Read before you play

Slash Roleplay Server Rules

Version 1.1, revised 2 November 2026. Rules can change at any time without notice. Staff decide how a rule applies; if you feel treated unfairly, escalate to Server Management or file an appeal.

Slash Roleplay is a text-roleplay server: actions are written with /me and /do, speech with chat, shouting with /s, and out-of-character talk with /b. Voice, where enabled, is a convenience and never replaces written roleplay.

1. General Server Rules

  • 1.1 You and every character you play must be legal adults (18+).
  • 1.2 Issues with another person, in the server or in any community Discord, are handled privately. Tickets are for rule breaks.
  • 1.3 Real Money Trading (RMT): nothing in-game may be sold or traded for real money or for anything outside the game. This violates the Cfx.re Platform License Agreement and results in a permanent ban. All items are virtual and hold no real-world value.
  • 1.4 Sharing another person's personal information (doxing), and pornographic, obscene or sexually explicit content, are prohibited, per Rockstar Games TOS. The punishment depends on the case, how severe it was and how often it has happened, from a warning to a ban. Anything that sexualises or endangers minors is a permanent ban and is reported to law enforcement.
  • 1.5 Donations of money, scripts or assets are final and non-refundable. Chargebacks are prohibited; refund requests are denied. 1.5.1. A banned player is never eligible for a refund.
  • 1.6 Modifying game files, using cheats, or using bugs to gain any advantage is prohibited. Exploits must be reported to staff the same day; keeping or passing on exploited money or items is treated as exploiting.

2. Prohibited Roleplay

  • 2.1 Erotic roleplay must be unanimously and proactively consensual between all parties, in private, and may be withdrawn at any time, at which point the scene stops. 2.1.1. Romantic pursuits must be tame; persistent unwanted flirting is prohibited.
  • 2.2 Supernatural or occult roleplay (aliens, vampires, werewolves and the like) is prohibited.
  • 2.3 Character names must be realistic first and last names of a high standard; joke names are refused. Playing as, or naming after, famous or fictional people is prohibited. Your Discord nickname must match your main character's name.
  • 2.4 Pregnancy and child roleplay are prohibited (Cfx.re terms; see 1.1).

3. Fail Roleplay

  • 3.1 Use /me and /do for every action relevant to a scene. 3.1.1. When treated by medical staff, describe your injuries. 3.1.2. When another player roleplays at you with action commands, you must respond (see Powergaming).
  • 3.2 Roleplay your injuries until you are treated.
  • 3.3 Stay in character at all times. Out-of-character messages go in /b only; no "in my head", "spiritually", "angels", "not in my eyes" or similar. 3.3.1. Staff are never referred to in character; to reach staff, use a ticket or /report.
  • 3.4 Riding on the outside of a moving vehicle, or more than five people in the bed of a pickup or fifteen on a flatbed, is fail roleplay.

4. Powergaming

  • 4.1 Powergaming is abusing mechanics or forcing roleplay to gain an advantage: constant jumping or curb-boosting for speed, animation abuse to hide or evade, cuff-rushing (restraining a player without roleplay or while they are moving), tasing without roleplay first, or /me lines that force an outcome or do the impossible ("/me takes all your money").
  • 4.2 Using mechanics to avoid roleplay is prohibited: parking or pulling a vehicle from a garage mid-scene, abusing the handcuff or taser scripts, logging out or switching character.
  • 4.3 Unrealistic character traits are not an excuse to break rules.
  • 4.4 If voice is used, voice changers must be used realistically.

