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.

  • Walk up and press the key

    A key floats at the thing you can use: E for the main action, then G and H. Get close and it shows. No menu to dig through.

  • A tour to start

    A tutorial plays after you make your character. The driving school, City Hall, the hospital, the jobs, the gym, Ammu-Nation, the gangs.

  • 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, your family 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.

  • Any key you like

    A new hotkey lands on the number pad. Move it to any key, with Shift, Ctrl or Alt if you want. F1 opens the menu.

  • Your hotkeys are yours

    Nobody else can read them. Not even staff.

  • 30 accents

    Pick one with /accent and it shows on everything you say.

  • Typing bubble

    People near you see when you're mid-line, so nobody walks off on you.

  • Words over your head

    What you say floats over your head for 7 seconds. Only the people close enough to hear it can read it.

  • Consent prompts

    /ado proposes an action on another player. They accept or deny it before it happens.

  • Read a stranger

    /examine shows the description they wrote for their character. That's how you recognise somebody, not the name over their head.

  • Leave a scene

    /createscene leaves a description standing in a spot for 30 minutes.

  • Let the server decide

    /try gives your roleplay action a random success or failure, with a 50% chance of each. Example: /try catches the falling keys. It only announces the result in nearby chat; it does not perform the action for you.

  • 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

CommandReach
/wOne player next to you, within 2.5 meters. A whisper.
/low, /melow, /dolow8 meters.
/me, /do, /b15 meters.
/s, /melong, /dolong40 meters.
/adThe whole server. Classifieds only.

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 /me carries
  • 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 /me lines.
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

  1. Light offenses don't get you banned.

  2. You get kicked, warned, admin jailed or fined, depending on how bad it was.

  3. Three warnings and you're banned.

  4. Appeal it. 99 times out of 100 you get a date.

  5. 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 clean 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

StatHow you build itWhat it does
StrengthThe gym. Nothing else.You hit harder.
StaminaRunning, sprinting, cardio machines.You sprint longer.
ShootingLanding shots, or practice at the range.Below level 50 you hold a pistol one-handed and fire rifles, shotguns and SMGs from the hip. At 50 you aim two-handed. Sway and recoil ease every ten levels.
IntelligencePicking locks and crafting guns. A failed pick teaches nothing.The guns you craft jam less.
VitalityComes from strength.More overall health (longer health bar, up to 149 HP).
Lung capacityComes from stamina.Hold your breath longer.

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
Press E for every rep: ten reps a set, three sets. X steps off the machine.
Muscle Beach
The equipment on the beach is a gym, with the same reps, limits and rewards as the others. The prison yard counts too.
Fighting styles
Each gym teaches a fighting style for free: Dojo in Davis, Boxing in Vinewood, MMA in Paleto.
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
Each point adds one point of armour when you spawn, up to 100, or one point of health when you leave the hospital: 50 to start, up to 100. Insurance and VIP don't change it.
Start over
/resetupgrades gives 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.

  • Your armour stays

    The armour you have left is saved with your character. Log out, come back, it's still on. Die and it's gone.

  • Going down

    You have 500 seconds. Press F to call EMS, or hold E to give up and wake up in a hospital bed.

  • Respawn costs your guns

    Respawn at the hospital and the staff take the weapons you carried. If a medic brings you in, you keep them.

  • Nothing fades by itself

    Your levels and stats stay yours. Only drugs wear your vitality down, a little each time.

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. Or right-click one in your bag and it swaps with what you're wearing.
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
Civilian-owned vehicles have trunks, gloveboxes or motorcycle seat storage. Faction vehicles offer rear equipment instead. Safes at home and faction lockers keep their storage.
Ammo
One item is one round. No magic magazines.
First Aid
An on-duty FDSA medic uses a First Aid Kit on a conscious player next to him: 50 health back. It never revives, and nobody can use one on himself. Injuries no longer cause ongoing bleeding damage.
Materials
Loose materials are a number next to your cash. No slot, no weight.
One cart
Every walk-in store has a cart. Fill it, then pay for all of it at once, cash or card.

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 dropped by accident or stuffed in a trunk.

