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Illegal activities

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Illegal activities  Empty Illegal activities

Post by Admin Sun Aug 13, 2017 3:44 pm

Illegal Organizations/Activities


The way to buy products/interact from criminal organizations is to call an admin or contact a member from that specific faction; tell him what you want to do, and he will give you the price, the place, and the time to meet. You will go there at that time and pick up/drop off what you need.
The NPC gangs you purchase/interact with can ONLY be brought down if there are players in the gang or an admin who can play the part.


Drugs/Alcohol-
Once you buy a drug, any amount, you can do whatever you want with it. Use it, sell it to players, sell it to NPC’s.
One Kilo(gram)=2.2 Pounds; One Pound=16 Ounces; One Ounce=28 Grams
One “use” of drugs is one gram. So 28 “uses” in an ounce.
One Gallon=8 Jars.
One “use” of alcohol is one jar. So 8 “uses” in a gallon



Drug Supplies (MUST BE chemist to make Crack or Meth)-


Marijuana (Reggie seeds)-
$500
Each plant produces 1 pound every week. You must tend to the plant every day (water it, check on it, ext.)


Marijuana (Dank/Chronic seeds)-
$1,500
Each plant produces 1 pound every week. You must tend to the plant every day (water it, check on it, ext.)


Shrooms-
$1,000
Each plant produces 1/2 pound every week. You must tend to the plant every day (water it, check on it, ext.)


Ecstasy/Molly-
(College educated chemists only)
$300 for supplies
Each batch makes 15 Grams a day. 2 Batches per day or 10 batches if you have chemist college perk.


Cocaine-
(College educated chemists only)
$2,500 for supplies
Each batch makes 10 Grams a day. 3 Batches per day or 15 batches if you have chemist college perk.


Crack-
$350 and 7g of Cocaine. Each Supply lasts 1 week/rp.
Each batch makes 14 Grams=1/2 Ounce a day. One Batch per day or 5 batches if you have chemist college perk.


Meth-
$1,200 for supplies. Each Supply lasts 1 week/rp.
Each batch produces 7 Grams=1/4 Ounce a day. One Batch per day or 5 batches if you have chemist college perk.


Heroin-
(College educated chemist only)
$5,000 for supplies
Each batch makes 10 Grams a day. 3 Batches per day or 15 batches if you have chemist college perk.



Moonshining-
To begin moonshining, you need a still sight, some place that is hidden, near water, and away from main roads. Once you have the still sight, you need a still. You can purchase multiple stills, 25 gallon stills for $5,500, 50 gallon stills for $12,500, and 100 gallon stills for $25,000. Stills take two in game days to build at a still sight. Once you have a still in your still sight, you need mash to begin making moonshine. Mash is sold as 25 gallons of mash for $1,000. Now once the mash is at the still sight, it will take one in game day to make 8 gallons, so 5 days to make 40 gallons. Once all the moonshine is made you can sell it as a gallon or a jar. The gallon should be about 8 times more than a jar.



Drug/Alcohol Effects-
Marijuana-
Can cause players to feel relaxed and laid back.
Cops can smell it and see if you have been or are smoking it. So tell cops out of roleplay if you have been or are smoking it when being questioned.



Cocaine-


Causes almost instant high that last for a short period.


Negatives: Causes Addiction if taken 4 times in a week. If players stop taking they have withdrawals, and loose work effort (- 15% wages). Players will begin to start feeling depression and will do almost anything
to get the drug.


Positives: 20% increase in all wages and work.



Can cause any or all of these effects- bizarre, erratic, and violent behavior, restlessness, anxiety, panic, and paranoia, fearless, bravery.
Players become brave and fearless and do things they normally wouldn't.


Crack-
Causes almost instant high for a short period.


Negatives: Causes Severe Addiction if taken 4 times in a week. If players stop taking they have withdrawals, and 50%-50% chance of death if not taken for over 8 weeks. Players will begin to start feeling depression and will do almost anything to get the drug. It may even drive players to suicide.



Can cause any or all of these effects- loss of sleeping and eating, violence, anxiety, faster blood rate and breathing, hallucinations, hyper excitability.



Meth-


When high, it can cause a false sense of well-being and energy, and so a person will tend to push his body faster and further than it is meant to go. Followed by an intense “crash” with mental and physical breakdowns. Health issues such as memory loss, aggression, psychotic behavior and potential heart and brain damage develop.


Negatives: Causes Severe Addiction if taken 2 times in a week. If players stop taking they have withdrawals, and 50%-50% chance of death if not taken for over 4 weeks.


Can cause any or all of these effects- sleeping and eating disorder, extreme energy, faster blood and heart rate, seizures and chance of death from high doses, illusion of bugs burrowing under the skin, memory loss, depression, brain damage followed by strokes and severe memory gaps and loss.


Positives: Players gain Super Light body armor, resists taser effects, and gets rid of fear factor.



Shrooms-


Ingesting these types of mushrooms has a strong hallucinogenic effect that begins to affect the user within 20-30 minutes.


Negatives: Causes Addiction if taken 5 times in a week. If players stop taking they have withdrawals. Shrooms taken during addiction results in a heightened feeling of fear and increased fear factor.


Positives: Causes user to be in a better, uplifted mood.


Can cause any or all of these effects- anxiety and fear, sleeping and eating disorder, faster blood and heart rate, illusion of bugs burrowing under the skin, depression, becoming more intensely aware of emotions and sensations, change in focus of attention such as seen in other psychoactive drugs, slows down perception of time allowing some users to reduce anxiety and stress, visual and perceptual hallucinations, dilation of pupils, retrieval of memories.


Ecstasy/Molly-


After the high occurs, users get a feeling of relaxation and a sudden sex drive.


Negatives: Causes Addiction if taken 4 times in a week. Players will suffer withdrawal effects if addicted and no longer actively using.


Positives: A VERY large feeling of relaxation.


