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[UNOFFICIAL GUIDE] CRIME & GANG ROLEPLAY

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Level 66
DarkxWalker
DarkxWalker
Notable
A COMPLEX GUIDE TO CRIME & GANG ROLEPLAY


DEFINITION & TYPES OF CRIME ROLEPLAY
Crime Roleplay is recognised as the most infamous form of depiction on SchoolRP, an act of engaging in illegal and illicit activity that entails consequences from both governmental structures and other crime organizations that may seek vengeance due to your character or your organization's actions. This, although risky, has different varieties ranging from petty theft to capital murder. An extensive variety of criminal roleplay includes delinquency, gang affiliation, rivalry, generalized antagonism, street gangs, crime syndicates, yakuza clans, vigilante squadrons, etc., which are widely known on SchoolRP.

All of these, regardless of how intense or moderate they are, are categorized as "GangRP," which is an abbreviation for "Gang Roleplay," and the Karakura Crime Faction primarily targets these sorts of audiences for their attention. With all of that being said, every single form of Gang Roleplay is distinct and unique in their own right, with varying moral standards and a tendency to commit crimes that are dissimilar from one another. This is considered the second most popular faction after the widely known school faction.



ANTAGONISM: This is the general form for all varieties of criminal roleplay, this entices on most details of which it takes to participate properly within the crime faction. I would go into detail about this, however, a previous staff member named Hobbits has written a detailed post that covers the general details of criminal roleplay and the crime faction. I recommend reading it here.

DELINQUENCY, PETTY ROLEPLAY: Delinquency had not played a completely significant part in the Crime Faction till fairly recently. To put at the simplest definition, delinquency can derive from petty or somewhat moderate crimes. It consists of a group of adolescents or young adults causing trouble within or outside of school campus and in the streets. They can take many forms, from discouraged and frowned upon behaviour to misdemeanors, and occasional felonies such as street racing, harassment, bullying, assault, vandalism, and so on. These are typically the less executed features of gang roleplay, that's the primary reasoning behind their lack of acknowledgement until recently. Delinquency roleplay includes activities such as rivalry between delinquent gangs, spray and turf conflicts, gambling, betting on street races, assault on jocks and students alike, starting physical and verbal conflicts, jeopardising stores and other locations via vandalism and more. Individuals involved within the delinquency community frequently tend to use a fighting style called P2L, abbreviated for "Play to Lose."

STREET GANGS: They differ from delinquent gangs, in the way that they are more likely to be aggressive and inflict more collateral damage than any other crime organizations. However, they nonetheless follow a similar pattern and conduct as delinquent gangs. Terrorizing the government, the police department, and the residents of the city happen to be some of their nonsensical cliches. They use more force than delinquents and commit more hazardous crimes, and this is considered the most popularized form of gang roleplay. A street gang can often be criticized for being "cookie-cutter" organizations that last a few months before dissolving due to a lack of distinctness, homogeneity, consistency, and uniqueness. Additionally, they adhere to the common misconception that all roleplayers within the crime faction are the same. Regardless, some of these street gangs happen to be outstanding and tend to roleplay properly with the right leadership, rules, and members.

YAKUZA & VIGILANTISM: This is a very unique and less renowned part of the Crime faction. Yakuza clans are well known for their emphasis on roleplay whilst simultaneously recreating illicit businesses to fund their operations, alongside assisting the city's civilians for a variety of reasons. They regularly coexist with the government and police department and are not always seen as criminals. As for vigilantism, it may appear as a morally righteous endeavour -- Behaving similarly to Robinhood may be the right mindset, but the law generally does not support this view for many reasons. Moral endeavours tend to differ from person to person, seeing as a moral code isn't entirely subjective. Regardless, vigilantism is not a common pattern and is something worth trying as people indulge into the Crime faction.



PERMISSIONS & IC MOTIVE
You acknowledge the general, vague structure of the Crime faction and a few of the organizations that take part within it. Let's get into the more significant aspect within the faction, that being permissions and motive, which are also arguably the most problematic aspects within the faction and server as a whole.