5. Deathmatching

  1. Deathmatching (DM) and vehicle deathmatching (VDM) are violence against a character without a justifiable in-character reason. Killing on sight (KOS) is attacking with little or no roleplay even when a reason exists. All are prohibited.
  • 5.1 Initiate before violence, giving the victim a reason. Bad: "Hey, fuck you!" then shooting. Good: "Hey, this is for wrecking my bar last night!" then engaging. 5.1.1. Initiation must be shouted with /s so the target can read it. 5.1.2. When a group is visibly together (colours, uniforms), one member's initiation covers the group. 5.1.3. Drive-by shootings are allowed against official and unofficial gangs in their known neighbourhoods only. Shooting from the driver's seat is allowed.
  • 5.2 Violence needs a reasonable lead-up; boredom is not a reason.
  • 5.3 A vehicle is never a weapon unless your character's life is in immediate danger and it is the only option.
  • 5.4 Do not return to a scene to re-initiate, whatever the outcome.
  • 5.5 Staff-run events (a deathmatch, a team deathmatch, a race, infection, the Hunger Games) are outside the roleplay: inside one, the deathmatching, supernatural and memory rules do not apply, nothing that happens there happened in character, and nothing from an event may be used or avenged in roleplay afterwards.

6. New Life Rule (NLR)

  • 6.1 If your character respawns at the hospital or in the prison infirmary, you remember nothing of the last 30 minutes, including who hurt you. 6.1.1. While the scene is still playing out or emergency services are on the way, you do not respawn.
  • 6.2 Taken to hospital while still conscious: you decide what you remember.
  • 6.3 Taken after going unconscious: you do not remember the last 30 minutes.
  • 6.4 A heroin hit, hospital treatment or another scripted revive is treatment, not a respawn: the memory rule and 6.5 still apply.
  • 6.5 Once incapacitated in a fight you do not re-enter that fight.

7. Fear RP

  • 7.1 Your character values their life. Failing to do so is warned and, once the admin prison exists, prisoned.
  • 7.2 One aggressor: flee or fight back only when you reasonably could without harm. Several aggressors: comply.
  • 7.3 Antagonising players without reason is prohibited (see Low Quality Roleplay).
  • 7.4 Inserting yourself into a shootout without reason is prohibited.
  • 7.5 Stunts without roleplaying the injuries are prohibited.

8. Revenge Killing

  1. Revenge killing (RK) is attacking a player because they recently hurt or killed you. Because of the memory rule (6), your character does not know who did it. Revenge killing is prohibited. A new conflict with the same people needs its own in-character lead-up and initiation under rule 5.
  • 8.1 The only exception: an official gang member killed at a capture point during a capture may return to that point (see 15.1). Nothing else is revenge.

9. Metagaming

  1. Using information gained out of character, in character, is prohibited.
  • 9.1 Watching another player's stream while both of you are on the server.
  • 9.2 Using information from streams, Discord or any third party.
  • 9.3 Third-party voice or chat with people you are in a scene with, including your own faction's Discord voice, while the scene is live.
  • 9.4 Character bleeding: information, items or money moved between your own characters, directly or through someone else. 9.4.1. You may not reference your other characters unless they would reasonably be known (public figures).
  • 9.5 Identifying someone by their floating name or server ID without learning it in character; /examine is the in-character way to describe a stranger.
  • 9.6 Using /newb, the faction radio or the department channel to pass in-character information out of character.

10. Low Quality Roleplay

  • 10.1 Play out a scene you believe broke the rules before reporting it, unless it is egregious or makes you uncomfortable. 10.1.1. Breaking a rule to escape a rule break is still a rule break.
  • 10.2 Unrealistic "GTA driving" is prohibited.
  • 10.3 Fake hostages in robberies or heists need prior staff approval.
  • 10.4 Do not go idle mid-scene.
  • 10.5 AFK in public is prohibited; go AFK indoors.
  • 10.6 Horn spamming is prohibited: laying on the horn, especially in a public area, and not letting off it for an extended time.

11. Combat Logging

  1. Disconnecting, switching character or using any command to avoid death, arrest, a hit or roleplay is prohibited. The staff member who saw it decides between a warning and the admin prison. A player who combat logs again within 90 days while a combat-logging warning is on their record may be banned outright; that ban can be appealed.
  • 11.1 For a real emergency, tell the other parties in /b and open a ticket.

