores, stations, bars, the casino. Walk up to the door and go in.
A long road on every path
Trucker, dealer, cop, gunsmith, lawyer. Every one has a ladder to climb, and none of them is a grind for the sake of grinding.
Risk everywhere
Loads get hijacked. Points get taken. Pockets get emptied. Nothing you carry is safe.
One menu for everything
F4 opens your stats, your level, your job, your company, your faction and your properties.
Clerks, not crowds
The only NPCs in the city stand behind a counter.
The balance
Medium roleplay is the balance. Enough rules to protect a scene. Not so many that nothing ever happens.
Written roleplay
No mic. No limits.
Any character. Any background. Any accent.
If you can write them, you can be them.
/me pulls the shutter down and locks it. /do the lock clicks.
Old school
If you played SA-MP roleplay, your fingers already know. /me and /do for actions. /s to shout. /b to talk out of character.
Names over heads, SA-MP style.
Remember running AutoHotkey in the background just to get your lines out in time? That's a thing of the past.
What we built on top
AutoHotkey is a thing of the past
The server has its own hotkey creator. Pre-write your lines and commands, put them on a key, fire them with one press. Nothing to install.
Hotkeys are allowed here
Other servers don't allow hotkeying. We do, and we built the tool for it.
Your hotkeys follow you
They're saved on the server for each character. New PC, fresh install, they're still there.
30 accents
Pick one with
/accentand it shows on everything you say.Typing bubble
People near you see when you're mid-line, so nobody walks off on you.
Consent prompts
/adoproposes an action on another player. They accept or deny it before it happens.Read a stranger
/examineshows the description they wrote for their character. That's how you recognise somebody, not the name over their head.Leave a scene
/createsceneleaves a description standing in a spot for 30 minutes.Let the server decide
/tryrolls it. Fifty-fifty.Y, on your phone
The city posts on Y. It's an app on your phone, not a chat command.
One voice in the city
A police megaphone. That's it.
How far you carry
The balance
No voice means nobody gets judged on how they sound. A scene is what the people in it write.
Hotkeys fire exactly what you could have typed. They make you faster, not stronger.
- 30accents
- 15 ma
/mecarries - 20hotkeys per character
- 3lines on one key press
- 0microphones needed
Rules and punishments
Old-school rules. No ban-happy staff.
Roleplay at all times. Everything else follows from that.
On a lot of text servers you need a wall of roleplay just to start a fight, and everybody is so scared of a ban that nothing ever happens.
Not here.
Old school
DM. KOS. PG. MG. RK. NLR. If those letters mean something to you, you already know most of the rulebook.
The ones that matter most
- Deathmatching
- Violence needs a reason your character has.
- New Life Rule
- Wake up in the hospital and the last 30 minutes are gone.
- Revenge killing
- You don't remember who dropped you, so you don't go back for them.
- Metagaming
- What you know from Discord or a stream, your character doesn't.
- Powergaming
- No forcing an outcome. No impossible
/melines. - Fear RP
- Your character wants to live. Act like it.
- Combat logging
- Logging out to dodge a death or an arrest is not an option.
- Healing in a fight
- No drugs, food or first aid in the middle of a shootout.
What happens when you slip
Light offenses don't get you banned.
You get kicked, warned, admin jailed or fined, depending on how bad it was.
Three warnings and you're banned.
Appeal it. 99 times out of 100 you get a date.
Serve the ban, come back, and your warnings are wiped to zero.
Thick skin
- Our staff don't get offended
- Nobody gets banned for their politics, their beliefs or their sense of humor.
- Trolling gets punished
- This is the internet. People troll. They get punished for the trolling, then they get another chance.
- Second chances for everybody
- Whoever you are. Whatever you did.
- Two ways to be done for good
- Hack, or abuse bugs.
- The platform's line is our line
- Anything the FiveM platform terms forbid is against our rules too.
What we built on top
Rules the game enforces
The robbery cap and new-player protection are built into the game. You can't break them by accident.
No-rob zones
Drug houses can't be used to farm robberies. The game refuses it.
The balance
Rules protect the scene, not the scoreboard.
Players who aren't scared of one mistake start more scenes. That's the point.
- 3warnings is a ban
- $10,000most cash a robber can take
- 10 hplayed before you can be robbed
- 30 minforgotten after the hospital
Stats, levels, PayDay
Put in the work.
Your character gets stronger, steadier and sharper the more you play.
Want to shoot straight? Practice. Want to hit hard? Get in the gym. Every day.
Old school
Levels and respect points, the way SA-MP did it. One experience point for every hour you play. Buy your level yourself. Two respect points every time.
PayDay lands on the hour.
Six stats
The gym
- Real equipment
- Bench, pull-up bar, curl bar, leg press, speed bag, bikes, rowing machines.
- It moves
- The pedals turn. The handles pull. The bar comes up in your hands.