When it comes to permissions and in-character motives, they override the conflict between participants of combat sessions on SchoolRP, permissions and motive are important factors that strongly determine what type of damage you can inflict to the opposition's character. You need a variety of permissions to commit specific crimes or inflict certain damage on properties or characters. In order to engage in these crimes with validated permissions, you will need the in-character motive to carry them out.


IC MOTIVE: An incentive obtained by your character or a different character who provided you the task to act in this way against a 3rd party, which serves as the initial motivation for your character's actions. The role of in-character motive is not limited to the crime faction, as it can also be involved in riddles of the kind that ask, "Would you do this, or would do that?" -- "Is this action realistic, or is it not?" There are many methods to obtain an in-character motive to act on certain permissions. However, these incentives are entirely subjective and dependent on the players to act on properly -- If you are unaware of whether or not your motive is valid, ask for further assistance from experienced crime roleplayers or staff members. Always remember that only having in-character motive but a lack of permissions on someone’s character disallows you from knocking them out. You are only able to beat them up without inflicting K.O. points.

i.e. A few days prior, you were in an altercation with someone else on the school campus who decided to humiliate you in front of the entire class – Causing you to be the joke of the room. As a result of this occurrence, you felt the need to confront that class clown nearby the school bathroom. Unfortunately, you weren’t so unlucky, and that person dunked your head in one of the damp school toilets. — A few days later have passed and you are still thinking about it, so you decide to bring two of your friends and jump this individual with your proper in-character motive. You, alongside your partners in crime, start kicking him back and forth and bruising him endlessly before running away, avenging yourself.




MINOR ASSAULT PERMISSIONS: Due to the diverse amount of subjective in-character motives, permissions serve as a way to decide what you can really do due to a certain character or to their property. For these extensive permissions at hand, if you possess permissions for minor assault, your character can knock a person out with certain weapon limitations that can only inflict "minor" harm to an individual. To knock someone out, for example, you are only permitted to use a metal baseball bat, spiked gloves, or the good ol' way -- your fists. A spiked bat, however, can only be used for major assault permissions.

WAYS TO GAIN MINOR ASSAULT PERMISSIONS:
Threats – You or your family were threatened with death or negative impact, allowing you to act on minor assault permissions. Being threatened also accounts for in-character motive.
Minor Assault – If you are assaulted by another individual, you may act on minor assault permissions. This also accounts for extensive in-character motives to act on those permissions.
Snitching – If someone calls the police on you, causing you to be fined for a petty misdemeanor, you get minor assault permissions on that individual unless the individual is a government or school worker.
Scamming & Theft – If someone scammed you out of some money or stole something from you, then you can act on minor assault permissions. Conclusively, you can also take your property back after knocking them out.
Trespassing – If someone doesn’t leave your property after warning them multiple times to leave, you may act on minor assault permissions to force them out of the property.




MAJOR ASSAULT PERMISSIONS: This is the more hazardous section of crime roleplay, participating in crimes that could endanger your life or the life of a rival. You will require a distinct in-character motive to carry out your major assault permissions. Major assault permissions are more strict in terms of in-character incentive, with a few limitations to act on: You are able to stab someone in a non-lethal manner, not hitting any of their major arteries or organs. You are able to carve a symbol on their body, break a bone, or kidnap them for a 1-week period.

IMPORTANT: If you were majorly assaulted, you must go to the hospital for your injuries. Getting carved requires sutures, getting stabbed or having a broken bone requires sutures/crutches and possibly recovery time.