Can cause any or all of these effects- Euphoria, Improved senses especially the sense of touch, Hallucinations, Extreme dehydration especially when paired with alcohol, Nystagmus, Involuntary clenching of the jaws, Tense muscles, Either chills or sweating.



Heroin-


When the initial high happens, players will feel sick to the stomach and a rush of energy.


Negatives: Causes Addiction if taken 4 times in a week. If players stop taking they have withdrawals and will have major social problems.


Positives: Light Body Armor.


Can cause any or all of these effects- slowed breathing and heart rate, slowed mental functions, Nausea and vomiting, drowsiness, coma or death can follow.



Moonshine-
Causes Extreme Intoxication- Effects all players differently (Some angered, some lovey, some stupid)


Negatives: Players cannot drive/operate machinery safely. May give alcohol sickness.




Selling to NPC’s-
Players MUST call/tell an Admin and Chief of Police before moving drugs
(NOTE- Cops cannot just look on the map for the player and pull him/her over, but they will start looking for big trucks/vans with the description of the vehicle and begin to search for them)
There are 2 ways to sell drugs: Locally or Globally
1. To sell globally, you must either join a Gang/Faction that sells globally or have your own faction gain notoriety and speak to an admin for approval. Players must then load all their drugs into a shipping truck/van (18-Wheeler, Mule, Paradise Van, ext.) and drive to Pier 400 and RolePlay out dropping off the cargo. (This will take at least 1-2 in game hours).
2. To sell locally, you must join a Gang/Faction that sells locally or simply start your own faction and sell your own supply. Player must sell to either NPCs, Roleplayers, or Factions. Selling to NPCs require you to actually sell drugs to an NPC in either a corner, alley way or deserted areas. Those who sell to NPCs can only sell by Market Price! Selling to roleplayers is self explanatory but you can also negotiate the price for higher or lower than the market price. Selling to Factions require you to contact a certain faction member/Admin so you can organize a drug deal. Factions can buy your whole stock for the set price you agreed on so player will need truck/van (18-Wheeler, Mule, Paradise Van, ext.) to deliver the drugs to a specific location set by the buying faction member/Admin.



Important Please Read!
When you sell drugs you sell at a certain level(Low level, Middle Level, High Level.), so the player has to decide which type of level they want to sell their drugs at.
This makes sure players don't buy 5 kilos of Reggie($7,500) and sell it all in one week by the gram(4,928 Grams) for $24,640. That would be extremely unrealistic to find nearly 5000 customers who want just a gram. The level system below shows how to sell drugs at each level. If you are selling more than 5 kilos a week to real players you must sell in kilos only.


High Level Drug Dealer- Buys or sells 5 or less Kilos at a time. Risk is High.
Sells in Kilos.
Whenever you become a high level drug dealer you must notify the police in gamechat. By becoming a high level drug dealer you will now have to worry about federal authorities, your characters name and information will be given to police and police will try to find you and gather evidence to take you down. Must reveal the description of vehicle transporting the drugs and the area of the vicinity/town of where you are starting at.


Middle Level Drug Dealer- Buys or sells 1 Kilo or less at a time. Risk is Moderate.
Sells in Pounds or 1/2 Pounds.
Whenever you become a middle level drug dealer you must notify the police in gamechat. By becoming a middle level drug dealer you will have to worry about local task force. Must reveal the description of vehicle transporting the drugs.


Low Level Drug Dealer- Buys or sells 1 Pound or less at a time. Risk is Low.
Sells in Quarter Pounds, Ounces or Grams.


Players may buy as much drugs as they want but can only sell the max on what their level allows of any drug MAX per week and/or 250 gallons of moonshine.


Prices to Sell:
Marijuana(Reggie)-
Kilo- $1,500
Pound- $1,000
1/2 Pound- $600
1/4 Pound- $350
Ounce- $100
1/2 Ounce- $60
1/4 Ounce- $30
1/8 Ounce- $15
Gram- $5


Marijuana(Dank/Chronic)-
Kilo- $5,000
Pound- $3,600
1/2 Pound- $2,000
1/4 Pound- $1,200
Ounce-$350
1/2 Ounce- $240
1/4 Ounce- $120
1/8 Ounce- $70
Gram- $20


Shrooms-
Kilo- $10,000
Pound- $7,000
1/2 Pound- $4,000
1/4 Pound- $2,400
Ounce-$350
1/2 Ounce- $500
1/4 Ounce- $300
1/8 Ounce- $180
Gram- $60


Cocaine-
Kilo- $30,000
Pound- $17,500
1/2 Pound- $9,000
1/4 Pound- $4,800
Ounce- $1,400
1/2 Ounce- $800
1/4 Ounce- $450
8 Ball(3.5g)- $250
Gram- $100


Crack-(Low Level Drug Dealer)
Kilo- $12,000
Pound- $7,000
1/2 Pound- $3,500
1/4 Pound- $2,000
Ounce- $1,100
1/2 Ounce- $600
1/4 Ounce- $350
8 Ball(3.5g): $200
Gram- $75


Ecstasy/Molly-
Kilo- $25,000
Pound- $7,000
1/2 Pound- $3,500
1/4 Pound- $1,750
Ounce- $25
1/2 Ounce- $13
1/4 Ounce- $6
8 Ball(3.5g)- $175
Gram- $50


Meth-(Low Level Drug Dealer)
Kilo- $40,000
Pound- $15,000
1/2 Pound- $7,500
1/4 Pound- $4,000
Ounce- $1,250
1/2 Ounce- $700
1/4 Ounce- $400
8 Ball(3.5g): $215
Gram- $85


Heroin-
Kilo- $50,000
Pound- $35,000
1/2 Pound- $18,000
1/4 Pound- $9,600
Ounce- $2,800
1/2 Ounce- $1,600
1/4 Ounce- $900
8 Ball(3.5g)- $500
Gram- $200


Moonshine-
Can sell 1 gallon for $125.