- You do the reps
- Pull-ups and curls take a key press for every rep.
- Every day
- Three workouts a day. Strength grows over weeks, not in one session.
Levels and respect
- Play to earn
- One experience point for every hour in the city.
- Buy your level
- In the F4 menu, once you have the experience. You pay for it with in-game cash, and the price scales the higher your level is.
- Spend your respect
- Points go into the amount of armour or health you respawn with at the hospital.
- Start over
/resetupgradesgives every point back. It isn't cheap.- PayDay
- Every hour, on the hour. Bigger with your level, taxed at the rate the President set, with bank interest on top.
What we built on top
Shooting you train
Recoil settles as your skill goes up. You feel the difference in a fight.
Failing still teaches
A botched lockpick or hotwire still builds intelligence.
Nothing fades
What you earn, you keep.
The balance
Strength is capped per day. The player who shows up daily keeps pace with the one who plays 16 hours.
Shooting only steadies your aim. It never adds damage. A veteran's bullets hit exactly as hard as yours.
Experience stops building once you can afford your next level. Buy it.
- 6stats
- 3workouts a day
- 1experience point per hour played
- 2respect points per level
What you carry
Grab it. Wear it. Lose it.
A real grid, not a list.
Your gun is an item. Your phone is an item. The shirt on your back is an item.
Old school
In SA-MP what you carried was what you had, and a robbery meant something. Same here. Now you can see all of it.
How it works
- The grid
- 24 slots in the bag. 6 on the belt for guns and the phone. 14 clothing slots for what you're wearing. Backpacks add room.
- Swap clothes fast
- Clothes are items. Drag a jacket off and another one on, right in the inventory.
- Uniform in one click
- Faction lockers swap your whole outfit and hold your own clothes until you change back.
- Loot fast
- Hands up? Press TAB next to them and their bag and belt open. Take what you want.
- Hand it over
- Drag an item onto GIVE and it goes to the person next to you.
- Drop it
- It sits on the ground as the real object for 30 minutes. A dropped pistol looks like a pistol.
- Storage
- Trunks, gloveboxes, the space under a motorcycle seat, safes you place at home, faction lockers. Bigger vehicles hold more.
- Ammo
- One item is one round. No magic magazines.
What we built on top
Drops make noise, not names
People nearby hear a clink or a thud. Nobody gets told what you ditched.
You, in the menu
A live model of your character stands in the inventory, wearing what you're wearing.
Cash is not an item
It can't be duplicated, dropped by accident or stuffed in a trunk.
Everything leaves a trail
Every item that moves is logged. Dupes and scams get found.
The balance
A robbery is face to face. Two and a half meters, hands up, one robber at a time.
Bag and belt only. Nobody can strip the clothes off you.
Clothes you buy land in your bag. You put them on yourself.
- 24bag slots
- 6belt slots
- 14clothing slots
- 30 mina drop stays on the ground
Gangs and families
Your set. Your colors. Your block.
This map is Los Angeles. The streets should feel like it.
Colors. Bandanas. Tags on the wall. Blocks that belong to somebody.
Anyone can start a gang.
Old school
SA-MP vets know how this goes. Families. Slots. Ranks. /families to see who's official.
From nothing to official
Get some people together.
Start making noise.
Apply for an unofficial slot. Now your name is on
/unofficialfamilies.Make more noise. Get known.
Apply for an official slot. There are nine. When one opens, the gang moderation team picks who earned it.
What official gets you
- Your color
- One color for your set. It's on your turf, your points and your ring on the map.
- A headquarters
- Your own door, your own safe, your own locker.
- Two treasuries
- Clean money and dirty money never mix. The dirty side pays out as dirty cash.
- Six ranks
- Recruit to Boss, with your own names on every rank. Your leaders decide who moves up.
- No roster cap
- Bring everybody. One criminal group per character, so pick your side.
Flying your colors
- Wear them
- Your set's colors go on your character. The bandana, the shirt, the hat. That's how the street knows who you're with.
- No colors, no entry
- You have to be wearing your gang's colors to enter a control point. That's in the rules.
- All day
- In a gang? Wear your colors at all times. That's what we want to see on these streets.
What we built on top
Graffiti
Buy a spray can, walk up to a wall in gang turf and paint your own tag on a real canvas. One can, one tag.
Tag wars
Spray next to a rival tag and theirs is gone. Or scrub it off by hand.
Paint on your hands
Tagging leaves residue. Police can check your hands for it.
The balance
Official slots are limited on purpose. Nine families that earned it beats fifty that didn't.
Gang safes can't be raided. What's in the safe is safe. What's in your pockets is not.
Colors make a fight readable. At a control point everybody can see who is with who.
- 9official slots
- 6ranks
- 0ways into a control point without your colors
Territory
Hold ground. Get paid.