WAYS TO GAIN MAJOR ASSAULT PERMISSIONS:
Unconsciousness – Upon being knocked out by an opponent, you may act on major assault permissions to a certain extent. However, you need an improvised in-character motive to execute major bodily harm such as stabbing that individual.
Snitching – If someone calls the police on you, causing you to be arrested, you get major assault permissions on that individual unless the individual is a government or school worker.
Broken Bone – If someone broke one of your bones, you can act on major assault permissions.
Mugging Weaponry – If someone stole your weapon (an item within the weapon profile or a custom weapon), you can act on major assault permissions. Simultaneously, you gain mugging permissions to take your weapon back.
Taser, taser, shoot – If an officer attempted or successfully managed to tase you with a stun blaster, you can act on major assault permissions on that officer.
Felonious Arrest – If an officer arrested you for a felony, you may act on major assault permissions after you are out of jail. You can not pass permissions whilst in prison.
Kidnapping – If your character was trapped or kidnapped against their will, you may act on major assault permissions against your kidnapper.
Hitman – If someone passed major assault permissions on your character, if you figured it out through in-character means, you may act on major assault permissions against the individual who set the hit and the individuals who attempted or successfully attacked you.




KIDNAPPING PERMISSIONS: Under major assault permissions and kill permissions, this is a sub-permission. However, your character may hold someone against their will for a week with major assault permissions, or for however long with consented permissions specified by the person who consented to it. You are not allowed to carry out major harm with merely consented "kidnapping permissions.”



KILL PERMISSIONS: It is generally not feasible to obtain these kinds of permissions without consent from a 3rd party. Nonetheless, it was once considered to be among the most common permission types; this permission is now rarely executed due to many restrictions. Very few situations allow you to act on kill permissions; most kill permissions are carried out with consent. By doing this, you can eliminate a character permanently and stop them from being used again by another player. To act on these kill permissions, you will need a very compelling IC motive; the claim that your character is deranged or insane is not enough justification. Get confirmation from a staff member if you need to determine the validity of your IC motive and permissions.

WAYS TO GAIN KILL PERMISSIONS:
Consent – An individual can consent to their character being potentially killed off, whilst also being able to determine the duration of the kill permissions before they expire. A player can also determine how their character will die with certain restrictions to the kill permissions. These are the most commonly carried out sort of permissions. (You cannot pass consented permissions to other individuals.)
Deadly Weaponry – If an individual used a deadly weapon against your character, you may enact on kill permissions.
Gang Leave – If your character leaves a verified gang, then the gang leader gains kill permissions. However, the gang leader can not act on those permissions without a strong in-character motive (i.e. your character started revealing gang secrets and the gang caught wind of it.)
Life Sentence – If your character was given a life sentence by an officer, then your character may enact on kill permissions.
Black Market – If your character was caught trying to steal a shipment from the black market, then the dealers gain kill permissions on your character.
Retaliation – If someone attempted to enact on kill permissions, then you gain kill permissions on the individuals that attempted to act on it.
Gang Members – If you and the opposition are both in an unverified/verified organisation, you may enact on kill permissions if properly gained (i.e. A rival gang member broke your character’s bone, you discovered their identity, you have kill permissions on their character for a 1-week period.)



MUGGING PERMISSIONS: Given the circumstances, you gain mugging permissions on any individual that scammed or robbed you off your money or property. For a 1-week period, you gain the ability to take your property back automatically. Although, they are restricted to certain weapons, you can also take most weapons and masks during a fight if used. For example, you cannot mug a ballistic mask or spiked glove till your opponent is knocked out. Contradictory to the initial belief, you can, for instance, disarm their metal baseball bat to gain a physical advantage in the fight.
WAYS TO GAIN MUGGING PERMISSIONS:
Powerplant – You are able to take 5,000 yen and any other equipped physical items from people within powerplant which is considered a danger zone.
Scamming – You are able to scam someone for their money, however, they gain mugging and minor permissions to take their property back. Simultaneously, if you were scammed, you can take it all back through retaliating with physical force.
Weaponry – You are able to mug a weapon in a physical altercation if used against you under any circumstances. However, some weapons cannot be taken off of an individual till they are knocked out; refer to the
weapon profile for more information.
Masks – You are able to mug a mask if used in a physical altercation. However, some masks cannot be taken off of an individual till they are knocked out. Refer to the weapon profile for more information regarding this matter.
Hit & Run – Upon knocking someone unconscious, you are able to take 5,000 yen off their body.
Phones – If a phone is being used within your proximity to alert the authorities, you may mug or destroy the individual’s phone with physical retaliation. If someone has evidence or blackmails you, using evidence on their phone, you may also mug or destroy it to get rid of any incriminating files.