*Note: To obtain drugs to sell from your own known faction, you must purchase it off them. The faction you are buying drugs off to distribute to others will offer a 50% discount. In this method, both parties from the same faction benefit.


The Family-
Locations: Strawberry and Chamberlain Hills
Leader: Unknown
Type: African-American Street Gang
Products: Marijuana(Reggie), Ecstasy/Molly, for personal use or low level dealing.
Prices: Gram of Marijuana- $5. Gram of Ecstasy/Molly- $10. Dime bag of Ecstasy/Molly(2g)- $20. Dime Bag of Marijuana(2g)- $10. 1/8 Oz of Marijuana- $15. 1/4 Oz of Marijuana- $30. 1/2 Oz of Marijuana- $60. Ounce of Marijuana- $100. Ounce of Ecstasy/Molly- $25. QP of Marijuana(4oz)-$350


The Ballas-
Locations: Davis
Leader: Unknown
Type: African American Street Gang
Products: Ecstasy, LSD and Marijuana(Dank/Chronic), for personal use or low level dealing.
Prices: Gram of Marijuana- $20. 1/8 Oz of Marijuana- $70. 1/4 Oz of Marijuana- $120. 1/2 Oz of Marijuana- $240. Ounce of Marijuana- $350. QP of Marijuana(4oz)-$1,200. Kilo of Shrooms- $10,000. Pound of Shrooms- $7,000. 1/2 pound of shrooms- $4,000. 1/4 Pound of Shrooms- $2,400. Ounce of Shrooms- $350. 1/2 Ounce of Shrooms- $500. 1/4 Ounce of Shrooms- $300. 1/8 Ounce of Shrooms- $180. Gram of Shrooms- $60


Vagos-
Locations: Rancho, Central Cypress Flats
Leader: Unknown
Type: Hispanic Street Gang
Products: Marijuana(Dank/Chronic and Reggie), Cocaine, Meth, Heroin, Crack, Ecstasy/Molly, for selling.
Prices: 1/2 Pound of Marijuana(Reggie)- $600. Pound of Marijuana(Reggie)- $1,000. QP of Marijuana(Dank/Chronic)- $1,200. 1/2 Pound of Marijuana(Dank/Chronic)- $2,000. Gram of Ecstasy/Molly- $8. Dime bag of Ecstasy/Molly- $10. Pound of Marijuana(Dank/Chronic)- $3,600. 1/2 Oz of Cocaine- $800. Ounce of Cocaine- $1,400. QP of Cocaine- $4,800. 1/2 Oz of Meth- $600. Ounce of Meth- $1,000. QP of Meth- $3,500. QP of Crack- $3,500. 1/2 Oz of Heroin- $1,600. Ounce of Heroin- $2,800. QP of Heroin- $9,600. Pound of Molly/Ecstasy- $20.


The Lost MC-
Location- East Vinewood, Los Santos Stab City, Hookies, North Chumash, Grapeseed, Blaine County
Leaders of Los Santos/Blaine County chapter: Johnny Klebitz
Type: Outlaw Motorcycle Club
Products: Small amounts of Meth and Cocaine, for personal use or low level dealing.
Prices: Gram of Crack- $75. 8 Ball of Crack(3.5g): $200. 1/4 Oz of Crack- $350.
Gram of Meth- $75. 1/8 Oz of Meth- $200. 1/4 Oz of Meth- $350.
Gram of Cocaine- $100. 8 Ball of Cocaine(3.5g)- $250. 1/4 Oz of Cocaine- $450.


Madrazo Cartel-
Location: Madrazo's mansion, Hillcrest Avenue, Vinewood Hills, Los Santos, La Fuente Blanca, Senora Road
Leaders: Martin Madrazo
Type: Mexican drug cartel
Products: Large amounts of drugs. It takes 2 full weeks for any amount of drugs to be shipped.
Prices: Kilo of Marijuana(Reggie)- $1,500. 5 Kilos of Marijuana(Reggie)- $5,000. Kilo of Marijuana(Dank/Chronic)- $5,000. 5 Kilos of Marijuana(Dank/Chronic)- $20,000. 1/2 Pound of Cocaine- $9,000. Pound of Cocaine- $17,500. Kilo of Cocaine- $25,000. 5 Kilos of Cocaine- $100,000. 1/2 Pound of Heroin- $18,000. Pound of Heroin- $35,000. Kilo of Heroin- $50,000. 5 Kilos of Heroin- $200,000.


Los Santos Triads-
Leaders: Wei Cheng
Location: Chinatown, Los Santos
Type: Chinese crime syndicate
Product: Large amounts of Heroin. It takes 2 full weeks for any amount of drug to be shipped.
Prices: 1/2 Pound of Heroin- $18,000. Pound of Heroin- $35,000. Kilo of Heroin- $50,000. 5 Kilos of Heroin- $200,000


Petrovic Mafia-
Leaders: Kenny Petrovic
Location: Liberty City and Los Santos
Type: Russian Crime Syndicate
Product: Large amounts of Cocaine, and Heroin and moderate amounts of Methamphetamine.  It takes 2 full weeks for any amount of drugs to be shipped.
Prices: Gram of Meth- $75. 1/8 Oz of Meth- $200. 1/4 Oz of Meth- $350. 1/2 Pound of Cocaine- $9,000. Pound of Cocaine- $17,500. Kilo of Cocaine- $25,000. 5 Kilos of Cocaine- $100,000. 1/2 Pound of Heroin- $18,000. Pound of Heroin- $35,000. Kilo of Heroin- $50,000. 5 Kilos of Heroin- $200,000


Kkangpae-
Leaders: Unkown
Location: Ginger Street, Little Seoul, Los Santos
Type: South Korean crime syndicate
Product: Marijuana(Reggie)
Prices: Dime Bag- $5; Gram- $15; ½ Ounce- $240.