Turf is where you live. Points are what you fight for.
Take the materials factory and you arm the city. Take the drug house and you get a cut of every sale.
Old school
Points ran the city in SA-MP. Whoever held the materials factory had the guns.
The numbers are the ones you remember. 10 seconds to start it. 10 minutes to hold it. 25 hours before anyone can take it back.
Drug houses were points back then and they're points now. The turf map still flashes when a zone is under attack.
Material runs are back too. /getmats, make the drive, get your materials.
Taking a point
A Shot Caller or higher from your family starts it at the marker with
/capturepoint.Hold still for 10 seconds.
Keep at least 3 of your people inside the zone for 10 minutes.
Drop below 3 and it fails. The old owner keeps it.
A rival can start their own capture mid-count. The clock goes back to 10 minutes.
Win and the point is locked to you for 25 hours.
What a point pays
How it works
- Turf
- Your neighborhood, drawn on the real map in your color. It's yours for as long as your family stands.
- Territory tax
- Anyone who isn't yours and sells inside your turf or your point pays 25% to your treasury. Guns, drugs, cars, cash deals. All of it.
- Material runs
- Pay at the factory, make the drive, deliver. Materials are what guns and tools get built from, and runs are the only way they come into the city.
What we built on top
Zones follow the streets
No more rectangles. Turf and points are drawn by hand around real blocks.
Dirty money stays dirty
What a point pays lands in your family's dirty treasury, not the clean one.
Tags inside the lines
Gang turf is where graffiti goes. Your walls say whose block it is.
The balance
Three bodies in the zone for the whole ten minutes. One guy hiding in a closet doesn't hold a point.
There is no instant way to buy materials. You make the drive, and the road is where you get caught slipping.
- 10 secto start a capture
- 10 minto hold it
- 25 hlocked to the winner
- 3members in the zone
- 25%territory tax
Weapons
Cheap guns jam.
Good guns don't.
Who built your gun matters. So does who you bought it from.
Old school
Mat runs. Crafted guns. Family crates and shipments. If you ran materials in SA-MP, you know this economy.
Where your gun came from
- Store guns
- Every model has its own jam rate. The budget pistol and the pump shotgun jam about once a clip.
- Crafted guns
- A crafted gun carries its maker's skill forever, even after it's resold. A rookie's guns jam more than anything in a store. A master gunsmith's guns never jam.
- Armoury guns
- Faction-issued weapons never jam.
- Clearing a jam
- Press R and work the action. A second and a half. Get interrupted and it's still jammed.
- Wear
- Every shot wears the gun down.
Buying and carrying
- Gun stores
- No licence needed to buy. You need 8 hours in the city before a store will sell to you.
- Gun licence
- Apply at a police kiosk. The background check decides on the spot: a felony record, a warrant or an open charge and you're denied.
- Losing it
- Get jailed on a felony and the licence is gone until a lawyer clears your record.
- On record
- Every gun a store sells is recorded against the buyer.
What we built on top
Jamming
Guns that fail at the worst possible moment. It changes every fight.
Built out of a trunk
Back then a gunsmith could build anywhere. Here the work happens at the open trunk of a car.
Gunsmith reputation
Players learn whose guns run clean. A good gunsmith's name is worth money.
The balance
Gunsmith skill is capped per hour. Nobody no-lifes their way to perfect guns in a weekend. It takes months.
Pistols are everywhere and they jam. The guns that never jam are the hardest ones to get.
- 8%budget pistol jam chance per shot
- 0%master gunsmith and armoury
- 1.5 secto clear a jam
- 8 hin the city before you can buy
The drug game
No gatekeeping.
No gang required. No paywall. No application.
Anyone can grow. Anyone can cook. Anyone can deal.
Your customers are players. Every sale in the city is hand to hand.
Weak. Mid. Good. What you put in is what you get out.
Old school
Pot and crack runs, the way SA-MP smugglers remember them. Pick up the packages, make the delivery, get paid.
Dealer levels use the numbers you know. Every level lets you move more in one deal.
Offer and accept, the way /sellpot and /sellcrack worked. Both sides see the amount and the price before anything changes hands.
Opium still takes its time and still purifies one for one.
The drug house is still a point. Hold it and your gang eats off every sale inside.
Running and dealing climb the same ladder.
They are not the same hustle.
Drug running
- What it is
- Moving packages. You're the supply line, not the salesman.
- The pickup
- Take a run at the drug house, get out to the pickup and buy the packages.
- The delivery
- Bring them back to the house. Every package pays you cash and puts product on the house's shelf.
- More name, more packages
- Two packages a run when you start. Six at the top.
Drug dealing
- What it is
- Selling product to the player in front of you.
- Getting in
- Take the dealer job at the drug house. It's free and nobody has to approve you.
- Your supply
- Buy from the house's stock, grow your own or cook your own.
