Faction rules

Rules of engagement for every faction and gang in the city. All faction members must read and follow them in full. Select a section to expand it.

Foreword

Factions and street crews are a core part of life in Streets of London. They drive conflict, storylines, community, and some of the most compelling roleplay the server has to offer. Done right, faction roleplay creates genuine drama, character development, and a city that feels alive.

Done wrong, it becomes a deathmatch lobby with gang tags.

This document exists to make sure it stays the former. Every rule here has a reason behind it. Faction roleplay on Streets of London is expected to be realistic, story-driven, and built on meaningful escalation; not cheap kills, loophole abuse, or OOC beef leaking into the city.

Represent your faction with pride. Keep it in character. Keep it real.

01

Faction Formation & Approval

1.1 Getting Approved

No gang or crew may operate as a formal faction on Streets of London without Faction Management (FM) approval. Informal groups may exist but cannot participate in organised faction activity, attacks, turf control, or weapon drops until approved.

  • Submit a faction application via threads. Your application must include a faction name, backstory, turf location, hierarchy structure, and a brief description of the roleplay you intend to bring to the city.
  • You must have a minimum of 6 members before applying, including a designated Leader and Co-Leader, and a maximum of 20 members.
  • Once approved, your faction enters a Probationary Period of 7 full days (see 1.2).
  • FM decisions on applications are final. Reapplying after a rejection is permitted after 14 days with evidence of further development.
  • Consequence Operating as an unapproved faction: possible ban (max 7 days).

1.2 Probationary Period

All newly approved factions serve a 7-day probationary period. This time is for character building, establishing your presence in the city, and developing the roleplay foundation your faction will stand on.

  • During probation, factions may not attack, rob, or commit any hostile actions against other factions.
  • Probationary factions may not backdoor other factions under any circumstances.
  • If a probationary faction initiates conflict against another faction, they can be attacked in retaliation and will face additional punishment.
  • Probationary factions may defend themselves if attacked by another faction.
  • Violations during probation will result in extended probation or immediate disbandment.
  • Characters must be at least 72 hours old before participating in any faction shootout, regardless of faction status.
  • Consequence Probation violations: extended probation or faction disbandment.

1.3 Faction Structure & Identity

  • Every faction must maintain a clear, documented hierarchy: Leader, Co-Leader, and at minimum one additional rank below such as Lieutenants, Road Men, or Recruits.
  • Recruitment must be conducted entirely in character.
  • New recruits must be trained in server rules and faction standards before being considered active members.
  • Factions must maintain a Discord server containing their members for FM verification purposes.
  • 14 or more days of inactivity without notice to FM may result in loss of turf or faction status.
  • Consequence Class B + possible faction strike.

1.4 Inactivity & Disbandment

  • If a faction leader is banned, the faction may face immediate disbandment depending on the circumstances. If a member of the faction is caught cheating, the faction will be automatically disbanded and blacklisted from making a faction (this can be appealed).
  • Factions that self-archive within 3 days of creation will be faction-blacklisted for 2 weeks.
  • FM and staff decisions regarding faction status are final.
  • Any faction caught playing their turf in a way that benefits them and gives them an advantage will be closed for Play 2 Win. A Play 2 Win mentality will not be tolerated on the server.
02

Faction Attacks & Conflict

2.1 Attack Rules

All faction conflict must be built from genuine, organic roleplay. No attack is valid without proper escalation.

  • Maximum of 4 attackers per coordinated faction attack. Exception: defending or attacking on your own set turf (this does not include mutual combat).
  • All attackers must be active members visible in the faction panel. Non-members may not participate.
  • No faction attacks or robberies may occur within 15 minutes before or after a server restart. If a faction was already invited to turf before a restart, this rule does not apply.
  • Entering the death script counts as a full attack for cooldown purposes.
  • Shooting into the air for RP effect is not considered an attack, but no one may be injured, and weapons must not be aimed at anyone.
  • Reloading during an attack is strictly prohibited.
  • Solo attacks against groups of faction members are not allowed. Individual beef between two people who are both alone, with sufficient RP, is the exception.
  • You must remain in the server for at least 30 minutes after initiating or defending an attack.
  • Proxy attacks, using other factions, newly made characters, or unaffiliated players to act on your behalf, are strictly prohibited.
  • Consequence Proxy attacks or unregistered attackers: faction strike.