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

  1. Get some people together.

  2. Start making noise.

  3. Apply for an unofficial slot. Now your name is on /unofficialfamilies.

  4. Make more noise. Get known.

  5. 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 fills your turf and the points you hold on the map.
A headquarters
Your own door, a safe only the Boss can open, and one locker the whole set shares.
Gang cars
Staff can set your gang up with 10 cars: 5 models, 2 of each, every car with a minimum rank. /gangfleet opens them.
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.
Getting in
Nobody applies to a set. Put in work in character until a ranked member invites you, then type /acceptgang.
The family tab
Your gang lives in F4 under Family: the roster, invites, ranks, the treasury and the message of the day.
Family chat
/f is an official family's out-of-character chat.

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.
1990s gang wear
The clothing stores carry a 1990s Los Santos gang collection, for men and women: numbered jerseys, flannels, bandanas, tanks, shoes and high socks.
Kept for your family
Some clothing pieces and colors are kept for one official family. The store says so on the piece.
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

    Tag spots stand on walls around the city. Bring a spray can on your belt and draw your own tag in your family's color. One can, one tag.

  • Tag wars

    A rival set can paint over your tag. City workers scrub tags off and get paid for it.

  • 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
  • 1permanent turf per official gang

Territory

Hold ground. Get paid.

Turf is where you live. Control 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 or /buymats at the pickup for $450 cash, drive the package to the drop-off, unpack it into materials.

Taking a control point

  1. A Shot Caller or higher from your family starts it at the marker with /capturepoint.

  2. Hold still for 10 seconds.

  3. Keep at least 3 of your people inside the zone for 10 minutes.

  4. Drop below 3 for more than 20 seconds and it fails. The old owner keeps it.

  5. A rival can start their own capture mid-count. The clock goes back to 10 minutes.

  6. Win and the point is locked to you for 25 hours.

What a control point pays

PointWhat your family gets
Materials factoryThe $450 fee of every material run bought there.
Drug house10% of every sale made there.

How it works

Turf
Your neighborhood, drawn on the real map in your color. It's yours for as long as your family stands. Nobody can capture it or contest it.
Control point tax
Anyone who isn't yours and sells inside your turf or your control point pays 25% to your treasury. Guns, drugs, cars, cash deals. All of it.
Material runs
Pay at the Material Pickup, make the drive, deliver. A run brings in 75 materials. 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. You see them on the map, filled in the color of whoever holds them.

  • Clean and dirty

    The drug house cut lands in your family's dirty treasury. The fee from material runs lands in the clean one.

  • Tags on the walls

    Graffiti says 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.

One package at a time. Die, get arrested or log out and the run is over.

  • 10 secto start a capture
  • 10 minto hold it
  • 25 hlocked to the winner
  • 3members in the zone
  • 25%control point 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

Ammu-Nation
A pistol, a pump shotgun and ammunition. Nothing else, and nothing at all before you have 2 hours in the city.
Gun stores
Player-run gun stores sell more. No licence needed to buy. You need 8 hours in the city before a gun 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 or inside a house.

  • Gunsmith reputation

    Players learn whose guns run clean. A good gunsmith's name is worth money.

  • Know what you're aiming at

    Aim at a player in clear view within 20 meters and his health and armour bars show over his head. Stop aiming and they're gone.

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
  • 2 hin the city before Ammu-Nation sells to you
  • 8 hin the city before a gun store sells to you

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.

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 dirty cash and puts product on the house's shelf.
More name, more packages
Two packages a run when you start. Five 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
/selldrugs makes the offer. They /acceptdrugs or they walk.
More name, bigger deals
Your level caps how much you can move in one deal.

Growing weed

Anywhere
/plantweed in 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

How you planted itReady inBagsGrade
Outdoors, no equipment45 minutes3Weak
Pot and water30 minutes4Mid
Pot, water, grow light20 minutes4Mid
Pot, water, fertilizer30 minutes6Mid
Pot, water, grow light, fertilizer20 minutes6Good

Cooking meth

  1. Buy cold tablets at the pharmacy. They come in three grades, and the grade on the shelf changes every hour.

  2. A batch also takes a pack of batteries from the 24/7 and a bottle of drain cleaner from the pharmacy.

  3. Buy a Meth Lab and a Lab Oven at Home Repot and set them up in a house you own or a room you rent. Or carry both to your own Journey or Surfer van and fit them in the back with /methvan. The Meth Lab cooks on its own. The oven only bakes the tray.