12. Permanent Character Death

  • 12.1 A character death contract signed with your faction and verified by staff must be honoured.
  • 12.2 A court death sentence, after appeals, must be carried out.
  • 12.3 Character death requests need footage of the surrounding roleplay. A hitman contract by itself never forces permanent death; the victim wakes in hospital under rule 6.

13. Public Servants

  • 13.1 Two public-servant characters per player, with staff approval for more. 13.1.1. One character per faction at any time. Two per section: Law Enforcement (LSPD, SASD, SASP, FBI), Fire and Medical (FDSA), Dispatch, Courts (Judicial), Government, Transport (SADOT), Press (Weazel News), Military (SAAS).
  • 13.2 Officers may not jail beyond 60 minutes without a case file, and charges follow the published charge schedule; stacking charges or excessive sentences are offences. 13.2.1. Corruption is in character; if caught, staff do not soften the department's punishment.
  • 13.3 Investigators may not also play in a gang or criminal faction (see 9.4). 13.3.1. One side of the law per character: a character in a criminal group cannot be hired into a faction, and a faction member cannot join a criminal group. 13.3.2. One side of the law per player as well: a player with a law-enforcement character may not put another character into a criminal group, and a player with a criminal-group character may not put another character into law enforcement.
  • 13.4 Law enforcement is held to a higher standard: use the CAD, bookings and jail commands with roleplay, not as a menu; /me and /do for frisks, searches, cuffing and evidence; no over-reliance on the taser or cuffs; no double-tapping a downed suspect. 13.4.1. Off-duty officers are civilians; on-duty officers are not pulled over without a real reason.
  • 13.5 Public servants never enter a capture point while it is being captured, and nothing seen there during a capture is case-file evidence.
  • 13.6 Faction radio (/r) and the department channel (/dept) are in character only. Abusing them, faction commands (government, news, treasury), or a faction armoury is an offence. Contracting or harming a fellow faction member needs staff approval.
  • 13.7 Elections: one vote per person; vote fraud or buying is an offence. The President answers to the treasury rules; abuse is an offence.

14. Criminal Roleplay

  • 14.1 No non-violent crime that draws a police response within 15 minutes of a restart (dealing, theft, fraud, home invasion).
  • 14.2 No violent crime within 30 minutes of a restart (assault, murder, shootings, robberies, boosting, pursuits).
  • 14.3 Robbing public servants is not permitted. 14.3.1. You may not hold issued faction weapons, uniforms or faction radios. Civilian tools that touch police life (the police receiver, lockpicks, crowbars, the OBD2 device) are legal to own and illegal to use where the law says so.
  • 14.4 Terror acts, bomb threats and explosives need staff approval, except a hitman's sticky bomb used on the target of their own accepted contract (rule 20.7 still applies).
  • 14.5 Raids on faction headquarters, the prison, City Hall or another organisation's base need staff approval; robberies of player-owned businesses and homes do not. City-run stores cannot be robbed.
  • 14.6 Participant limits: home invasions 2; business robberies 3; bank robberies 4 inside the bank and 2 outside the bank.
  • 14.7 The 2 outside the bank cannot engage any law enforcement outside the bank unless law enforcement have entered the bank and engaged the robbers inside.
  • 14.8 Raiding police stations and lockpicking police station doors is against the rules. Staff approval under 14.5 is not given for a police station.

15. Gang Territories

  • 15.1 A capture point is kill-on-sight for official gang members while it is being captured, from the city-wide announcement until the countdown ends or fails; they may return immediately after death, and DM, KOS and RK do not apply to them inside the zone during the capture. Outside a capture, and in a family's permanent turf, the ordinary rules apply. 15.1.1. Firing into or out of the zone at people outside it is an offence.
  • 15.2 Anyone else who enters a capture point during a capture is kicked, then prisoned if it repeats, and may not report DM/KOS or ask for refunds for losses inside. 15.2.1. Unofficial gangs may not take part, alliance or not.
  • 15.3 No hiding or animation abuse inside a capture point.
  • 15.4 Gang members must wear their gang's colours to enter a capture point while it is being captured. No colours, no entry.
  • 15.5 Gang members are encouraged to wear their gang's colours at all times.