- The sale
/selldrugsmakes the offer. They/acceptdrugsor they walk.- More name, bigger deals
- Your level caps how much you can move in one deal.
Growing weed
- Anywhere
/plantweedin the open world. No job, no equipment. It grows, and it comes out weak.- In a pot
- Put a pot in a house you own and water it. Now it comes out mid.
- The full setup
- Pot, water, grow light and fertilizer, all four. That's the only way to grow good.
- What each piece does
- The light makes it grow faster. The fertilizer makes it grow more.
- Supplies
- Pots, grow lights, fertilizer and watering cans come from Home Repot.
- Guard your plants
- Anyone who finds a ripe plant outdoors can take it. A plant in your own house is yours alone.
What your setup gets you
Cooking meth
Buy cold tablets at the pharmacy. They come in three grades, and the grade on the shelf changes every hour.
Set up a chemistry bench and a lab oven in a house you own.
Start the batch and hold the mix steady. Keep the gauge in the zone for 10 seconds.
The bench works for 8 minutes.
Carry the tray to the oven. 6 more minutes.
Break it up. Three hits with the hammer.
Five units of meth, the same grade as the tablets you started with.
Opium, heroin and crack
- Opium
/plantopium, outdoors. Two hours to grow.- Heroin
- Load your raw opium at a heroin bench, let it prepare, collect it. One for one.
- Your own bench
- In a house you own, a room you rent, or the back of a van.
- Crack
- Comes through the crack house. Runners bring it in, dealers sell it out.
What they do
What we built on top
Weak, mid and good
Three grades. A better setup grows better weed, and better weed heals more.
Grow rooms
Pots, grow lights, fertilizer and water, inside your own four walls.
A real meth lab
A bench, an oven, a tray and a hammer. You cook it step by step.
Your own heroin bench
Back then the whole city shared one lab. Now the bench can be yours.
Labs on wheels
Put the bench in the back of a van and cook wherever you park.
One command for every product
/selldrugsmoves weed, crack, heroin and meth.It leaves a trace
Using leaves signs on you that police can read.
The balance
Drugs are the street's medkit and armour. No shop sells first-aid kits or armour to civilians, so dealers matter to everybody.
Your dealer level caps how much you can sell in one deal. New dealers move small. Known dealers move weight.
Good weed costs you a house, a pot, a light and fertilizer. Weak weed costs you a seed. Both sell.
A cook always makes the same amount. Better tablets make better meth, not more of it.
Buy too many cold tablets in one hour and the police get a call.
Drug money is dirty money. It has to be cleaned before it spends.
- 3grades: weak, mid, good
- 5 to 25units per deal, by dealer level
- 2 to 6packages per run, by level
- 14 minbench and oven, one cook
- 10%drug house cut
- 30 secheroin holds
Robbery, theft, dirty money
Everything can be taken.
Businesses. Houses. Truck loads. The bank. Cars. People.
If it's worth something, somebody is planning to take it.
Old school
Hands-up robberies, hits with a price on them, and a mechanic who names his own price. SA-MP vets will feel at home.
Robberies
- Players
- Hands up. Both of you need 10 hours in the city first, so nobody farms new players.
- Player-owned businesses
- The register is the target. Stores the city runs can't be robbed. Businesses run by players can.
- The till
- Every sale puts money in the till. That's what you're taking. The owner's account is never touched.
- While it's open
- Staff on the clock means it's open. Hold it up and the till gives up everything in it.
- After closing
- Nobody on the clock means it's closed. Break the doors open with a crowbar, crack the register and take half the till.
- Houses
- Night time only. Lockpicks, noise, fingerprints. Find a safe and it's a five-minute drill with nobody interrupting you.
- Truck loads
- Hijack a loaded truck and sell the load at a pawn shop.
The bank job
There is one bank in the city you can rob.
At least 7 LSPD have to be on duty.
Up to 4 of you inside. Up to 2 outside.
No cutting the power. You go in and you take the vault.
The crew outside holds fire until the money is out of the vault or police step into the bank.
Up to $1,000,000 comes out, straight out of the city treasury.
One attempt every 72 hours. One successful heist a week.
Stealing a car
Pick the lock. A better lockpick makes it easier. Fail and the pick might snap.
The door is open. The engine is not.
Old car: jam a screwdriver in the ignition.
Modern car: plug in an OBD hacker. It burns out after one job.
Keep it running. Leave the seat or cut the engine and it's dead. You'd need another one.
Dirty money
- Two wallets
- Clean cash and dirty cash are separate. Drug money, fenced goods, illegal cargo and hit money all land dirty.
- Cleaning it
- Walk it up to a bank counter. A little at a time.
- Pawn shops
- One purpose: selling stolen goods. Stolen phones, furniture, clothing, the materials off a truck.