2.2 Escalation & Interaction Requirements

Violence must grow naturally from roleplay. Farming, rushing, or manufacturing interactions to meet requirements is prohibited and will be treated as if no interactions exist.

  • A minimum of 10 qualifying negative interactions are required before any melee weapons may be drawn between factions.
  • A minimum of 15 qualifying negative interactions are required before firearms may be used.
  • A minimum of 20 qualifying negative interactions are required to reach Full Hostility, where CKs become a realistic possibility.
  • Qualifying interactions include fist fights, stabbings, robberies, and kidnappings. Verbal arguments and insults do not count.
  • Each qualifying interaction must occur on a separate real-life day. Multiple interactions on the same day count as one.
  • All interactions must be logged in your faction thread with clips or screenshots as proof. Unlogged interactions will not be counted.
  • Attacks must escalate naturally; weak reasoning, rushed buildup, or staged scenarios are considered poor escalation and will result in punishment.
  • If another player directly disrespects your character's deceased associates during a first interaction, lethal escalation may eventually be considered, but only after deep and meaningful roleplay has developed beyond that initial moment. A single line of disrespect is never sufficient grounds for a shooting.
  • Consequence Poor escalation or unlogged interactions: scene void + faction warning or strike.

2.3 Cooldowns

  • Attack cooldown: 72 hours minimum after committing an attack, regardless of provocation.
  • After attacking one faction, you are on an 8-hour cooldown before you may attack any other faction.
  • Robbery cooldown: 6 hours.
  • Double attack: permitted only if roleplay is strong and the opposing faction has not retaliated within 72 hours. You may not double attack while on cooldown, regardless of provocation.
  • Cooldowns are never overridden. No exceptions.
  • Consequence Attacking while on cooldown: faction strike.

2.4 Kill Limits & Turf Deathmatching

  • The maximum number of intentional kills per attack is 2.
  • If the kill count exceeds 2 unintentionally, the last victim must be revived. No refunds will be issued to the attacking faction.
  • If a defender attacks back, they lose the protection of this rule.
  • If 4 or more members of one faction are present on their turf, a deathmatching attack is valid; no pinpointing required, but members must be reasonably identifiable.
  • TOG names may be used to identify players only if they do not have the togmask skill. Masked players actively avoiding roleplay in public are liable to be engaged.
  • Consequence Exceeding kill limits without valid cause: faction strike.

2.5 Vehicle Rules During Attacks

  • Attacks from high-end, exotic, or luxury vehicles are strictly prohibited.
  • Electric vehicles are forbidden during any attack or drill. Electric bikes are allowed.
  • Motorcycles and dirt bikes are not permitted during attacks.
  • Mopeds are allowed.
  • Standard civilian vehicles purchased through in-game dealerships are the only permitted attack vehicles.
  • If shooting from a vehicle, a detailed /me describing the action must be used.
  • Water evading, using water to escape police or a rival faction after a shootout, is forbidden.
  • Consequence Use of prohibited vehicles during attacks: faction strike.

2.6 Personal Beef

Not every conflict needs to involve the whole faction. Personal beef between two individuals is allowed and can exist independently of faction-level conflict.

  • Personal beef must be built up properly over time with clear documented history between the two characters.
  • Personal beef stays between the individuals involved. Dragging your faction into personal beef without proper escalation is not allowed.
  • If personal beef escalates to the point it involves multiple members from both factions, it becomes official faction beef and all faction attack rules apply.
  • All personal beef interactions must be clipped and logged as proof.
03

Robberies & Scams

3.1 Robbery Rules

Robberies are not classified as faction attacks unless they occur on a rival faction's turf or the victim's affiliation is known to the robber.

  • You must have at least 3 prior interactions with someone before robbing them. Exception: the target is visibly carrying drugs, cash, or firearms in a way that makes them an obvious mark.
  • Robbery cooldown is 8 hours per faction.
  • Robbing someone on their set turf is treated as a full faction attack, and all attack rules apply.
  • A single robbery is not a valid escalation for putting someone in death mode, unless a lethal firearm is involved or drugs and money totalling £50,000 or more are present.
  • All robberies must be properly roleplayed using /me and /do commands. No silent or instant robberies.
  • You may only take items that are realistically visible or have been revealed through roleplay. Inventory items such as cash and drugs may be taken. You may take clothing and shoes as part of a robbery via /me; this must be roleplayed fully.
  • Selling faction-issued weapons to civilians is strictly prohibited and will result in serious consequences.
  • Consequence Unroleplayed robbery or looting full inventories: Class B + faction warning.