16. Robbery and Scam Limits

  • 16.1 Robbing or looting a player takes no more than $10,000 of regular cash, whatever they carry (for dirty cash, see 16.6).
  • 16.2 A player with a firearm drawn cannot be initiated for a robbery.
  • 16.3 Scams are capped at $25,000.
  • 16.4 Players under 10 hours played (check yours with /playtime) may not rob or scam, and may not be robbed or scammed; robbing or scamming a new player is 10 hours in the admin prison.
  • 16.5 The scripted drug houses (the crack house, the weed house and any drug house added later) are off-limits robbery zones: nobody may be robbed at or around them. Staff review these numbers monthly against the economy.
  • 16.6 Robbery of regular cash is capped at $10,000. Dirty cash has no robbery amount cap, up to the amount the victim actually carries. These are separate balances; taking dirty cash does not use the regular-cash allowance. All other robbery rules, including the 10-hour protection, firearm rule, no-rob zones and roleplay requirements, still apply.
  • 16.7 In a valid hands-up inventory search, the inventory shows regular and dirty cash separately. Choose the cash type and amount to take. The cash transfer remains once per search; do not reopen or repeat searches to evade the regular-cash limit.
  • 16.8 Drug sales, drug smuggling and other supported illegal sale payouts produce dirty cash. Each character may deposit up to $10,000 of dirty cash at bank counters during a rolling 24 real-hour period. The limit counts the full amount handed in before existing bank fees, not the amount credited after fees. Each deposit stops counting after 24 hours; it does not reset at midnight or restart. Regular deposits are unchanged.
  • 16.9 With an active homeowners policy, regular cash stolen from a placed house safe is insured at face value up to $100,000 per claim, separately from the existing goods limit. Dirty cash is uninsured. This does not add insurance for money taken from a player during a robbery.

17. Roleplay and Quality Standards

  • 17.1 Vehicles reflect your character's means and neighbourhood (not a restriction, a standard).
  • 17.2 Clothing, language and concept fit the character; reference mid-to-southern Californian culture. 17.2.1. No default face; no non-RP clothing or skins.
  • 17.3 Advertisements (/ad) are classifieds for businesses, events and sales, not a social feed. Misuse is muted first.
  • 17.4 Security-camera footage used in roleplay comes only from a placed surveillance camera on your own property or, for on-duty police, from the city cameras they watch; never with audio.
  • 17.5 Bartender service: bars are permitted only inside interiors at suitable roleplay locations. Non-roleplay placements are prohibited. Service is removed when the bartender moves more than 50 metres away, logs out or goes off duty. Alcohol must be supplied by CDL B deliveries to the building or address before any sales.

18. Harassment and Discrimination

  • 18.1 Harassment is any unwanted behaviour that causes distress, intimidation or discomfort: verbal abuse, threats, stalking, unwanted advances, sexual jokes or comments. Roleplay can be unnerving; out-of-character bullying, intimidation and threats are not roleplay and are against the rules, per Rockstar Games TOS.
  • 18.2 Discrimination and hate speech are prohibited in and out of character: slurs, attacks or unequal treatment on the basis of race, ethnicity, colour, national origin, immigration status, religion, sex, gender, gender identity, sexual orientation, disability, medical condition, age or veteran status, and the promotion of hate groups. Racial slurs are prohibited for every character regardless of the character's or the player's background, per Rockstar Games TOS.
  • 18.3 Opinions are not offences. Nobody is punished for their politics, their beliefs or their sense of humour, and staff do not act because they were offended. Staff act when a rule is broken.
  • 18.4 Trolling is punished, and so is breaking 18.1 or 18.2: a kick, a warning, admin jail or a fine, depending on how severe it was. Three active warnings is a ban; a warning counts for 90 days. A ban can be appealed and almost always ends on a date; a player who comes back from any appealable ban comes back with their warnings at zero. Nobody is banned for good under this section.