To know more information, click here, category 9.

Now that you have a basic understanding of the most challenging aspect of Crime and Gang roleplay, you can see that this is the starting point for all members of the faction, new or experienced. In any case, you may access that information
here for more information about weapons, permission limitations, and more.


FEARRP & PAINRP GUIDELINES


FEARRP
Anyone could argue that realism is not truly an important aspect within SchoolRP, seeing as Japan is considered one of the safest countries yet Karakura certainly has a higher crime rate than the entirety of the United States. It goes without saying that a criminal cannot physically be a fearless beast. Whenever your character is placed in danger, or whenever the rules deem it reasonable and appropriate, you have to exhibit a level of fear or anxiety during the proper interaction.

FearRP: What is "FearRP?" It is a term, although vague and inconsistent, means that a character has to roleplay fear appropriately for the situation at hand. This common among corresponding factions such as the police, school, and crime factions. FearRP is required in many instances, although subjective, can be executed appropriately through common sense. There is not a specific regulation regarding how to FearRP, as it is a loose term. If you need to know which specific instances work for FearRP, contact a staff member.

Here are some examples and instances where you will need to FearRP appropriately:
- Being threatened by other players (i.e. criminals, thugs, organizations, etc.) that outnumber you or tend to have weaponry that are deadlier than yours. You are not a fearless beast, again, nor does your character have plot armor. You will need to roleplay fear accordingly to the situation at hand. An optimal way to FearRP in a situation like that is to surrender or attempt to run away from the altercation.

- Being given an order by the Karakura Police Department requires appropriate FearRP. That is only according to the out-of-character rules conducted by SchoolRP, FearRP will have to be roleplayed consistently when being ordered by police officers. However, there are some circumstances that allow you to occasionally bypass and override this rule.

- Your character may not care about school, however, they must still FearRP appropriately if threatened with suspension or expulsion by the school leadership team.




PAINRP

PainRP: Pain Roleplay involves imitating the consequences of injuring your own character, regardless of the degree or severity of the wound. This ranges from minor to life-threatening injuries, you run the risk of people not wanting to roleplay with you if you do not roleplay these appropriately. You also risk receiving a FailRP warning by staff members, as PainRP is now seen as a mandatory roleplay sequence.


I do not need to go into more detail, thankfully, there's a fully up-to-date guide provided by 6Pancake & YonioTheNacho that goes into detail regarding PainRP here.


GENERAL IDEA TOWARDS CREATING GANGS/ORGANISATIONS


What is the first step behind creating an organized crime syndicate?
Let's start with the quote, "This is how the cookie crumbles," creating a proper organized crime syndicate is not an easy step to take., as it is nothing comparable to your stereotypical street organizations. You could argue behind the possibility of making a low quality syndicate like any other, however, those die out in a short manner of time. An organized crime syndicate is an overly complex organization that needs hours ontop of hours put into creating it and bringing attention to it in the first place. Simply speaking, it will also require specific research to be put into it. Each and every syndicate is different, where this type of roleplay offers a completely unique form of enactment for those who participate in a properly executed syndicate. Regardless, creating an in-character crime syndicate requires not only a goal and future achievements in mind, but also require a solid foundation in lore, leadership, and members. Say, one syndicate I saw come and go wanted to contest the Karakura black market itself. They gathered in squadrons and precisely planned operations and expeditions to steal the black-market shipments to weaken their foundation.