Putting a hit on somebody
Open the dark web on your phone or a laptop and find the hitman site.
Enter the name, who they are, where they hang out, and the price.
The price is held from your bank the moment you order.
Every hitman in the city gets the alert.
A hitman finds the target and takes them out in a roleplay scene.
The hitman collects twice: your price, and the same amount out of the target's pocket.
A target who can't cover it goes into debt. The hitman still gets paid.
What we built on top
Two tools, two eras
A screwdriver for old cars, an OBD hacker for modern ones. Crafters build both.
Mechanics undo it
A punched ignition or a hacked computer stays that way until a mechanic fixes it.
Evidence
Break-ins leave fingerprints and footprints. They fade with time.
Quiet work
Picking a car or prying a door doesn't page the police. Somebody has to see you and call it in.
The balance
The bank job only opens when there are enough police in the city to answer it.
The bank's money is the city's money. Every heist comes out of the treasury that taxes fill.
A hit costs the person who ordered it as much as the person it lands on. Nobody orders one for fun.
Nobody can put a hit on a character with less than 10 hours in the city.
Dirty cash is capped at the counter, so a big score takes time to clean and you're holding it the whole time.
- $1,000,000the most the bank gives up
- 7LSPD on duty for the bank job
- 72 hbetween bank attempts
- 10 hplayed before you can rob or be robbed
- $10,000dirty cash per trip to the counter
Factions
A real chain of command.
Ranks. Wages. Orders.
Every faction has a job to do and a ladder to climb.
Old school
The rank ladders are the ones SA-MP vets know. Cadet to Chief of Police. Probationary Agent to Director.
/r for your faction radio. /d for the department line.
Who runs the city
How a faction runs
- Leaders lead
/fhire,/fpromote,/fdemote,/ffire. A leader can only move people below their own rank.- Wages
- Hourly, by rank, on top of your PayDay.
- Lockers
- One click into uniform, one click back into your own clothes, and a stash that's yours.
- Armoury
- Issued free. Sidearm and taser from day one, long guns from your first promotion.
- Callsigns
- Your leader assigns yours.
- A second job
- Faction members can still work a civilian job. Dealing drugs and dealing arms are the two they can't.
What we built on top
911 routes itself
/911 asks what you need and pages the nearest department that's on duty. No dispatcher required.
Budgets from taxes
The treasury pays every faction's budget out of what the city collects.
Medics transport
EMS doesn't revive you on the pavement. They get you to the hospital.
Fires break out
Buildings and cars catch fire when there are firefighters on duty to fight them.
A radio for everybody else
Buy a handset and tune your own frequency with
/pr.
The balance
Wages are always paid. A broke budget is roleplay, never a reason to stiff you.
A taser holds two shots and recharges at the car or the armoury. No pocket full of cartridges.
Police, prison, courts
Crime has consequences.
Charges. Warrants. Wanted stars. A record that follows you.
Small crimes get you the city jail. Serious ones get you prison.
Prison has its own life. And its own way out.
Old school
/jail, /backup, judges with /judgejail and /judgefine, lawyers with /free. SA-MP vets know every one of them.
A lawyer at the top of the skill ladder still signs releases on his own.
On the street
- Charges and stars
- Every open charge puts a star on your HUD. Felony or misdemeanor, up to six.
- Tickets
- A ticket is an offer you accept. Pay it at a kiosk. Leave it a week and it's a warrant.
- Searches
- Hands up or cuffed, your pockets can be opened.
- Evidence
- A casing drops when your bullet hits somebody. Handle ammo without gloves and your prints are on it.
- No hints
- Nothing floats over evidence. Officers have to look for it.
- Locked doors
- Police carry a battering ram.
Roadblocks
- From the X wheel
- Cones, barricades, tents and work lights. Drop them where you stand.
- Spike strips
- One hit and the strip is gone. Put down another.
- Pick it back up
- Anything an officer placed, an officer can remove.
Doing time
- City jail
- Short time for small crimes.
- Prison
- Serious crimes. A yard, cells, a uniform and a job that pays while you're inside.
- You serve it
- The clock only runs while you're in the city. Logging out doesn't count.
- Your stuff
- Taken at intake, handed back at release.
Breaking out
You need friends, an electronic kit and a gate cracker.
Hack the gates. It's a hard one.
Every gate locks down and every officer on duty in the state gets the alarm.
Run. Get far enough and you're out.
Your sentence is over. Some of what they took off you at intake is gone for good.
Ankle monitor
- Released to your home
- A lawyer gets you out early and you wear a tether. You need a home to be released to.
- Everyone can see it
- It's on your ankle.
- On the clock
- Two hours on the tether. One of them can be spent outside.
- Stay out too long
- Police get your location every five minutes.
- Cut it off
/removetetherand you have a warrant before you stand up.
Courts and lawyers
- Trials
- A judge hears it. No judge within the hour and you walk.