  4. Drag the supplies into the bowl, stir, pour it into the beaker and put the beaker on the burner.

  5. Hold E to raise the heat. Keep the needle in the green zone for 3 seconds in a row and the heat locks.

  6. Outside the zone a danger meter fills. Back inside it drains. Let it reach 5 seconds and the lab explodes.

  7. The bench works for 8 minutes. Then the tray is done.

  8. Take the tray out. The bench holds one tray, and it won't start the next batch until you pull it.

  9. Put the tray in the oven. 6 more minutes. The bench can already be cooking the next one.

  10. Break it up. Three hits with the hammer.

  11. You get 3 meth, the same grade as the tablets you started with. Same grade stacks up to 30 in your pockets.

Opium, heroin and crack

Opium
/plantopium outdoors: two hours to grow, and it comes out weak. In a pot in a house you own, with water, it comes out mid. Add a grow light and fertilizer and it comes out good.
Heroin
Two rounds at a heroin bench: raw opium and Preparation Powder first, then Finishing Powder and water, 6 minutes each. Same heat, same danger. A batch gives 3 heroin with the grade of the opium. The pharmacy sells both powders and the water.
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

DrugEffect
WeedHeals you over a few seconds. Good weed heals the most.
CrackGives you armour.
MethYou run longer, take less damage and shrug off one taser. 60 seconds a dose. Stack up to three, then wait 6 minutes.
HeroinYou take less damage, and if you're down it gets you back up. 60 seconds a dose, any grade. Doses stack up to 3 minutes.

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.

  • Labs blow up

    Lose control of the heat and the lab explodes. Anybody within 8 meters with a clear line to it dies, and the fire spreads like any other fire until firefighters put it out.

  • 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

    /selldrugs moves weed, crack, heroin and meth.

  • Your weakest first

    The use command takes the weakest grade you're carrying. Want the good one? Open your inventory and press Use on it.

  • 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.

Three doses of meth is the limit. More doses make it last longer, never stronger. Then you wait 6 minutes.

Every drug wears your body down a little. A fraction of what the gym gives you. Use all day and it adds up.

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 5packages per run, by level
  • 14 minbench and oven, one cook
  • 10%drug house cut
  • 60 sa dose of heroin, any grade
  • 5 son the danger meter and the lab explodes
  • 3doses of meth you can stack

Robbery, theft, dirty money

Everything can be taken.

Businesses. Houses. ATMs. 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 cash 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 or the owner on duty means it's open. Gun in your hand, a lockpick in your bag and at least 2 police on duty: crack the register and the till gives up everything in it. After any try, that register rests for 30 minutes.
Hand it over
The owner or a manager on duty can hand you the till. Nobody has to die over a register.
After closing
Nobody on duty means it's closed. Break the doors open with a crowbar, crack the register and take half the till.
Houses
Only while the owner is somewhere in the city. Lockpick or crowbar the door, then take what's inside with /robhouse. Five minutes on the clock once the door gives. Each piece comes out through a loading bar and an animation of its own; a bigger piece takes longer.
Breaking in
A plain lockpick needs a screwdriver with it. The crowbar takes 15 seconds. You need 10 hours in the city, two burglars at most, and a house that was hit is safe for 24 hours.
ATMs
One ATM in the city can be hit at a time, and it changes every 60 to 90 minutes. Buy a rope at the hardware store or Home Repot. Tie it from your car, pull the ATM off the wall and take $10,000 in dirty cash.
Truck loads
Hijack a loaded delivery truck and sell the load at a pawn shop. A long-haul rig can't be taken.

The bank job

  1. There is one bank in the city you can rob: the Pacific Standard, downtown.

  2. At least 7 LSPD have to be on duty.

  3. Up to 4 of you inside. Up to 2 outside.

  4. No cutting the power. No thermite. Every door in the bank takes a lockpick.

  5. The vault door takes a drill. The second it touches the door the alarm goes off, and you can hear it 30 meters outside.