LEGAL MARIJUANA DISTRIBUTION


You can sell legal/medicinal marijuana ONLY if you own Braddock's Farm. And you must obtain a permit for $1,000(from admin).
Income is $20,000 per delivery to a single Hospital or $40,000 if you deliver/distribute to multiple hospitals(2 or more, not per hospital).
You only get paid when you actually deliver, unless you hire someone to deliver for you. Payment for delivery then comes from your bank.



In no way is this property to be used for ANY ILLEGAL selling of marijuana. Product can be sold only to hospitals. You DO NOT get income from farm, only from DELIVERIES.


If you own a weed shop, your business income is what you get for selling legal weed, you do not get extra income for additional sales.



UTILIZING DISTRIBUTORS-


Roleplayers may now be able to utilize distributors to sell their narcotics at a low level while still making a large amount of profit with no risk. All distributors will take a 25% cut to all weekly deals. There will be no risk as they are npc distributors and their job is to lay low and communicate with their contacts to make drug sales.
Distributors are acquired through criminal status and must have drugs in order for them to make low level drug deals. Distributors will only in grams in order to stay off the radar and to make the most profit out of the drug. Each distributor will only sell a total of 150 grams per week/rp. To acquire distributors, specific criminal statuses are required:


Without Personal Notoriety= 2 Distributors
With Personal Notoriety= 4 Distributors
With Faction Notoriety= 8 Distributors
With Global Connections= 10 Distributors


In order to calculate the profit that you will make while giving your distributors their cut, use this formula:
((GPxDC)xAoD)-(((GPxDC)x.25)xAoD) <-------- (Contact an admin if you need extra help)


GP=Gram Price
DC=Distributor Cap
AoD=Amount of Distributors


You will need a decent amount of a specific drug if you are going to actively use distributors to make deals per week. Since a distributor will only sell 150 grams per week, you must have at least .15 Kilos for that one distributor. So if you have 1 kilo of a drug then you must 1-.15=.85 Kilos. Here are more simplified examples of the weight of narcotics:


150 grams=5.3 Ounces=.33 Pounds=.15 Kilos
200 grams=7.1 Ounces=.44 Pounds=.20 Kilos


These numbers are based on the rule of weight of narcotics: 1 Kilo(gram)=2.2 Pounds; 1 Pound=16 Ounces; 1 Ounce=28 Grams
Burner Phones-
Burner phones are necessary for criminal communication. Burner phones must be renewed by throwing them away or else the FIB will track you. But, using them too frequently and throwing away too many can also lead the FIB to you, so use them sparingly! You need to find the perfect balance of throwing away the phones so you aren't throwing them away too early, or too late.


iFruit Phones- Both FIB and LSPD can track these devices. Both need probable cause to track without a warrant i.e: Getting a call directly from the phone like dialing 911. In a investigation they both require warrants. With Ifruit phones, they can be tracked to their exact location.


Safehouses-
Players may use houses owned by other roleplayers to hide from police or factions. If 1 police officer has found your safehouse, then he must wait for back up or wait for the suspect to come outside. If a total of 3 police officers appear up front, then the suspect must apply fear factor and surrender in at least 5 minutes.
Another extension to safe houses is you can buy a property, garage, house, etc and keep it off the radar from cops, hackers, and factions by paying 10% of the original price of the property each month. Your enemies can still find your safe house if they follow you to it and see you go in and hang around. Example: A garage costs 10,000 you would have to pay 10% of 10,000 which is 1,000. You would have to pay 1,000 every month in roleplay to keep it off the radar in this example.


Tax Evasion- You are required to pay your taxes, corporate, and income. If you fail to pay it you will receive an email which can only be viewed from an Ifruit phone, and or laptop. This email will read you must pay within 3 Roleplays to avoid being arrested on Tax Evasion. If you choose to pay within this 3 Roleplay time, you will be charged 10% more on your taxes for 10 Roleplays.


Theft-
Truck Robbery-
Players can rob and shipping truck/van.
Kill the driver, search the back, call the Armenian (Admin) Mob and arrange a meeting.
18-Wheeler (With Trailer)- $75,000
6-Wheeler- $40,000
Mule- $10,000
Van- $2,000
Players may only be involved in one Truck Robbery a week.


Player Theft-
When robbing a player you only receive a MAX of $500 off their person/wallet and a MAX of $10,000 from their ATM. You may not rob NPC's/AI's


Robbing stores-
You may only rob a max of 3 stores per roleplay, and cannot rob the same store in  the same session. You cannot rob barber shops, Customs, or gun shops.


24/7- $2,000
LTD- $2,000
Rob's Liquor- $3,000
Suburban- $1,500
Discount Store- $1,000
Ponsonby's- $5,000
Tattoo Parlors- $1,000
Strip Club- $10,000
Yellow Jack Inn- $2,500


Player Owned Home Robbery-
Players must break into the home.
Once inside, ask player Out Of RP, what is inside your home and if they have cameras, then load up whatever you want and notify an Admin about what you stole.
Players must have a cop hold of 3 stars out for 2 Real Life Minutes (Using guns your character actually owns). Players may lose RP Lives during this time. They then must leave the home and evade the police (Still eligible to lose RP Lives). Then call the Armenian Mob and arrange a meeting
Players will earn $10,000 for each robbery plus $500 per person living there.
Players or a criminal organization may only be involved in one Home Robbery a month.


Trackers on Vehicles-
Though having a tracker on your vehicle can help you be safe and know where your car is at, FIB can track these things. So having a balanced way of cars you use for criminal activity is a good tip. Must have Ifruit phone and or laptop to track vehicle. FIB may track car, and items used to track vehicle.



Prostitution-


Must be a part of a faction to run medium or high levels prostitution rings. To gain more prostitutes you need to take out another pimp. When a medium level you have to let police know the area. When high level have to describe the person picking up money from prostitutes and tell the area. If your prostitutes are working in a gang controlled area you must pay a tribute based on your level. Low level 10% of your earning. Medium level 15% of earnings. High level 20% of earning.