What should I acknowledge when trying to form a street gang?
Nowadays, the crime faction's population isn't as high as it was back then. You need to have players willing to join your organization before you open it to the public itself. Nevertheless, street gangs are considered the middle ground between delinquent groups and chaos organizations. They aren't built on the foundation of organized crimes, due to their disorganized and careless ways of executing their own operations and crimes. Street gangs are mostly known for petty misdemeanors and felonies; such as vandalism, weapons trafficking, possession of illegal weaponry, kidnapping, etcetera which are open grounds for crime syndicates and Yakuza clans as well. Street gangs, in-real-life, share the foundation of sloppy and illicit crimes. However, they are not necessarily known for killing people or committing hazardous crimes that will catch the utmost attention from their retrospective police department. That is most likely not the same case for a street gang on SchoolRP, and as such, they don't require as much research nor input towards execution. They are very popularized and are seen as the bottom of the "hierachy," in terms of distinctness which may not interest participants of the same faction unless executed properly.



What should I acknowledge whilst trying to create a delinquent group?
Delinquent groups/gangs as of recently, have started to be extremely overdone and overused to the point of being considered bland. With all due respect to their place within the faction, they aren't as active as before, but can still have a level of distinctness and homogeneity to their own. Regardless, delinquentn gangs tend to commit petty crimes and are typically not seen on the radar of actual criminal organizations nor formally seen as dangerous people by the Karakura Police Departments -- Just troublesome adolescents that wish for attention through being the "badasses," on the streets. They tend to be unorganized and aren't entirely something to worry about unless you cross their path, their worst crimes tend to range from assault with a weapon to vandalism and possibly kidnapping. Delinquents share a common ground in spray and turf warfare, are often seen on school grounds harassing and humiliating various students for their money or for entertainment. Delinquent groups, although once unique, don't take as much research due to their mellow way of executing things.




At the same time, to figure out how to create a gang that could be recognised by the black market, you can read this official guide by Cam here.
Inspired by Kana's Post.


THE CITY ZONES OF KARAKURA

THE ZONES: There are four zones within Karakura, varying from the safest to the most dangerous. They go here respectively: Safe zones, public zones, city zones, and then danger zones. These squabble the general idea of the whole map.


SAFE ZONES: This consists of the school and the shrine. In the school, you are able to minorly assault people with the exclusion of being able to use any weaponry as that's not allowed per SchoolRP's rulebook. However, you cannot instigate any form of combat in the shrine as it's a restrictive safe zone with the exception of using the dojo for combat without knocking your opposition out. At the same time, you cannot use these safe zones to escape a chase.

PUBLIC ZONES: This consists of the police station, hospital, plaza, and the zen garden. All types of major assault permissions are prohibited with the exception of kidnapping individuals away from the public zone. You cannot use weapons that are for major assault permissions such as a spiked bat in these regions, you are expected to FearRP appropriately if you are committing a crime within this region. With a few alterations, you are essentially restricted to minor assault permissions and kidnapping permissions within this region. You are not allowed to GangRP in these areas.

CITY ZONES: Free for All (FFA), these are the regions that are secluded from areas such as school, plaza, zen garden, hospital, the police department, shrine, so on and so forth. They don't have any restrictions and are free reign when it comes to executing any form of permissions.

DANGER ZONES: These are the hazardous areas within the city. It only includes powerplant, however, serving as the definition of a "dangerzone." Anyone within the dangerzones have constant minor assault permissions on your character. If there is an in-character motive, anyone has the ability to attack you within the dangerzone.
i.e. Someone approached your character whilst you were sitting in powerplant, asking for 5,000 yen. The moment you refuse, their character has motive to attack yours and take your money forcefully. Watch out in these areas.




P2L & ROLLING SYSTEMS

There are two popular forms of combat fashions on SchoolRP, that being both rolling combat and "Play to Lose." I will go into the utmost, yet simple detail into explaining the differences between both on a similarly large scale. First, due to rolling combat's popularity, we will indulge more into it as it's largely favored within the crime faction.