  6. Three and a half minutes to crack the vault.

  7. Then you grab the cash with your own hands. A bag appears on you at the first grab. One bag holds $50,000.

  8. The crew outside holds fire. They can't engage police until police have gone inside and engaged the crew in there.

  9. The vault holds what the city has above $250,000, up to $1,000,000. Four full bags carry out $200,000 at most.

  10. Get one kilometre from the bank and the bag turns into dirty cash in your pockets.

  11. Get cuffed or die before that and what your bag held goes back to the city.

  12. One attempt every 72 hours. One successful heist a week, and only a getaway counts as one.

Stealing a car

  1. Work the door with a slim jim. Home Repot sells them, and craftsmen make them. Fail and it snaps.

  2. The doors are open. The trunk is not, and neither is the engine.

  3. Old car: jam a screwdriver in the ignition.

  4. Modern car: plug in an OBD hacker. It burns out after one job.

  5. 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, stolen goods, illegal cargo and vault cash all land dirty.
Cleaning it
Walk it up to a bank counter. At most $10,000 in any 24 hours.
Pawn shops
One purpose: selling stolen goods. Stolen phones, furniture from a house burglary and the load off a hijacked truck. They pay in dirty cash.

Putting a hit on somebody

  1. Open the dark web on your phone and find the hitman site.

  2. Enter the name, who they are, where they hang out, and the price.

  3. The price is held from your bank the moment you order.

  4. Every hitman in the city gets the alert.

  5. A hitman takes the target out himself, with any weapon. His signature is the knife from behind: one move and it's over.

  6. When the hitman on the contract drops his target, the target is dead on the spot. No last stand, no getting back up.

  7. The hitman is paid your price, straight into his bank, less the city's tax.

  8. The target loses the same amount out of his own bank. Nobody gets that money. It's gone from the city.

  9. A target who can't cover it goes into debt.

What we built on top

  • Two tools, two eras

    A screwdriver for old cars, an OBD hacker for modern ones. Crafters build both.

  • Slim jims, not lockpicks

    A lockpick still opens houses, doors and registers. It no longer opens cars.

  • Mechanics undo it

    A punched ignition or a hacked computer stays that way until a mechanic fixes it.

  • 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. So does every ATM.

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.

One open hit on a person at a time. After it lands, nobody can order another one on them for 7 days.

Hits come from players, not gangs. Any player can order one, and they need a roleplay reason.

No bystanders. If anybody but the target dies, the hit fails and the hitman can lose his place at the agency.

Nobody gets hit in a hospital bed, inside a hospital or inside a police station. Admins can't be targets at all.

The knife is sold to hitmen only. Nobody else in the city carries one.

Dirty cash is capped at the counter, so a big score takes time to clean and you're holding it the whole time.

  • $200,000the most a crew carries out
  • $50,000one bag holds
  • 1 kmfrom the bank and the cash is yours
  • 7LSPD on duty for the bank job
  • 72 hbetween bank attempts
  • 3.5 minto drill the vault door
  • 7 daysbefore the same person can be hit again
  • 10 hplayed before you can rob or be robbed
  • 60 minbefore the same robber can hit another register
  • $10,000dirty cash cleaned in any 24 hours

Factions

Find your place in the city.

Treat the injured. Report the story. Argue the case. Run the city. Work the streets.

A faction gives your character a shared purpose, people to work with and a career that grows through roleplay.

Old school

The old SA-MP feeling was belonging to an organization: showing up for a shift, getting to know the regulars and building a name people remembered.

A recruit learning from a veteran. A reporter chasing an interview. A medic handing a patient over at the hospital. The quieter scenes between the big incidents give a character a life.

Rank means responsibility. Training, teamwork, disagreements and leadership are opportunities to write a story with other players. The commands support that story; they do not replace it.