Players will be able to start a  prostitution ring. If a player starts a ring, they will need to find NPC prostitutes. Under no circumstances can a roleplayer/character be a prostitute.


Low level
Have 4 prostitutes. Each prostitute makes $300 a day which would equal $2,100 a day to a total of $8,400 a week.


Medium level
Have 10 prostitutes. Each prostitute makes $300 a day which would equal $3,000 a day to a total of $30,000 a week.


High level
Have 20 prostitutes. Each prostitute makes $300 a day which would equal $6,000 a day to a total of $120,000 a week.


Chopping Vehicles-
Players may be able to chop player owned and NPC vehicles. In order to chop a vehicle, you must steal the vehicle and deliver it to the docks in the port where Simeon is. Players may only chop one vehicle every 2 roleplays. If someone chops a player or NPC owned vehicle, they may get 5% of the original cost of the vehicle. When planning to chop a vehicle: notify an admin to represent an Armenian mobster, they must be present in order for the chop to count or at least approve the sale through party/game chat


Stealing a vehicle-
Must announce in gamechat make,color, and location of vehicle being stolen. If you have a lockpick set you MUST announce it after 1 Minute.


Burning Down Properties/Arson-
Players may burn down buildings by using either a Molotov cocktail or a Jerry can. Players must announce in game chat that the building is on fire. When a property burns down, depending on the size, it will take a couple of rps until it is rebuilt, assuming the property has insurance.
Small Property: 4rps
Medium Property: 8rps
Large Property: 12rps   
Skyscraper: 16rps
If a property sustains only minor fire damage, then the amount of rps it will take to be repaired is only 25% of its original time. If a property is completely burnt, then it will be 50%. If property is fully demolished/destroyed, it will take 100% of the time needed.



Train Robbery-
Players will be able to rob trains while they are on the move. In order to rob a train, you must have 4 people willing to conduct the robbery. You also need to have two MTL Wastelanders that will travel next to the train for 1 minute while the other two players are on the train unloading the materials to the Wastelanders with a 3 Star Wanted Level or higher. Once the 5 minutes are up, the players must take the two Wastelanders to the Pier 400 with NO wanted level. It will take 1-2 minutes in real time to unload them all. Once the time is up, the players will receive $500,000.00 total and can split the money up or not.
(NOTE): Before the train robbery begins, one player from the group must message ALL police officers about the event. If someone is shot by an NPC Police Officer during the robbery, that player is caught and arrested by the police.



Bank Robbery- (HEIST)
Bank robberies must be planned and set up before conducting one. It will be a "Controlled Scene" and will be done in a separate lobby. Leader of this heist mission must speak to an admin and discuss the plan so the admin can conduct the scene by acquiring NPC volunteers to play several roles such as bank teller, random civilian, security guard, etc. The Police chief will be in control of the cops during the heist and will do everything in their power to stop you. The people robbing the bank must consist of 4 people (8 if notorious). It will take 5 minutes to hack in to vault and 5 minutes to take all the available cash. Since this scene is a controlled/special scene, it must be scheduled by appointment.


*Each bank has certain amounts of money: Fleeca Bank- $500,000, Blaine County Savings Bank- $2,000,000, Lombank- $5,000,000, Kayton Bank- $5,000,000, Maze bank- $6,000,000, Pacific Standard Public Deposit Bank- $25,000,000, Maze Bank Tower- $100,000,000, Union Depository- $1,000,000,000


Prison Break- (HEIST)
Prison Breaks must be planned and set up before conducting one. It will be a "Controlled Scene" and will be done in a separate lobby. Leader of this heist mission must speak to an admin and discuss the plan so the admin can conduct the scene by acquiring NPC volunteers to play several roles such as Prison Guard, Noose, Prisoner, etc. The Police chief will be in control of the cops during the heist and will do everything in their power to stop you. The people breaking into the prison must consist of 6 people (8 if notorious). The infiltrators must find the prisoner they are trying to break out and escape. Since this scene is a controlled/special scene, it must be scheduled by appointment.



BECOMING A DRUG/GUN SUPPLIER


Becoming a Drug/Gun Supplier will allow you to have access to large quantities of drugs and/or guns. To become one, you must first gain notoriety status and also have global connections. After getting these two requirements, you must then use your global connections to reach out to countries that are able get you desired products. i.e. Germany=German Weapons(H&K),
China=Chinese weapons,
Russia=Russian Weapons,
USA Army=American weapons
Before ordering from a specific country, you must pay a tribute of $1,000,000 to the organization in good faith. This goes for each country.


Each country has their own corrupt organization that can give you access to these illegal products. You can order the illegal products from these organizations at 25% of the products market value. i.e. Box of Assualt Rifles=$100,000. 25% of 100,000 is $25,000. Ordering a box of Assualt Rifles is $25,000 so you can make a 75% profit. The percentage goes with every product going from kilos(Drugs) to crates(Weapons). The max order you can make an RP is 100 Kilos or 10 crates.



GETTING LOCAL CONNECTIONS


Personal notoriety is required before contacts with many known gangs/factions can be made, whether it is to buy or sell with them, or establish alliances, as well as joining up. The following requirements must be met before personal notoriety can be obtained:


1. $250,000 total cash


2. Character must have been in Los Santos for at least 8 RPs


3. Held up 4 stores, or chopped 5 cars, or have done 4 gun or drug runs


4. Hire a hacker to contact the gang or faction (Contact Admin or player hacker)


Once these requirements are all met, the character may then get into contact with a known gang or faction that requires it. Although, some gangs and factions may be contacted without personal notoriety. The following factions require personal notoriety to be achieved before contact can be made with them:


Madrazo Cartel


Los Santos Triads


Irish Republican Army (IRA)


Gambetti Crime Family


Petrovic Mafiya


The Professionals


Armenian Mob


Bonelli Mob


Messina Crime Family


Kkangpae


The following gangs and factions do not require personal notoriety to be contacted:


The Family's


The Ballas


Los Santos Vagos


Varrios Los Aztecas


Marabunta Grande


The Blaine County Federation


The Lost MC


Merryweather Security



GETTING GLOBAL CONNECTIONS


Upon completion on acquiring full notoriety within your faction, global connections become available to you as a mean to transport legal/illegal goods off shores to other countries. In order to acquire global connections, you must negotiate a deal with the employers in Pier 400 so they may falsify reports and cargo holdings to prevent it being reported to the authorities. The cost of maintaining this partnership is approximately $250,000 every rp. This will cover inconvenience costs along with specific arrangements they have to make in order to pull it off. Failure to make these payments on time will result in the cancellation of transporting goods off shores and to re-establish connections will result in a bigger payout due to inconvenience.