19. Healing and Drugs in an Action Scenario

  • 19.1 An action scenario starts when a weapon is drawn or an attack begins and lasts until every hostile is dead, arrested, downed or gone.
  • 19.2 During it, no healing and no drug use of any kind, and no scripted revive except through hospital checkpoint admission. Medics transport patients to hospital; they do not revive in the field.
  • 19.3 Heroin's self-revive is for a downed character after the scene, never as a second life inside it.
  • 19.4 Exceptions: staff-run events and capture points while they are being captured.

20. The Hitman Agency

  • 20.1 Hitmen are secret. Revealing or guessing a hitman's identity out of character (Discord, /b, streams) is a severe offence.
  • 20.2 A hitman found in character may be arrested, questioned or killed like anyone else, and the agency drops them.
  • 20.3 A knife or a rumour is not evidence.
  • 20.4 Contracts need an in-character reason and the target's name; contracts for out-of-character reasons are an offence.
  • 20.5 Only one hit can be open on a person at a time. After a completed hit, nobody may order another hit on that person for 7 days. Ordering hits on the same player back to back is revenge killing (rule 8).
  • 20.6 Gangs do not order hits. Players order hits, and any player may order a hit on another player as long as they have a roleplay reason.
  • 20.7 A hit succeeds only if the hitman kills nobody but the target and puts no bystander at risk of death. If another player is killed in the course of a hit, the hit does not succeed, and the hitman can be removed from the agency.
  • 20.8 A hitman who kills the target of their own accepted contract does not need an initiation under rule 5.1 for an explosive or a sniper kill, as long as the hitman knows in character who the target is. A kill up close, with a knife or a gun, is roleplayed before the strike like any other violence. Anyone else the hitman harms falls under rules 5 and 20.7.

21. Offences Against the Community

  • 21.1 Cheating, mods, exploits;
  • 21.2 RMT and trading in-character items for anything out of character, or between your own characters;
  • 21.3 Selling or sharing accounts;
  • 21.4 Ban evasion, and knowing about an evader without reporting them;
  • 21.5 Advertising other servers;
  • 21.6 Lying to staff, exploiting a spectating admin, abusing tickets or reports;
  • 21.7 Impersonating staff or another player;
  • 21.8 Threats of DDoS or malware;
  • 21.9 Logging out inside the prison;
  • 21.10 Abusing /newb for anything but questions and answers.

22. Discord

  • 22.1 Stay out of channels that are not yours; ask for help in the support channels, not in general or faction rooms.
  • 22.2 Faction dispatch channels are in character only; out-of-character talk goes to the faction lounge.
  • 22.3 No recording staff without consent, except at announced events.
  • 22.4 No spam, no impersonation, no hitman identities.
  • 22.5 Nickname = your main character's name.

Punishments

Light offences do not get you banned. Depending on how severe the offence was, staff may kick, warn, send you to the admin prison, or apply an admin fine of a percentage of your total wealth with a minimum floor (the fine is destroyed, not paid to anyone). Three active warnings is a ban; a warning counts for 90 days. A ban can be appealed and almost always ends on a date; a player who comes back from any appealable ban comes back with their warnings at zero, whatever the ban was for. Everyone gets a second chance. Permanent bans are for cheating and abusing bugs (1.6, 21.1), real-money trading (1.3) and anything that sexualises or endangers minors (1.4). Police may jail and fine in character. Chat mutes apply to /newb and /ad. An admin prison will be added when its interior exists; until then a rule that names the admin prison means a warning or a temporary ban.