Who runs the city

FactionWhat they do
Fire Department of San AndreasFire and medical careers under one roof. Respond to emergencies, fight fires and get patients to the hospital. Station life and teamwork connect the calls.
The GovernmentAn elected President, public budgets and tax policy. Build political roleplay around the decisions that affect residents and the organizations serving them.
The courtsClerks, public defenders, prosecutors and judges. Put the people, arguments and consequences behind a case into the courtroom.
Weazel NewsReporters and editors with cameras, news vehicles and a helicopter. Create interviews, cover city events and give the public a reason to follow the story.
TransportationA civilian organization focused on the roads. Build a working crew, coordinate with other services and give your character a public-service career beyond emergency response.
Armed ServicesA military organization with its own ranks and command structure. Training, discipline and working as a unit give military characters their shared identity.
LSPDCity policing: patrols, calls for help and investigations. Build relationships with residents as well as cases against suspects.
Sheriff's DepartmentCounty policing and the communities outside Los Santos. A different beat, with the same need for teamwork and sound judgment.
State PoliceA state policing career with its own trooper ranks and leadership. Coordinate with fellow officers and other departments.
FIBFederal investigations and statewide cases. Follow leads, build cases and work with other agencies as the story develops.
Bowlingbroke Prison SystemThe guards of Bolingbroke. Take in prisoners, run the cells and lock the prison down when it counts. A corrections career, separate from the police.
The Hitman AgencyA private criminal faction with its own membership and rank ladder. Secrecy is part of its identity; it does not have a faction vehicle fleet.

How a faction runs

Joining
Walk into the station and apply at the marker once you have 30 hours played. A ranked member reviews it in F4, and the answer comes to your phone.
One side
Gang members can't join a faction, and faction members can't join a gang.
People run it
Leaders hire, promote, demote and remove members below their own rank. Your place in the organization is a relationship with other players, with responsibilities as you move up.
A career that pays
Faction wages are paid hourly by rank, on top of your PayDay. Your character can build a working life around the organization.
Ready for the shift
Faction lockers put you into uniform, keep your own clothes until you change back and provide personal storage. Equipment and vehicle access depend on the organization and your role.
Tools for the job
Police have issued equipment and an armoury. Fire and medical crews have their own emergency equipment. A reporter or government official has a different role; faction membership is not a universal weapons pass.
Stay organized
Ranks, rosters and faction radio keep the group connected. Leaders assign callsigns, the department line lets public services coordinate when a scene crosses their responsibilities, and /f is the faction's out-of-character chat.
A second job
Faction members can still work a civilian job. Hitman members are exempt from the usual faction restrictions on drug and arms-dealer jobs.

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. A medic puts you on a stretcher, and the ambulance is routed to the hospital your life insurance names. No insurance, the nearest one.

  • Three hospitals

    Pillbox Hill, Central Los Santos in Davis and the Bay Care Center in Paleto Bay. Each sells life insurance at its front desk.

  • Fires break out

    With 3 or more firefighters on duty, a fire breaks out every 90 to 120 minutes: buildings, warehouses, gas stations, dumpsters, brush and more.

  • Lab fires

    A lab that blows up starts a fire like any other. It keeps spreading while anybody is within 60 meters, until firefighters take the hose off the engine and put it out.

  • Different ways to belong

    Factions, street gangs and player-run companies each give you a group to build stories with, but use their own systems. Gangs have their own ranks and turf; companies have their own hiring, job titles and payroll.

The balance

Wages are always paid. A broke budget is roleplay, never a reason to stiff you.

Choose the kind of roleplay you want to create. Authority, access and equipment follow your faction and rank; joining one does not give every character the same powers.

A fire, a court case or a public controversy can bring several groups into one story. Leave room for the other players to do their part.

  • 30 hplayed before you can apply
  • 3hospitals

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.
Taking cash
Whoever has your pockets open can take your cash and your dirty cash, by the amount he types. Clean cash keeps the robbery cap. Hands up, anybody can. In cuffs, only police.
Seized dirty money
An officer turns it in at a police station's evidence room. It lands in the city treasury as clean money.
Evidence
A casing drops when your bullet hits somebody.
Fingerprints
A casing carries the prints of whoever loaded the round with bare hands. The FIB compares them.
Gunshot residue
Firing a gun leaves residue on your hands until you wash them. Police can check a cuffed suspect's hands.
No hints
Nothing floats over evidence. Officers have to look for it.
Locked doors
Police carry a battering ram.
Station doors
The LSPD, the Sheriff's Department, the State Police and the FIB open and lock the doors past the lobby of Mission Row, Paleto Bay and the prison. Everybody else needs an officer to let them in.

Roadblocks

From the X wheel
Cones, barriers, tents and work lights. On duty, move and turn the preview, then set it down.
Spike strips
One hit and the strip is gone. Put down another.
Pick it back up
Only the officer who placed it can pick it up or destroy it.