In order for a faction to grow and expand its business, the faction must acquire notoriety across all of San Andreas. Notoriety is the state of being famous or well known of bad deeds or criminal activities. Becoming notorious will grant you 2 more extra slots of members that are able to join your faction, along with global connections and possibly becoming a large supplier of guns/drugs. A faction must be able to complete this checklist below in order to become notorious and gain these extra rewards to ensure strength and dominance within your territory.


Gaining faction Notoriety:


1.Generate a minimum of $10,000,000 in profit from illegal activities


2.Control a minimum of 3 neighborhoods/regions as your territory


3.Be at full capacity of members(4 Max) for at least 10 roleplays


4.Destroy or paralyze an enemy faction


5.Make an alliance with another faction


6.Host a major public event


7.Operate 3 fronts within your territory


8.Keep your own faction active and operational for at least 15 rps


9.Stay off police radar for 5 rps (No Jail Time)


10.Be placed on a FIB case file


Property of Revelation Roleplay


GUN RUNNING AND ARMS TRAFFICKING


Players can now offer gunrunning services to certain gangs/factions that posses illegal weaponry for sale in the Black Market. The way to start buying products weapons from criminal organizations you must first try to get in contact within that faction by contacting an admin to represent or contact a member from that specific faction. Chances are the faction member will not respond if you seem suspicious or unreliable. Once a meeting is set with a faction, you must negotiate a business plan or persuade them that you can distribute their guns and run the business smoothly. A tribute of $50,000-$250,000 must be paid in good faith to ensure trust between the two parties. After the meeting is successful and both parties agree the terms, the player can then order shipments of guns at a discounted price.


Ordering Shipments-
In order to obtain the shipments of guns, both parties must agree where the shipments will be sent/dropped so the player may pick it up. It will take at least 1 week/rp before the shipment arrives to set destination for pick up. Players must then load all weapon crates/boxes into a shipping truck/van (18-Wheeler, Mule, Paradise Van, ext.) when picking it up at drop-off location. Player can then sell locally or globally depending on status of your own faction.


Weapon crates-
Once you buy a weapon or crates of weapons, you can do whatever you want with it. Use it, sell it to players, sell it to Factions.
10 guns= 1 Crate of guns; 5 guns= 1 box of guns; 1 gun= 1 weapon sold separately.



Selling to Factions or Players-
Players MUST call/tell an Admin and Chief of Police before moving guns.
(NOTE- Cops cannot just look on the map for the player and pull him/her over, but they will start looking for big trucks/vans with the description of the vehicle and begin to search for them)
There are 2 ways to sell guns: Locally or Globally[b/]
1. To sell globally, you must either join a Gang/Faction that sells globally or have your own faction gain notoriety and speak to an admin for approval. Players must then load all their crates/boxes into a shipping truck/van (18-Wheeler, Mule, Paradise Van, ext.) and drive to Pier 400 and RolePlay out dropping off the cargo. (This will take at least 1-2 in game hours).
2. To sell locally, you must join a Gang/Faction that sells locally or simply start your own gun running faction and obtain a supplier to sell their supply(Gunrunner). Player must sell to either factions or Roleplayers. Selling to Factions require you to contact a certain faction member/Admin so you can organize an arms deal. Factions can buy your whole stock for the set price you agreed on so player will need truck/van (18-Wheeler, Mule, Paradise Van, ext.) to deliver the guns to a specific location set by the buying faction member/Admin.



Important Please Read!
When you sell guns you sell at a certain level(Low level, Middle Level, High Level.), so the player has to decide which type of level they want to sell their drugs at.



High Level Arms Dealer- Buys and sells 2 crates of weapons at a time. Risk is High.
Sell in crates.
Whenever you become a high level arms dealer you must notify the police in gamchat when delivering guns to customer. By becoming a high level arms dealer you will now have to worry about federal authorities, your characters faction and information will be given to police and police will try to find you and gather evidence to take you down. Must reveal the description of vehicle transporting the guns and the area of the vicinity/town of where you are starting at.  


Middle Level Arms Dealer- Buys and sells 2 box of weapons at a time. Risk is Moderate.
Sell in boxes.
Whenever you become a middle level arms dealer you must notify the police in gamechat when delivering guns to customer. By becoming a middle level arms dealer you will have to worry about local task forces. Must reveal the description of vehicle transporting the guns


Low Level Arms Dealer- Buys or sells a weapon at a time. Risk is Low.
Sells guns individually one at a time.


Players may choose to keep purchasing more guns and increase their stock but are limited to a cap. If a player orders 2 crates for the week and does not sell during the week, he may order another 2 crates and have 4 crates of weapons, however, he can only sell at the maximum limit on what his level allows.  


*Players may also have to hide their shipment of guns from the police/FIB inside a garage, warehouse, business, homes, etc... Player must be creative while hiding their product and must avoid acting suspicious, otherwise police forces will acquire a warrant to raid that area. Unless the product is creatively hidden, cops will search and find illegal products.