3.2 Backdooring

Backdooring is the act of betraying a faction or individual you have had positive relations with in order to harm them. It requires substantial roleplay buildup and is heavily regulated.

  • Probationary factions may not backdoor under any circumstances.
  • A minimum of 5 prior interactions with the target faction is required before any backdoor attempt.
  • All conflict leading to a backdoor must be realistic, properly documented, and built organically over time. One-line excuses or rushed reasoning will be treated as invalid.
  • Backdoors cannot stem from players roleplaying as a different faction or block; the beef must be genuine and documented.
  • Revenge must be built over RP; quick retaliation with no documented history is considered poor escalation.
  • Consequence Unjustified backdoor: scene void + faction strike.
04

Fear RP & Playing to Win

4.1 Fear RP Defined

Fear RP means your character must value their life and act as a real person would when facing genuine danger. If your life is at risk, respond accordingly with caution, fear, and self-preservation.

  • Fear RP applies whenever a lethal weapon is aimed directly at you, you are outnumbered and outgunned, you are restrained or cornered with no realistic escape, or you are being held at gunpoint or knifepoint.
  • If you are alone at night and multiple armed individuals hold you at gunpoint, you must comply. You cannot pull a weapon or run.
  • Failure to fear a gun to your head will result in punishment.

4.2 Weapon Ratios

Knife vs knife

  • Equal risk; you may defend yourself if both parties are aware and engaged.
  • If your knife is not drawn and theirs is already out and close, you must fear and comply.
  • If both have knives drawn with distance between them, you may choose to fight or retreat.

Gun vs knife

  • The person with the gun has full control in almost every situation.
  • The person with the knife must fear unless they are within striking distance (1 to 2 metres) and the gun holder is distracted or unaware.
  • Charging someone holding a firearm with a melee weapon is not realistic and will be treated as fail RP.

Gun vs gun

  • If both weapons are drawn and aimed at each other, the situation is even; roleplay it smartly.
  • If your gun is holstered and theirs is already drawn and aimed at you, you must fear and comply.
  • If your group has clear numbers, for example 3 armed vs 1 armed, you may take control but not recklessly.

Number ratios

  • 1 vs 2 or more: show fear and comply unless you have a clear tactical advantage such as cover or a weapon already drawn.
  • 1 vs 3 or more: always fear and comply.
  • 2 vs 3 or more: use judgement; if outgunned and outnumbered, surrender or retreat.
  • Equal numbers such as 2v2 or 3v3: either side may escalate or de-escalate depending on context.
  • If you are outnumbered by 2 or more you must fear unless your weapon is already in hand and all threats are in your line of sight.
  • If being robbed from behind with your weapon already out but no visibility of the threat, you must still fear.

Vehicles

  • If you are stationary or boxed in and someone aims a gun through your window, you must comply.
  • If you are already moving at speed with a clear exit route, you may attempt to drive away.
  • Driving off while guns are aimed at a stationary vehicle is a Fear RP violation.

4.3 Playing to Win

Playing to win means prioritising the game outcome over the roleplay experience. It undermines everything the server stands for and will not be tolerated.

  • Using emotes to conceal weapons during a hostile scene is playing to win.
  • Avoiding roleplay on enemy turf or in public while masked and clearly part of a faction is playing to win.
  • If a faction member is caught on rival turf, masked and avoiding roleplay, the rival faction has full authority to engage them.
  • Factions may be collectively punished if playing to win becomes a pattern among their members.
  • Consequence Fear RP violations or playing to win: Class B–C + faction strike.
05

Beef Levels

All conflict between factions must pass through the beef level system. You cannot jump straight to guns. Every level must be reached through genuine, logged roleplay interactions on separate days.