Rolling Combat: You roll according to the actions that you or your opponent provide. You either roll for defense or roll for offense, as the definition "Rolling Combat," suggests. If you are in range and trying to get away from someone, you have to roll in every circumstance. Naturally, this goes without saying that the rolling combat system is entirely RNG variables (random number generator) which determine the outcome of each action. The strength of your character and your character's combat expertise will ultimately not influence who prevails in the conflict between your character and the opposition. It's all dependent on luck. If you are in front of someone and are trying to assault them, you have to roll. There's only one honorable circumstance where you can override rolling. If you are behind your opposition, then all of your actions are considered "honoured," and therefore, you do not have to roll for your own actions.

i.e. Your character is standing behind someone in a heated exchange. It's your turn to action with a surprise attack, deciding to hit the back of their head to inflict some serious damage and potentially a moderate concussion. That is an honoured action, you do not have to roll for that action and you get a free K.O. point automatically.

Their character has to PainRP appropriately, refer to the PainRP guide provided by 6Pancake, they can then execute their own action. Popularly in most fights, characters tend to "swap positions," to gain the upper hand. Your opponent is most likely going to action to swap positions, you will have to roll in that case such as your opponent's clause.

Your character is standing in front of someone, it's the opposition's turn to action against you. They decide to try and hit your character's abdomen. In return, both of you must roll accordingly. If you roll higher than the opposition, then your character dodged the move. If the opposition rolls higher, then you must roleplay several factors accordingly: PainRP, falling or stumbling backwards, so on and so forth. Rolling might be taking away the factor of realism, but you must stay within the vicinity of realism when your character gets harmed. You or the opposition only get a K.O point if either character's head is directly affected. In this case, getting kicked in the abdomen will not result in a K.O point.


P2L, "Play to Lose": Play to Lose is what you might think it is. It's a combat style that contradicts rolling combat fashion, it follows the "automatically honored" combat system, or a similar style to DND that doesn't follow it exclusively. It's ambitiously used by jocks, delinquent roleplayers, and gang roleplayers who push for roleplay rather than luck-based conflicts. There are no certain winners unless both you and the opposition(s) determine who wins the fight ahead of time with a mutual agreement out-of-character. Otherwise, you have to think tactfully and realistically, additionally, you have to be smart about your character's decisions. Make realistic choices and actions regarding your character's attacks and defenses.

"Play to Lose," tends to take much more time to grow accustomed to, understandably, newer players don't get a grasp on this fashion of combat with ease. As always, a lot of people are more than willing to start a fight using the Play to Lose (P2L) system if you ask respectfully. They will be more inclined to do it if you are realistic when it comes to conflicts between your character and the opposition. Always think of the fun outcome, and don't try to win every fight your character comes across. You win some, you lose some. If you decide to be completely unrealistic and "powergame" your way into winning a fight, then chances are people will be less inclined to commence a play to lose fight with you.





CRIME & GANGRP ETIQUETTE
Assuming you read the complete guide along with the additional guidelines listed below and didn't skim the bottom of the thread, you should now have a fundamental grasp of how GangRP and CrimeRP function as a whole. Naturally, the best course of action would be to create a ticket or ask questions in the KC (Karakura Crime) discord server if you have any unanswered and unclear inquiries. They are more than inclined and willing to assist you in any stance.


1. No matter what, you should always treat others with respect. The grounds where one engages in crime within the faction are extremely competitive, as every member of the Crime faction is fully aware of. You can hold grudges against somebody because they got you imprisoned or took a mask or other weapon from you. You should still be respectful of them, though. This applies not only to other members of the faction but also to roleplayers who are police officers in general. Just keep in mind that everyone is only trying to be fair and thorough and having fun.

2. If you ever happen to get into a competitive and argumentative quarrel with someone, where the situation escalates from an in-character conflict to an out-of-character dispute, ensure that you do not become toxic. If someone on the opposing side is simply being rude or is not abiding by the rules, you can always correct them by providing any rule from sections 7-9 of the rules handbook. You are always able to place a ticket for staff to assist with your inquiries if they aren't budging as well.