Doing time

City jail
Short time for small crimes.
Prison
Serious crimes. A yard, cells, a uniform and a prison job. Finish a task and you might get a minute or two off your sentence.
You serve it
The clock only runs while you're in the city. Logging out doesn't count. /time shows what's left.
Your stuff
Taken at intake, handed back at release.

Breaking out

  1. Find your way out of the cell. It takes work.

  2. Get 100 meters past the prison grounds.

  3. No alarm goes off. Nobody is told.

  4. Your sentence is gone, and you carry six wanted stars for the escape. A lawyer can clear the charge.

  5. What they took off you at intake stays held until a lawful release.

Ankle monitor

Released to your home
A lawyer can get you out early. You need a home or a rented room to be released to.
The tracker
On-duty police put a tracker on your ankle with /anklet, and take it off the same way.
They know where you are
An officer looks up where the anklet is with /ankletlocation.

Courts and lawyers

Trials
A judge hears it. Held on a warrant and no judge comes within the hour, you walk. Booked on a casefile, you wait in prison until a judge sentences you.
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
/track narrows down where a phone is. Better detectives get closer, faster. Police trace a phone only with a judge-signed warrant.

What we built on top

  • One wanted system

    Charges and unpaid tickets both put stars on the same HUD.

  • Tickets you can fight

    Nothing comes out of your pocket until you accept it.

  • A prison with guards

    The Bowlingbroke Prison System runs the cells and the lockdowns. Get out quietly and the stars follow you.

The balance

A judge can fine up to half of your cash and bank. 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 your cash and bank, the biggest fine

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. Only the government and staff ever see the balance.
The President
Elected. Sets the income tax and the business tax with /settax, and every faction's budget.
Voting
At the City Hall counter, when an election is open. 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 insurance at the front desk of Pillbox Hill, Central Los Santos or the Bay Care Center in Paleto Bay. Car and home insurance at the Insurance Office inside City Hall.
ATMs pay out
An ATM hands you cash. Putting cash in happens at the bank counter.

Companies and businesses

Register a company
Apply at City Hall. Staff approve it and $1,500,000 comes out of your bank. Then make up to 24 job titles, set their pay and hire up to 60 people.
Open a business
Buy a business property on Dynasty 8 first, then apply at City Hall. The application costs $250,000 and the Government reviews it. The storefront gets 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.
Cash or card
Cash goes in the till. Card goes straight to the business account, and the customer pays a convenience fee to the city for using it.
Emptying the till
Only the owner empties it, standing at the register.
The account at the bank
The business or company account sits next to your own at the bank counter and the ATM. The balance shows in F4.
The weekly tax
Every 7 days a business owes the President's rate on what it took in that week. The owner pays it from the business menu. No trip to the bank.
Miss a bill
It stays owed, and your next three bills come at a higher rate.
Companies too
A company gets the same account and the same weekly tax, shown and paid in its own company tab of F4.
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.
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
The ads+ app on your phone. A listing costs $100 and stays up for an hour. A priority ad goes out to the whole city in chat.

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 or salary. 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

The income tax and the business tax are the President's call.

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.

Card is safe and costs you 3% extra. Cash is free, and cash is what fills the tills robbers come for.

  • 1% to 29%income tax, the President's call
  • 1% to 20%business tax, the President's call
  • 32 hplayed before you can vote
  • 3missed payments is a default
  • 3%convenience fee when you pay a business by card

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.

Finding work

/findjob
Lists every job and sets a waypoint to where you sign up.
Sign up at the job
Every job has its own icon on the map. Truckers sign up at the Freight Cross-Dock on Elysian Island, taxi drivers at Downtown Cab Co. City Hall still works too.

Trucking

Start local
A free company Mule, 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 Phantom at the truck dealership by the cross-dock, trailer registration included, and take the big loads.
Supply the city
Businesses order crates. Every driver sees every order on the load board. You haul your share and get paid by the crate and the mile.
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.

Forklift Driver

At the docks
Anybody can take the job at the cross-dock warehouse. Go on duty and a forklift is yours.
Load the trucks
Trucks back into the dock doors. Take any pallet of any docked truck: $65 for every pallet you land.