- Sentences
- Jail time, fines and probation, handed down from the bench.
- Lawyers
- Any player can take the job. Name your fee, get your client out.
- The skill ladder
- New lawyers need an officer to approve a release. Top lawyers sign it themselves.
- Clean your record
- A lawyer can expunge it. It costs.
- Detectives
/tracenarrows down where a phone is. Better detectives get closer, faster.
What we built on top
One wanted system
Charges, unpaid tickets and cut tethers all put stars on the same HUD.
Tickets you can fight
Nothing comes out of your pocket until you accept it.
A prison worth escaping
Alarms, lockdowns and a manhunt. A breakout is an event.
The balance
A judge can fine up to half of what you own. A rich criminal feels it as much as a poor one.
Time only counts while you're online. You serve your sentence, you don't sleep through it.
A gun licence is decided by your record, not by an officer's mood.
- 6stars at most
- 7 daysto pay a ticket
- 10 hlongest sentence a judge can give
- 50%of what you own, the biggest fine
- 2 hon the tether
Money and government
The city runs on your money.
Taxes fund the factions. The President sets the rate. The city votes for the President.
Players own the businesses. Players run the companies.
Old school
PayDay every hour, interest on your bank balance, a President at the top of the government. SA-MP numbers, kept.
You vote the President in and the President sets the tax. Same flow as back then.
Even the spinning yellow i at the insurance point is back.
Government
- The treasury
- Taxes and fines flow in. Faction budgets flow out, every hour.
- The President
- Elected. Sets the income tax with
/settaxand every faction's budget. - Voting
- At City Hall. One vote each. You need 32 hours in the city first.
Banks
- Loans
- Borrow from the bank. Miss three payments and you default.
- Savings
- Park your money and collect interest.
- Insurance
- Life, car and home, sold at the counter.
Companies and businesses
- Register a company
/companyregister. Make your own job titles, set their pay, hire your people.- Open a business
- A storefront with its own stock and its own prices.
- Its own menu
- Every business and every company is run from its own menu. Staff, pay and the account in one place.
- Hourly pay
- Pays by the hour while they're on duty.
- Salary
- Pays a set amount every PayDay, no matter how much work gets done.
- Completion pay
- Pays per job done. Every finished task is money in their pocket.
- Stock comes by truck
- You order it. A driver hauls it. The driver gets a cut.
- Workers get tipped
- Whoever makes the sale keeps a cut in cash on the spot.
- Classifieds and auctions
/adto advertise. Auctions for anything worth bidding on.
What we built on top
Companies you build yourself
Your name, your job titles, your payroll. Nothing is handed to you ready-made.
Pay your people your way
Hourly, salary or per job done. The owner picks it for each employee.
Two kinds of money
Clean and dirty. The dirty kind can't buy anything until it's cleaned.
The balance
When the treasury runs low, taxes creep up on their own. When it's overflowing, they come back down. The income tax is the one rate only the President can touch.
Interest is capped per PayDay. Sitting on a fortune pays, but it doesn't run away.
Standing around pays the hourly check. Working pays more. That's on purpose.
- 1% to 29%income tax, the President's call
- 32 hplayed before you can vote
- 3missed payments is a default
Work
Pick a road. Climb it.
Every job has a ladder. Every ladder takes time. None of them is a grind.
And no job is safe.
Old school
Jobs from City Hall. /loadtruck, /checkcargo, /hijackcargo. A mechanic who names his price with /repair. SA-MP vets, welcome back.
/jobslot to pick your main job. /quitjob to walk away from one. /guard if you're the muscle. You know these.
Taxi drivers still level up by rides finished, and a higher level still means a higher fare.
Trucking
- Start local
- Company truck, local deliveries. Nothing to buy.
- Level up
- Five career levels. Every level pays more.
- Go long-haul
- At level 4 you can buy your own rig and trailer and take the big loads.
- Supply the city
- Businesses and gun stores order stock. You haul it and take a cut of the order.
- Off the books
- Some cargo is illegal. It pays in dirty cash.
- Get searched
- Police can check your cargo sheet, open your doors and clear your truck.
How a trucker gets robbed
You're loaded and on the road.
Another trucker gets into your truck, away from the loading bay.
They run
/hijackcargoand hold for 10 seconds.The load is theirs.
They drive it to a pawn shop and sell it. Up to $10,000, and the number is different every time.
A load of illegal materials sells for the full $10,000. Every time.
Taxi
- They call you
/requesttaxi, or the Taxi app on their phone.- You pick the fare
/accepttaxitakes the call. Set your own rate and run the meter.- Paid on arrival
- The fare moves bank to bank when the ride ends. Whoever booked it pays.
- Level up
- Every finished ride counts. The higher your level, the more you can charge.