LevelWhat it meansNeeds
NeutralNo conflict. Normal interactions. Factions may pass through each other's turf freely.Nothing
Neutral but FriendlyFactions on good terms. Positive IC interactions, alliances, trade, and collaborations are all allowed. At least 5 logged positive interactions over a week are needed to keep it.5 positive
AlliedOfficial alliance recognised between factions. Requires 10 positive RP interactions including joint operations, documented with screenshots and a short interaction video in both threads. Breaking an alliance without RP buildup is prohibited.20 positive
Low BeefMinor disputes. Fists only; no weapons of any kind. Beef can still be squashed and returned to Neutral through proper in-character resolution. All interactions must be logged.7 negative
Medium BeefEscalated conflict. Knives and melee weapons permitted, but only after at least 2 members from each side have been downed by fists first. All encounters must be clipped and logged.18 negative
High BeefFull hostility. Firearms active after a G-check. Engagements limited to turf defence, sliding on enemy turf, or designated conflict zones. All interactions must be fully documented.25 negative
War (Kill on Sight)Formally declared and FM approved. KOS rules apply. G-checks required before shooting. FM sets boundaries, zones, and duration. All kills must be clipped and logged.30 negative

Beef can be de-escalated at any point through proper in-character resolution such as a peace meeting, a truce, or a negotiated settlement. This must be documented and submitted to FM.

  • Consequence Jumping beef levels, for example going straight from Neutral to High Beef without the required interactions: the attack is voided and a faction strike issued.
06

Mutual Combat & Public Events

6.1 Mutual Combat

When two factions of 5 or more members each are in the same area and create a clearly hostile environment, the situation may be classified as mutual combat. Both factions are considered initiating parties.

  • Maximum brawl size: 10 members per faction, including allies.
  • The standard 8-hour spin cooldown applies to all factions involved in mutual combat.
  • Lingering on enemy turf for 10 or more minutes after a conflict ends is considered turf camping and is prohibited.
  • Non-participating faction members may not scout or spin enemy turf during or after a conflict.
  • Having a weapon out and using emotes to conceal it during mutual combat is playing to win and will result in punishment.
  • Consequence Turf camping or non-participant scouting: faction warning.

6.2 Public Events

  • During any advertised public event, promoted via Discord or Word Around Town, no shootings, beefs, or drama are permitted, unless the event host has clearly stated that the event will not be a green zone. Conflicts must be moved elsewhere.
  • Faction-hosted events on your own turf follow normal faction conflict rules.
  • Uninvited interference in another faction's public event is considered poor RP and will result in punishment.
07

Roleplay Standards & Conduct

7.1 /me & /do in Faction RP

All hostile and negative interactions involving faction members must use /me and /do commands to ensure high-quality, immersive roleplay.

  • Jumping out of a vehicle to initiate an interaction or attack always requires a /me describing the action.
  • Initiating a robbery always requires a /me.
  • If a player is already outside of a vehicle and draws a weapon from their waist or holster, a /me is not required to initiate, but actions must still be clearly telegraphed and reactable.
  • Simply jumping out of a car and immediately shooting without any RP is strictly prohibited, unless you have already pinpointed the victim.
  • All /me commands must be detailed and written in third person. Describing the action properly is required.
  • Consequence Failure to use /me or /do in required situations: Class B.

7.2 Injury Roleplay

  • If you are shot and do not enter the death script, you must roleplay your injuries for a whole restart after the incident.
  • If you are below 50% health when the incident ends, injury roleplay must be maintained for 2 restarts.
  • No death running; acting as if nothing happened after being shot is fail RP.
  • Large weapons must be carried in a visible bag or backpack. No exceptions.
  • Consequence Failure to roleplay injuries: Class B.

7.3 Character Kills in Faction RP

  • Marking a player five separate times, each mark for a valid, clipped, and logged reason, makes you eligible to request a CK on that character.
  • Valid marking reasons include the player attacking or attempting to harm you, the player making serious threats against your character, or the player disrespecting your character's deceased associates in a meaningful and documented way.
  • Marks must be made during the active scene using /tognames to find the player's ID, then /mark with that ID. Each mark must be clipped and logged in your faction Discord.
  • Once 3 marks are accumulated, submit a ticket through the website with all 3 clips and full context. FM will review and approve or deny.
  • Avoiding a Character Kill after entering the death script will result in a 5-day ban and a faction strike.
  • Consequence Avoiding a CK: 5-day ban + faction strike.