How a trucker gets robbed

  1. You're loaded and on the road.

  2. Another trucker gets into your truck, away from the loading bay.

  3. They run /hijackcargo and hold for 10 seconds.

  4. The load is theirs.

  5. They drive it to a pawn shop and sell it. Up to $10,000, and the number is different every time.

  6. 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
/accepttaxi takes 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
/guard a 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
/placebar sets your bar up inside a venue. /selldrink pours. Beer, vodka, whiskey.
Your price
You name the price on every drink you pour.
Stocking the bar
/orderbarstock orders the cases and kegs. A trucker brings them to the door. /barstock shows 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.

More ways to earn

JobThe work
MechanicFix cars for whatever price you and the owner agree on.
CraftsmanBuild tools from materials out of a car trunk. Screwdrivers, crowbars, slim jims, OBD hackers.
Arms dealerBuild guns from materials. Your skill is stamped on every one.
LawyerGet clients out. Clear records.
DetectiveTrace phones. Find people.

The ladders

PathHow you climbWhat the top looks like
TruckerDeliveries.Your own rig and 1.8 times the pay.
Taxi driverFinished rides.The highest fare in the city.
BodyguardClients guarded.The highest price for your protection.
CraftsmanEvery craft counts, forever.Cameras, police receivers, lab equipment, safe drills.
Arms dealerCrafts, grade by grade.Rifles.
LawyerWinning releases.Sign a release without an officer.
DetectiveWorking cases.Tighter traces, shorter waits.

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
  • x1.8pay 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

Your licence
New characters start without one. Pass the test at the Davis driving school for $100, then buy the licence at the same desk for $80. It's your ID card.
Dealerships by class
Coupes and SUVs, muscle, sports and off-road each have their own dealership.
Starter Vehicles
Seven cheap cars, from $500 to $1,000.
Boats and bikes
The Boat Dealer at the marina shows its boats on the water and delivers yours there. Bicycles sell at the two Cycles Dealers.
Buying
Full price, cash or card. Test drive it first, for up to 15 minutes.
Leasing
Lease it instead. 10% down, 6% interest, then a payment every PayDay for 24, 48 or 72 PayDays 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. Nozzle in, press G and the tank fills. The price per gallon changes every day and climbs when the city is busy, up to $20.
Keys
L locks and unlocks. G starts the engine.
Find it
/trackcar puts your car on the map.
Shared plates, separate keys
Eligible faction, gang and company garages have ALL PLATE for a shared display label. Job vehicles show RENTAL. Each keeps its own keys and vehicle record. Police cannot flag these shared labels.
Equipment at the rear
Faction vehicles offer their assigned equipment at the rear. Police roadside props stay on the X wheel; ambulances offer First Aid Kits and fire engines offer extinguishers.
Storage
Only civilian-owned vehicles have trunk or glovebox storage. Bigger vehicles hold more. A supercar still has a glovebox and a very small trunk.

How you lose a car to the auction

  1. Police send your car to the depot.

  2. You have 12 hours of your own time in the city to pay the fee and take it back.

  3. Leave it sitting there and it goes to the auction. No ifs, no buts.

  4. Same car, the condition you left it in.

  5. Used car lots bid on it. The highest bid wins it.

  6. The dealer puts it on the lot and sells it to the next driver.

The auction house

On your phone
The auction is a phone app. Photo, make, model, color, current bid.
One car at a time
One car on the block. One hour of bidding. When it sells, the next car rolls up.
The line is hidden
Nobody sees what's waiting. You see a car when it's on the block, not before.
No bid, no sale
A car nobody bids on runs again.
Who can bid
Used car lots bid. Anybody can watch.
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 hour runs out the top bidder owns the car. It's in your vehicle list, parked at the impound lot, ready when you are.

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.
The auction is yours
Used car lots do the bidding at the auction. The rest of the city buys from you.
Your stock
Cars on your lot don't take up your own vehicle slots.
Sell it yourself
Set your price. You or your manager make the sale, face to face. The money goes to the business.
A new plate at sale
Every car sale issues a new plate. Stored items stay with the car; police flags do not follow it.

What we built on top

  • The auction house

    Neglected cars don't vanish. They go up for bids, live, on the 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 parts stay with it through impound, auction and resale.

  • Police impound

    A car police send to the depot takes the same road back. A full seizure is different: only police release it, and it never goes to auction.