The laid back jobs
- Bodyguard
/guarda player and name your price. They accept, you get paid, they get half a bar of armor.- Bodyguard levels
- The higher your level, the more you can charge for it.
- Bartender
/placebarsets your bar up inside a venue./selldrinkpours. Beer, vodka, whiskey.- Your price
- You name the price on every drink you pour.
- Stocking the bar
/orderbarstockorders the cases and kegs. A trucker brings them to the door./barstockshows what's left.- Your cut
- Stock you paid for: the whole sale is yours. Stock the venue paid for: you keep a tenth and the venue keeps the rest.
- Closing up
- Walk off, go off duty or log out and the bar packs itself away. The stock stays at the venue.
- Fishing
- Shore or boat. Bigger fish as your skill grows. Fish are sold at 24/7s.
More ways to earn
The ladders
What we built on top
A trucking career
Two licence classes, your own rig and a pay curve that rewards staying with it.
A taxi meter that works
Booked rides, a running meter and a fare that pays itself.
A buyer for stolen loads
A hijacked load gets sold at the pawn shop, and the price is a roll of the dice.
A bar you can set up
A real counter, real stock, real sales.
Bodyguards with a career
Protection used to be one flat service. Now the job has levels.
The balance
Trucking starts slow and ends as one of the best legal jobs in the city. You earn the rig.
A local run pays more than standing still for the same time. If it didn't, nobody would drive.
Most stolen loads sell near the bottom of the range. The full $10,000 is rare, unless the load was illegal to begin with.
One job for everyone. VIP holds two or three. A faction never takes a job slot.
- 5trucker career levels
- x2.5pay at the top
- Level 4to buy your own rig
- 10 secto hijack a load
- $10,000the most a stolen load sells for
Cars
Look after your car. Or lose it.
Buy it or lease it. Register it. Insure it. Fuel it. Lock it.
Neglect it and it ends up on somebody else's lot.
Old school
Vehicle slots and a limit on how many you can have out at once, the way SA-MP did it.
Mechanics still set their own price.
Owning one
- Buying
- Full price, cash or card. Test drive it first.
- Leasing
- Every Slash /RP dealership on the map leases too. 10% down, 6% interest, then a payment every PayDay until the car is yours.
- Registration
- Register it at the counter or drive it off without. An unregistered car is harder to get back, and it gives police a reason to seize it.
- Insurance
- Insured cars come back for a small deductible instead of the full fee.
- Fuel
- It burns faster than you're used to.
- Find it
/trackcarputs your car on the map.- Storage
- Trunks and gloveboxes. Bigger vehicles hold more. A supercar still has a glovebox and a very small trunk.
How you lose a car to the auction
Wreck your car, or get it seized, and it goes to the impound.
You have 12 hours to pay the fee and take it back.
Leave it sitting there and the city takes it.
It goes to the auction house. Same car, same plate, the condition you left it in.
The highest bid wins it.
Dealers put it on their own lot and sell it to the next driver.
The auction house
- On your phone
- The auction is a phone app. Photo, make, model, color, current bid.
- The clock
- Every car gets 6 hours of bidding. A new car goes up every hour, so there's always something closing.
- Bidding
- One button raises the bid. The step gets bigger as the price climbs.
- Your money is held
- Your bid is locked while you're leading. Get outbid and it comes straight back.
- Winning
- When the clock runs out the top bidder owns the car.
Run your own car lot
- The opening
- Every car somebody neglects is stock for somebody else. That somebody can be you.
- Buy low
- Auction cars come in every condition. Clean, beaten, barely running.
- Fix it or flip it
- Repair it and ask more, or sell it as it is.
- The licence
- Apply for your business at City Hall. When the application is accepted, the dealer licence comes with it.
- Sell it yourself
- Put it on your lot, set your price, sell to other players.
What we built on top
The auction house
Neglected cars don't vanish. They go up for bids, live, on everybody's phone.
Used car lots run by players
A whole business built on the cars other people lost.
Leasing
A way into a car without the full price in your pocket.
A car keeps its history
The plate and the parts stay with it through impound, auction and resale.
Police impound
Get your car seized and it's the same road back.
The balance
Recovery costs a share of what the car is worth. Wrecking a supercar hurts more than wrecking a beater.
Registration is never covered by insurance. You pay that one yourself.
Bid steps grow with the price. Nobody wins a supercar by a dollar.
Miss two lease payments in a row and the car is repossessed and sent to auction.
Three cars to your name without VIP, and two out at a time. A garage is a choice, not a collection.
Bid steps
- 3cars you can own
- 2out at once
- 15 mintest drive
- 10%down on a lease, at 6% interest
- 12 hto get your car out of the impound
- 6 hof bidding on every auction car
- 1new auction every hour
Houses, apartments, furniture
Walk in the front door.
Every house in the city is a real place.
No loading screen. Open the door and go in.