Prices to sell:


Handguns:
Pistol(Taurus PT92)- $550
Box of Pistols- $2,750
Crate of Pistols- $5,500


Combat Pistol(Beretta Px4 Storm)- $750
Box of Combat Pistols- $3,750
Crate of Combat Pistols- $7,500


SNS Pistol(AMT Backup)- $800
Box of SNS Pistols- $4,000
Crate of SNS Pistols- $8,000


Heavy Pistol(Springfield Armory TRP Operator)- $1,750
Box of Heavy Pistols- $8,750
Crate of Heavy Pistols- $17,500


Vintage Pistol(FN Model 1910)- $1,500
Box of Vintage Pistols- $7,500
Crate of Vintage Pistols- $15,000


Pistol .50(Desert Eagle)- $2,000
Box of Pistol .50s- $10,000
Crate of Pistol .50s- $20,000


Heavy Revolver(Raging Bull/Colt Anaconda)- $3,000
Box of Heavy Revolvers- $15,000
Crate of Heavy Revolvers- $30,000


AP Pistol(Arsenal Firearms AF1 "Strike1") - $4,500
Box of AP Pistols- $22,500
Crate of AP Pistols- $45,000


Sub-Machine Guns:
Micro SMG(IMI Mini UZI)- $7,500
Box of Micro SMGs- $37,500
Crate of Micro SMGs- $75,000


Machine Pistol(Tech 9)- $6,000
Box of Micro SMGs- $30,000
Crate of Micro SMGs- $60,000


SMG(Heckler & Koch MP5)- $10,000
Box of SMGs- $50,000
Crate of SMGs- $100,000


Assault SMG(Magpul PDR)- $25,000
Box of Assault SMGs- $125,000
Crate of Assault SMGs- $250,000


Gusenberg Sweeper(M1928A1 Thompson)- $8,000
Box of Gusenberg Sweepers- $40,000
Crate of Gusenberg Sweepers- $80,000



Shotguns:
Pump Shotgun(Mossberg 590 A1 Tactical)- $2,500
Box of Pump Shotguns- $12,500
Crate of Pump Shotguns- $25,000


Double Barreled Shotgun- $5,000
Box of Double Barreled Shotguns- $25,000
Crate of Double Barreled Shotguns- $50,000


Sawed-off Shotgun(Mossberg 500)- $6,000
Box of Sawed-off Shotguns- $30,000
Crate of Sawed-off Shotguns- $60,000


Assault Shotgun(UTAS UTS-15)- $25,000
Box of Assault  Shotguns- $125,000
Crate of Assault  Shotguns- $250,000


Bullpup Shotgun(Kel-Tec KSG)- $15,000
Box of Bullpup Shotguns- $75,000
Crate of Bullpup Shotguns- $150,000


Heavy Shotgun(Saiga-12)- $20,000
Box of Heavy Shotguns- $100,000
Crate of Heavy Shotguns- $200,000


Special Weapon:
Musket(Land Pattern Musket)- $2,250


Assault Rifles:
Assault Rifle(Norinco Type 56-2)- $20,000
Box of Assault Rifles- $100,000
Crate of Assault Rifles- $200,000


Carbine Rifle(Heckler & Koch HK416)- $30,000
Box of Carbine Rifles- $150,000
Crate of Assault Rifles- $300,000


Advanced Rifle(Tavor TAR-21)- $40,000
Box of Advanced Rifles- $200,000
Crate of Advanced Rifles- $400,000


Special Rifle(Heckler & Koch G36c)- $35,000
Box of Special Rifles- $175,000
Crate of Special Rifles- $350,000


Bullpup Rifle(QBZ-95)- $30,000
Box of Bullpup Rifles- $150,000
Crate of Bullpup Rifles- $300,000


Compact Rifle(AK47-U)- $25,000
Box of Compact Rifles- $125,000
Crate of Compact Rifles- $250,000


Light Machine Guns:
MG(PKM)- $75,000
Box of MGs- $375,00
Crate of MGs- $750,000


Combat MG(FN M249)- $100,000
Box of Combat MGs- $500,000
Crate of Combat MGs- $1,000,000


Sniper Rifles:
Sniper Rifle(IAW Super Magnum Rifle)- $100,000
Box of Sniper Rifles- $500,000
Crate of Sniper Rifles- $1,000,000


Marksman Rifle- $150,000
Box of Marksman Rifles- $750,000
Crate of Marksman Rifles- $1,500,000


Heavy Weapons:
RPG(RPG-7)- $350,000
Box of RPGs- $1,750,000
Crate of RPGs- $3,500,000


Grenade Launcher(Milkor MGL)- $400,000
Box of Grenade Launchers- $2,000,000
Crate of Grenade Launchers- $4,000,000


Explosives:
Tear Gas- $5,000
Box of Tear Gas- $25,000
Crate of Tear Gas- $50,000


Grenade- $10,000
Box of Grenades- $50,000
Crate of Grenades- $100,000


Sticky Bomb- $50,000
Box of Sticky Bombs- $250,000
Crate of Sticky Bombs- $500,000


Proximity Mine- $150,000
Box of Proximity Mines- $750,000
Crate of Proximity Mines- $1,500,000


Gun Attachments-
Extended Mags:
AP Pistols- $300
All SMGs- $500
Gusenberg Sweeper- $800
Assault Shotgun- $2,000
Heavy Shotgun- $1,000
All Rifles- $$1,000
MG- $3,000
Combat MG- $5,000
Marksman Rifle- $10,000


Grips:
All Shotguns- $500
Assault Rifle- $1,000
Carbine Rifle- $1,500
Special Carbine- $2,000
Bullpup RIfle- $1,500
Combat MG- $2,500
Grenade Launcher- $1,000
Marksman Rifle- $5,000


Suppressors:
All Pistols- $500
All Shotguns- $1,000
All SMGs- 1,500
All Rifles- $3,000
Sniper Rifle- $10,000


Scopes:
All SMGs- $2,500
Assault Rifle- $3,000
Carbine Rifle- $5,000
Advanced Rifle- $4,000
Special Rifle- $5,000
Bullpup Rifle- $4,000
MG- $8,000
Combat MG- $10,000
Grenade Launcher- $5,000


Advanced Scope:
Sniper Rifle- $20,000


Body Armor:
Heavy Armor- $10,000


*Note: To obtain guns to sell from your own known faction, you must purchase it off them. The faction you are buying drugs off to distribute to others will offer a 50% discount. In this method, both parties from the same faction benefit.