  • Tow trucks and flatbeds

    On-duty LSPD and towing company members drive them. Tie the rope to a car and the winch pulls it in, or drive it onto the bed.

  • Wheel clamps

    A clamped car can't move until the fee is paid with /payclamp. Police can take the clamp off.

  • Towing company trucks

    Towing keeps a trucker's accepted delivery. Vehicles with matching display plates keep separate controls, keys and towing records.

The balance

Leave your car at the depot too long and somebody else owns it.

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 car slots come free and more cost money. Two out at a time without VIP. A garage is a choice, not a collection.

Bid steps

Current bidNext bid adds at least
Under $10,000$500
$10,000 and up$1,000
$20,000 and up$2,500
$50,000 and up$5,000
$100,000 and up$10,000
  • 3car slots that come free
  • 2out at once
  • 15 mintest drive
  • 10%down on a lease, at 6% interest
  • 12 hto get your car out of the impound
  • 1 hof bidding on every auction car
  • 1car on the block at a time
  • $20the most a gallon of fuel costs

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 Davis Apartments and the Pink Cage Motel, rented from the Dynasty 8 app on your phone. $75 a PayDay, out of your bank.
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
/givekey hands a key to somebody you trust.
Lock up
Press E at the front door of a house you own or a room you rent to lock or unlock it.
Tours
A realtor can walk you through a place before you buy.

Furnishing it

  1. Buy furniture at Home Repot.

  2. It's delivered to your home.

  3. Inside your house, open the X wheel and pick Place Furniture.

  4. Raise it, lower it, turn it, set it down.

  5. 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 the goods a burglar takes, up to $50,000 a claim, and the clean cash from your safe, up to $100,000. Never dirty money.
Security system
Buy it at the insurance office and it goes on your home by itself. It tells you the moment somebody breaks in.

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.

  • Done with a piece?

    Destroy furniture you placed and it's gone for good. What was stored in it comes back to you, and what doesn't fit waits in a box nearby for 30 minutes.

  • Break-ins

    Only while you're somewhere in the city. A burglar has five minutes once your door gives, and can take what you bought. Decorations are never part of it.

  • Police raids

    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
  • 5 mina burglar has once your door gives

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

No phone to start
Buy one at any Digital Den and put it in a belt slot to open it. Your number carries the area code of the store you bought it at.
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, gallery, contacts, Y, ads+, taxi, mechanic, the car auction, Dynasty 8 and the dark web.
The dark web
On your phone. That's where a hit gets ordered.
Notifications
Settings has a switch for every app. Mute the ones you don't want. Calls always ring.
Payphones
Every payphone has its own number, shown above it when you're close. Call one and it rings for whoever is standing there.
In character
Post on Y from your phone. /ad to advertise. All of it is your character talking.

Food

Hunger
Your hunger drains as you play. At zero you start losing health. Eat.
Meals fill you
Burger Shot, Taco Farmer, Chihuahua Hotdogs, Last Train Diner and Horny's each serve three meals of their own. Staff on shift offer them at the counter, /acceptfood pays, and you eat it anywhere.
Snacks hold you
Snacks and drinks from a store don't fill you. They stop your hunger falling for about five minutes.
The kitchen is theirs
Restaurant owners set the prices and open or close from F4.

The casino

Chips
Buy in at the till. Every game plays with chips.
The floor
Slots, blackjack, roulette, poker and Inside Track.
Private tables
Texas Hold'em or Pot 21 for cash at the Club 77 lounge, player against player. The house takes nothing. You need 5 hours played.

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.
The lottery
$500 a ticket at any 24/7. A drawing every three hours. Winners collect at City Hall.
Sprunk machines
Drop in a few dollars, grab the can, get a little health back.
Dice
A pair of dice from any convenience store. /dice rolls 1 to 10 for everyone nearby to see.
Weddings
At the church. /getmarried shows the steps. Bring your partner and a witness. The wedding costs $5,000.
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. It comes with both smartphones.

  • 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.

A meal fills you. A café drink fills a little. Nothing from a store does.

  • $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 weapons.

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
/vipnum picks 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.

The balance

No bigger ammo limits. No discount at player-owned businesses. No discount on fuel, or on anything used to make drugs.

A VIP still gets robbed and still does time.

Dollar amounts on this page are in-game money.