Old school
SA-MP houses were a pickup at the door and a teleport inside. The keys, the locks and the rent are the same. Now there's a real house behind the door.
Getting a place
- Buy
- Dynasty 8 lists what's for sale. Prices move with the neighborhood.
- Rent
- Rooms at the apartments and the motel. Rent comes out of your PayDay.
- Miss rent twice
- You're evicted. No fine, no debt.
- Use it or lose it
- A rented room goes back on the market if you stop showing up.
- Keys
/givekeyhands a key to somebody you trust.- Tours
- A realtor can walk you through a place before you buy.
Furnishing it
Buy furniture at Home Repot.
It's delivered to your home.
Inside your house, open the X wheel and pick Place Furniture.
Raise it, lower it, turn it, set it down.
Small things stack on big things.
Living in it
- Safes
- Your storage is a safe you buy and place yourself.
- Apartments share
- An apartment's storage is open to anyone standing in the room.
- Wardrobe
- Save outfits at home and change in one go.
- Labs
- A house or a rented room can hold a lab.
- Home insurance
- Covers clean cash taken from your safe. Never dirty money.
What we built on top
Furniture you place by hand
Every piece goes exactly where you put it.
Nothing gets lost
Sell the house with furniture still in the box and you get your money back for it.
Break-ins
Burglars work at night with lockpicks. Police bring a battering ram.
The balance
No safe, no storage. If you want to keep things at home, buy the safe.
Home Repot is expensive on purpose. Crafting the same tool yourself costs far less.
Only the owner decorates. A key lets you in, it doesn't let you move the couch.
- 2missed PayDays and you're evicted
- 17 ha week to keep a rented room
Phones, casino, events
Never nothing to do.
A phone in your pocket. A casino on the pier. A billboard with your face on it.
Old school
The lottery, the dice, the festival, paintball, the last-man-standing games. Straight from the SA-MP days, numbers and all.
Phones
- Buy the handset, buy the plan
- From a burner that only makes calls to the top model with every app.
- Your number is yours
- Lose your phone, buy a new one, and the number moves over. The old phone goes dead.
- Apps
- Calls, texts, camera, contacts, Y, taxi, the car auction, real estate listings, your gang, your business.
- The dark web
- On your phone or on a laptop. That's where a hit gets ordered.
- Payphones
- Every payphone has its own number. Call one and it rings for whoever is standing there.
- In character
- Post on Y from your phone.
/adto advertise. All of it is your character talking.
The casino
- Chips
- Buy in at the till. Every game plays with chips.
- The floor
- Slots, the lucky wheel, blackjack, roulette, poker and Inside Track.
- Dice
- Player against player, for stakes that hurt.
Around the city
- Billboards
- Rent one from your phone and put your own image on it.
- Events
- Paintball, last-man-standing, flag hunts and a festival, run by staff.
- Sprunk machines
- Drop in a few dollars, grab the can, get a little health back.
- Sit down
- Chairs, stools, benches. If it's a seat, you can sit on it.
What we built on top
Blackjack and roulette
New tables on the casino floor.
Y
The city's feed left the chat box. It has its own phone app now, and it's called Y.
Payphones that ring
People nearby hear it. Somebody picks up.
Billboards you control
Ads, tags, propaganda. Whatever your character wants the city to see.
The balance
A payphone call costs the caller and nobody else. Picking up is free.
A vending machine heals a little. It never gets you off the ground.
- $2a minute at a payphone
- 10%health from a Sprunk
VIP levels
Comfort. Not power.
Nothing in the city is locked behind VIP.
No gang. No drug. No job. No faction.
Old school
Bronze, Silver, Gold, Platinum. The perks are the ones SA-MP vets remember, down to the numbers.
What it gets you
- More room
- More cars to your name and more of them out at once.
- More work
- Hold and work a second job, or a third.
- More interest
- A higher cap on what your bank balance pays every PayDay.
- Counter discount
- At the corner store, the liquor store, the hardware store and the pharmacy's everyday shelf.
- VIP locker
- First aid, a vest and a few weapons paid for with tokens you earn by playing.
The VIP lounge
- One place
- Everything a VIP needs under one roof, so you're not driving across the city for it.
- Clothes corner
- Change your look without the store.
- Job centre
- Pick up a job without City Hall.
- Number desk
/vipnumpicks your own phone number. Short ones cost more.- Fast travel and gifts
- A way across the map and a safe with something in it.
What we built on top
One lounge for all of it
The clothes corner and the job centre moved inside.
A daily limit on locker guns
Even at the top level.
The balance
No bigger ammo limits. No discount at player-owned businesses. No discount on fuel, or on anything used to make drugs.
Tokens are earned by playing. They are never sold and they never turn into cash.
A VIP still jams, still gets robbed and still does time.
Dollar amounts on this page are in-game money.