3. Practicality. If you were granted permissions through an in-character conflict—whether minor, major, or kill permissions—you should evaluate your character's motive. For example, it makes no sense to knock someone unconscious just because they grabbed you unless there are certain circumstances, whereas they grab you whilst you're running from the government. Shattering someone's limb just because they knocked you unconscious is illogical and senseless. People won't want to roleplay or interact with you at all if you are just CrimeRPing to use permissions without any thought given to the storyline or character development of your character. In fact, it casts the Crime faction in a negative light, which hurts its reputation overall. Realism is important.

4. You may not always get what you want. Understand that engaging in an in-character conflict could end in a win or a defeat, particularly if it's a rolling fight. You won't always win because everything depends solely on luck and random number generators (RNG) factors. If you don't win, accept it with respect. Avoid becoming aggressive and toxic, and don't brag about your victories either. It's all about having fun; you win some, you lose some. In any event, move on and accept your defeat with a grain of salt.



WEAPONS & MASK PROFILES
Usually, one can conduct crimes on purpose without being codependent on the black market to purchase weaponry or masks to conceal their identities. After all, all it takes to knock someone unconscious is a few fists and a headbutt! Not the case? Allow me to lead you through the black market and show you where to get weapons and masks alike.

There are several kinds of masks and weapons, better yet, there are custom weapons and masks that you could buy off people that are willing to sell them for a slightly higher price point. Some of the weapons and masks provided by the black market are available for purchase by the general public, some are only available to exclusive criminal organizations in Karakura, which include both verified and unverified gangs. You are limited to using some of the lousy yet common weaponry in the city if you are not a member of either a verified or unverified organisation.

If you are not in an unverified/verified organization, you are limited to the unexclusive items on the weapon profile list:
- Metal Baseball Bat - 125,000
- Spiked Gloves - 100,000
- Pocket Knife - 135,000
- Gas Mask - 50,000
- Pipe Wrench - 115,000
- Spray cans and Fake IDs (Spray cans to vandalize around the city, Fake IDs are useful to enter 20+ bars and to hide your felonious record.)

If you are in an unverified organization, however, you are limited to some of the exclusive items on the weapon profile list:
- Ballistic Face Mask - 150,000
- Sai Blade - 300,000
- Crowbar (used for breaking into properties & blunt damage) - 150,000
- Tactical Knives (used for removing minor appendages) - 215,000

If you are in a verified organization, you can buy all of the public and exclusive items on the weapon profile list. However, here are some of the verified exclusive items on the market:
- Fireaxe (used for removing major appendages, breaking into properties) - 200,000
- Katana (used for removing appendages) - 300,000
- Spiked Bat - 400,000
- Naginata - 450,000

The weaponry guideline ends here. To purchase items off the black market, you must wait for a notification or message in the opening channel of the Karakura Crime discord server before contacting a black market dealer. While the opening message will provide you with the hotline of the black market, you will supply your wants and the dealer will provide you with your needs as long as you have the money to pay for all of it. You will not get scammed by a black market dealer, but you may get scammed by a 3rd party weapons seller. Nevertheless, you risk getting blacklisted indefinitely from using the hotline if you do not have the money to pay for your items.

For more information regarding the weapon & mask profiles, please research into them here.



LAST UPDATE: 12th of September, 2024
~ DarkxWalker, builder of the pyramids
 
Last edited:

Mialyansa

Level 80
Nice guide, it looks really cool and will be very useful to new Rp'ers and more experienced ones. I also noticed how yo use certain fonts to write your post sometimes which is really cool.
 

Popo

Level 66
DarkxWalker
DarkxWalker
Notable
Thread starter
UPDATE -- 16th of August, 2024.
I feel like the guide was originally, completely munched on top of itself. It was very hard to read, even by its own writer.
I made improvisations with how everything is listed, rewrote everything and added extra information, and made it a more proper "guide,"
 

Mialyansa

Level 80
UPDATE -- 16th of August, 2024.
I feel like the guide was originally, completely munched on top of itself. It was very hard to read, even by its own writer.
I made improvisations with how everything is listed, rewrote everything and added extra information, and made it a more proper "guide,"
5,000 words...
images (14).jpeg
Screenshot_2024-08-16-05-08-27-091_com.discord-edit.jpg
 

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