7.4 OOC Conduct & Toxicity

  • All faction OOC communication must remain professional. Toxicity, public bashing of rival factions, and harassment will not be tolerated.
  • OOC beef between players must never bleed into the city. All rivalries must remain in character.
  • Entering local OOC during or after a scene because you cannot take a loss is prohibited. Let the situation develop in character first.
  • Discussing staff decisions or leaking FM information OOC is prohibited.
  • Metagaming, using Discord calls, stream information, or shared clips to gain in-character advantage, will result in faction strikes or termination.
  • Use of crosshairs, with proof, may result in immediate faction termination.
  • Consequence OOC toxicity or metagaming: Class C + faction strike. Crosshair use: faction termination.
08

Civilians & Faction Interaction

8.1 Illegal Civilians

Illegal civilians are players who operate in criminal RP without being part of an official faction. They have their own rules of engagement.

  • Illegal civilians may roleplay as being from the same area as a faction but cannot participate in that faction's official beef or attacks.
  • Sitting on a faction's block all day actively gangbanging alongside them while roleplaying as an illegal civilian is prohibited.
  • Illegal civilians cannot defend a faction unless they have prior documented positive interactions with that faction.
  • Civilians who continuously involve themselves in faction shootouts, harass faction members, or instigate conflict without proper escalation will be removed from illegal civilian status.
  • Consequence Illegal civilian abusing faction proximity: removal from illegal civilian status.

8.2 Interacting with Emergency Services

  • Police and EMS must always be roleplayed with properly during faction scenarios. Finishing a scene, even if you believe it should be voided, and then appealing afterward is the correct process.
  • You may not shoot at police unless you are actively being shot at, officers witnessed a violent act and are attempting arrest, or you are facing serious arrest where fighting or fleeing is the realistic option.
  • Do not shoot police because you are cornered, your vehicle broke down, or out of frustration. Realistic options are to run, hide, surrender, or negotiate.
  • Force-quitting the game during a police encounter is combat logging and will result in a faction strike and individual punishment.
  • Consequence Unjustified shooting of police: Class C + faction strike.
09

Evidence, Reporting & Strikes

9.1 Evidence Requirements

  • Every shooting, robbery, or kill must be clipped in full, showing the complete context and target clearly.
  • Accepted recording software: NVIDIA ShadowPlay and AMD ReLive only.
  • Twitch or Kick clips are accepted only if the player's desktop and taskbar are visible in windowed mode.
  • Kill POVs must be a minimum of 3 minutes with sound and must be provided upon staff request. Failure to provide will result in loss of the report and possible punishment.
  • Crosshair use detected in any clip may result in immediate faction termination.
  • If no evidence can be provided, staff reserve the right to fully void the situation.
  • Consequence Failure to provide evidence when requested: report loss + possible faction warning.

9.2 Faction Reporting

  • Faction reports must be filed within 48 hours of the incident.
  • Only faction leaders may submit official faction reports.
  • Revenge reporting, submitting a report purely because a situation did not go your way, is prohibited and will result in punishment against the reporting faction.
  • While a report is open, no new hostile RP may occur between the involved factions until a verdict is posted.
  • Factions under an active report may be restricted from weapon or drug sales until the matter is resolved.
  • Poorly written, troll, or bad-faith reports will be closed without action and may result in a warning against the submitting faction.
  • Consequence Revenge reporting: faction warning. Hostile RP during an open report: faction strike.

9.3 Strike System

Faction Management monitors all faction activity. Strikes are issued for rule-breaking, poor roleplay, OOC misconduct, or conduct unbecoming of a Streets of London faction.

StrikeWhat happens
Strike 1Official warning issued. Logged against the faction permanently.
Strike 2Temporary suspension; faction activity frozen for 3 days. Faction Management review required before returning.
Strike 3Faction disbanded and blacklisted from Streets of London. Non-appealable.

Individual members may also receive personal strikes for repeated issues, independent of the faction's strike count.

Strike-worthy offences include, but are not limited to:

  • Attacking in prohibited vehicles.
  • OOC behaviour during or after scenes.
  • Using props during combat.
  • Hacking, exploiting, or abusing permissions.
  • Force-quitting to avoid RP.
  • Looting full inventories.
  • Violating Terms of Service.
  • Not playing your block after an attack.
  • Solo attacking a rival faction block without valid personal beef.
  • Disrespecting staff or Faction Management.
  • No activity screens posted for 3 or more consecutive days without notice.