Criminal mechanics create risky roleplay opportunities; they are not shortcuts around interaction, consent boundaries, or authoritative state. This guide explains established cross-system principles without publishing hidden eligibility rules, security thresholds, evidence logic, loot tables, or unfinished criminal workflows.

Keep mechanics inside the scene

Use the command or interaction owned by the relevant system. Do not use duplicated inputs, bugs, reconnects, or out-of-character information to force a plan to succeed.

A mechanic can authorize a specific action without deciding every roleplay outcome. Temporary access does not grant unrelated property, storage, or item rights. Possession does not force another character to accept an item, confession, search conclusion, or scene result.

Distinguish custody, ownership, and records

Significant items can retain legal ownership separately from current custody. Giving, dropping, taking, storing, consuming, destroying, or booking a traceable item can leave durable custody events.

Holding an item does not automatically prove who originally owned it or establish guilt. Likewise, an alert, witness account, item trail, or visible system result can support an investigation without automatically creating a criminal charge or conviction.

Use /charges to review the current character’s active charge records. Charges, fines, item custody, and organization records are separate systems.

Accept interruption and failure

Wait for the final result before treating money, items, access, escape, or punishment as settled.

  • A started action is not a completed success.
  • A cancelled or interrupted action should not be resumed through unrelated commands.
  • An uncertain irreversible action should not be repeated until authoritative inventory, balance, vehicle, property, or record state has been checked.
  • A failed plan can become part of the character’s story; system refusal is not permission to bypass the intended flow.

Do not disconnect to avoid an active scene or consequence. If a genuine technical interruption occurs, reconnect, inspect the current state once, and preserve the visible evidence.

Understand evidence without overclaiming it

Some systems retain custody, ownership, charge, damage, transaction, or incident records. Not every crime creates forensic evidence, identifies an actor, triggers an alarm, or produces automatic police action.

Firing a gun is the clearest case. Shots leave spent casings on the ground where the shooting started. Nothing announces them and nobody sees them from a distance, but anyone who stands at the scene long enough can search for them, and an authorized officer can recover them as evidence. See Spent casings and shot scenes.

Do not treat implementation knowledge as character knowledge. Formal evidence booking, laboratory analysis, anonymous-tip tracing, vehicle history, and other specialist systems remain outside this general published guide until their owning workflows are verified.

Choose the right help route

  • Use /help for current commands and prerequisites.
  • Use /helpme for gameplay help or blocked progress.
  • Use /report for an urgent issue involving another player that needs staff review.
  • Use /bug for a reproducible server, state, or interface fault.

For an unclear transaction or crime action, first record what was attempted, the visible result, relevant character or entity names, and the approximate time. Do not flood several routes or repeat the fault to manufacture more evidence.

Scope kept out of this guide

Carjacking and hotwiring, till robbery, forensic laboratories, insurance, vehicle-history reports, house-robbery fencing, and chop-shop processing each have separate verification and documentation readiness. Their command registrations do not make every workflow a published promise.

For general roleplay agency and channel use, see Roleplay and chat fundamentals. For traceable item movement, see Inventory, giving, dropping, and picking up items.