The Lost MC-
Leaders: Johnny Klebitz (President)
Type: Outlaw Motorcycle Club
HQ: Stab City
Stock: Pistols, Combat Pistols, AP Pistols, Pump Shotguns, Sawed-off Shotguns, Micro SMGs, and Assault Rifles.
Prices: Pistol- $550, Combat Pistol- $750, AP Pistol- $2500, Pump Shotgun- $2500, Sawed Off- $5000, Micro SMG- $5000, Assault Rifle- $20,000



*Los Santos Triads-
Leaders: Wei Cheng
Type: Chinese crime syndicate
Territories conquered, controlled, or are hoping to take over: Chinatown, Los Santos
Stock: Pistols, Combat Pistols, SMGs, Pump Shotguns, Assault Shotguns, Assault Rifles, Bullpup Rifles, Special Carbines, MGs, RPGs, Tear Gas, Grenades, Sticky Bombs, Heavy Armor, and all Gun Attachments.
Prices: Pistol- $550, Combat Pistol- $750, AP Pistol- $2500, Pump Shotgun- $2500, Assault Shotgun- $25,000, SMG- $10,000, Assault Rifle- $20,000, Bullpup Rifle- $25,000, Special Rifle- $35,000, MG- $75,000, RPG- $350,000, Tear Gas- $5,000 PER tear gas, Grenade- $10,000 PER grenade, Sticky Bomb- $50,000 PER sticky bomb



*Petrovic Mafiya-
Leaders: Kenny Petrovic
Type: Russian Crime Syndicate
Territories conquered, controlled, or are hoping to take over: Liberty City and Los Santos
Stock: Pistols, Combat Pistols, AP Pistols, Vintage Pistols, SMGs, Heavy Shotguns, Assault Rifles, MGs, RPGs, Grenades, Sticky Bombs, Heavy Armor, and all Gun Attachments.
Prices: Pistol- $550, Combat Pistol- $750, AP Pistol- $2500, Vintage Pistol- $1,250, SMG- $10,000, Heavy Shotgun- $20,000, Assault Rifle- $20,000, MG- $75,000, RPG- $350,000, Grenade- $10,000 PER grenade, Sticky Bomb- $50,000 PER sticky bomb




*The Professionals-
Leaders: The Boss
Type: Professional Crime Network Crime Syndicate
Territories conquered, controlled, or are hoping to take over: La Puerta Apartments
Stock: Pistol .50s, Heavy Pistols, Micro SMGs, SMGs, Assault SMGs, Gusenberg Sweepers, Pump Shotguns, Bullpup Shotgun, Carbine Rifles, Advanced Rifles, Special Carbines, Combat MGs, Marksman Rifles, RPGs, Grenade Launchers, Tear Gas, Grenades,Sticky Bombs, Heavy Armor, and all Gun Attachments.
Prices: Heavy Pistol- $1,750, Pistol .50- $2,000, Pump Shotgun- $2500, Bullpup Shotgun-$15,000, Micro SMG- $5000, SMG- $10,000, Assault SMG- $25,000, Gusenberg Sweeper- $8000, Carbine Rifle- $30,000, Advanced Rifle- $40,000, Special Rifle- $35,000, Combat MG- $100,000, Marksman Rifle-$150,000, RPG- $350,000, Grenade Launcher- $400,000, Tear Gas- $5,000 PER tear gas, Grenade- $10,000 PER grenade, Sticky Bomb- $50,000 PER sticky bomb



Rednecks-
Leaders: Elwood O'Niel
Type: Redneck Crime Syndicate
Territories conquered, controlled, or are hoping to take over: Grapeseed and Sandy Shores
Stock: Pistols, Pump Shotguns, Sawed-off Shotguns, Assault Rifles
Prices: Pistol- $550, Pump Shotgun- $2500, Sawed Off- $5000, Assault Rifle- $20,000




*Irish Republic Army-
Leaders: Patrick Flemming/ True IRA King
Type: Terrorist Group/Organized Military
Territories conquered, controlled, or are hoping to take over: None in the U.S.
Stock: Pistols, Combat Pistols, AP Pistols, Heavy Pistols, Micro SMGs, SMGs, Pump Shotguns, Sawed-off Shotguns, Assault Shotguns, Bullpup Shotguns, Assault Rifles, Carbine Rifles, Special Carbines, MGs, Combat MGs, Sniper Rifles, RPGs, Grenades, Sticky Bombs, Heavy Armor, and all Gun Attachments.
Price: Pistol- $550, Combat Pistol- $750, AP Pistol- $2,500, Micro SMG- $5,000, SMG- $10,000, Pump Shotgun- $2,500, Sawed-Off Shotgun- $5,000, Assault Shotgun- $25,000, Bullpup Shotgun- $15,000, Assault Rifle- $20,000, Carbine Rifle- $30,000, Special Carbine- $35,000, MG- $75,000, Combat MG- $100,000, Sniper Rifle- $100,000, RPG- $350,000, Grenade- $10,000$ per grenade, Sticky Bomb- $50,000$ per sticky bomb, Heavy Armor- $10,000
Prostitution

Players will be able to start a prostitution ring. If a player starts a ring, they will need to find 4 NPC prostitutes. Each prostitute makes 100$ a day which would equal 400$ a day to a total of 2,800$ a week. Players will not be able to use prostitutes to their own advantage. Only 2 people in roleplay may start a prostitution but they cannot be in the same organization or have anything to do with each other. If you wish to start a ring, you need to contact an admin first to make sure there isn't 2 people in roleplay that already have rings active.

Admin
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Join date : 2017-08-12

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