Criminal Activities
5.8Criminal Activities

Roleplay Cooldowns

1-hour cooldown after a kidnapping or business robbery before the same target can be hit again. Real-time, persists through logout / restart. Comply first, report after.

A cooldown protects the target of a major scene from being immediately hit again. This sits alongside the 30-minute revenge cooldown in 5.7 — that one protects the attacker from being hunted after a scene ends; this one protects the target from being re-targeted by anyone.

Definitions & timers

  • Kidnapping (holding a player against their will): 1-hour cooldown before the same target can be kidnapped again by anyone.
  • Business robbery (raiding a player-owned business): 1-hour cooldown before the same business can be raided again by anyone.
  • When the clock starts: only when the scene fully ends — release, escape, payout, or a staff call. The timer runs in real time, not server time, and persists through logouts and server restarts.

Exceptions

Cooldown protection is voided or does not apply when:

  • The current scene is still active (you cannot "cool down" mid-scene).
  • The protected person or business voluntarily re-engages or escalates against the attackers afterwards.
  • The conflict is part of an active, staff-approved gang war.

Enforcement & reporting

  • Comply, then report. Do not break character to argue mid-scene. Play it out minimally, then file a report afterwards with the evidence below.
  • Required evidence: video clip of the new scene, timestamps, player names / IDs, and the time of the previous incident that started the cooldown.
  • Penalty: knowingly violating a cooldown is treated as targeting / harassment and earns an escalated strike. Repeat offences accelerate the ladder.