Crime is a real career in Highrise City. It pays more than legal work, it can take everything you built, and it is the most heavily ruled part of the city. Read the rules before the methods.
Rules that bind every criminal
| Rule | The Bible |
|---|---|
| Every hostile act starts with a clear demand that can be heard. Pointing a weapon in silence does not count. | §4.1 |
| No more than six players in one criminal scene. | §4.2 |
| 30 minutes between major robberies for the same group. One bank in progress across the city at a time. | §4.3 |
| Stores and ATMs need 4 officers on duty. Banks and jewellery need 6. Check before you plan, not during. | §4.4 |
| One hostage per group, and the hostage must be part of the scene and willing. | §4.5 |
| Do not join a chase, robbery or standoff you were not part of. | §4.6 |
| Take what the scene justifies. Do not strip a downed player of everything. | §4.7 |
| Old history between crews is not permission to shoot on sight. | §4.8 |
| Turf, wars and supply lines exist only between approved gangs. | §4.9 |
| The military base, the prison grounds, and the insides of police stations, fire stations and the courthouse are off limits without staff approval. | §4.10 |
| No crime in green zones: hospitals, police and fire stations, the courthouse, the DMV and spawn areas. | §3.10 |
Street dealing
The entry point. It needs no crew, no contact and no application, and it works with no police on duty.
What you need
| Item | Cost | Why |
|---|---|---|
| Product | Free if you pick it, or bought wholesale | What you sell. |
| Baggies | 5 marked bills each from the black market dealers | One for every bag you sell. |
| A way to leave | Your own vehicle | A buyer may report you, or rob you. |
Where product comes from
| Route | Cost | What you get |
|---|---|---|
| Pick it | Free | Coca leaves and poppy resin from the fields. |
| Buy wholesale | Weed brick 9,400, meth batch 24,500, cocaine key 32,000, all in marked bills | One brick breaks down into 100 street bags at a conversion bench. |
How to sell
- Get product and bag it.
- Go to a drug zone and stand in it.
- Type
/drugdealin chat. - Buyers walk up to you. Each one takes up to ten units.
- You are paid in marked bills.
- Stop before the stack in your pocket is worth robbing.
Every sale has a 5% chance that the buyer reports it to police, and a 20% chance that the buyer robs you instead of paying.
Selling levels
| Level | How you reach it | Zones open | Zone size | Price |
|---|---|---|---|---|
| 1 | Where everyone starts | 2 | 100 m | Normal |
| 2 | 100 XP | 6 | 200 m | 25% more |
| 3 | 200 XP | 9 | 400 m | 50% more |
A cheap product earns 1 XP a sale, a mid-priced one 2, and the most expensive 3. Selling at night pays another 25% on top of your level.
Street prices per unit, level 1, before any bonus
| Product | Low | High |
|---|---|---|
| Cocaine, stage three | $624 | $806 |
| Cocaine, stage two | $552 | $713 |
| Heroin, stage three | $390 | $559 |
| Cocaine pouch | $350 | $570 |
| Heroin, ready | $300 | $430 |
| Meth bag | $280 | $400 |
| Crack, stage three | $260 | $390 |
| Crack, bagged | $200 | $300 |
| XTC pills, LSD tabs, edibles, lean | $150 | $240 |
| Shrooms | $120 | $200 |
| Weed pouch | $110 | $210 |
At level 1 a weed brick that cost 9,900 with its baggies sells for about 16,000 on the street. A cocaine key that cost 32,500 sells for about 46,000.
Robbery and the fence
Robbery pays in marked bills and stolen goods. The fence at the pawn shop turns the goods into more marked bills.
| Score | What you get | What it needs |
|---|---|---|
| Store register | $100 to $450 in marked bills. A 10% chance of a sticky note with the safe code. | 4 officers on duty (§4.4). The register resets after 30 minutes. |
| Store safe | Marked bills and 3 to 7 Rolexes, with a chance of a gold bar | The code from a register. |
| House | Goods only | A lockpick. A normal lockpick breaks 30% of the time, an advanced one 15%. There is a 20% chance police are alerted. |
| Armoured truck | $250 to $450 in marked bills | |
| Bank or jewellery store | 6 officers on duty (§4.4). One bank at a time across the city (§4.3). |
What you need
| Item | Cost | Why |
|---|---|---|
| Lockpick | $200 at the hardware store | Houses. It can break. |
| Bobby pin | 250 marked bills on the black market | |
| A crew of six or fewer | The limit for one criminal scene (§4.2). | |
| A vehicle that fits your character | Leaving, on roads (§6.2). |
How to rob a store
- Check that enough officers are on duty (§4.4).
- Bring no more than six people (§4.2).
- Start with a clear demand that can be heard (§4.1).
- Take the register. If you get the sticky note, use the code on the safe.
- If you take a hostage, take one, from someone already in the scene who is willing to play it (§4.5).
- Leave. Your group waits 30 minutes before its next major robbery (§4.3).
- Sell the goods to the fence.
What the fence pays, in marked bills
| Item | Low | High |
|---|---|---|
| Diamond ring | $2,800 | $4,000 |
| Rolex | $2,200 | $3,200 |
| 10k gold chain | $1,600 | $2,400 |
| Gold chain | $900 | $1,400 |
| Laptop | $400 | $700 |
| iPhone or Samsung | $300 | $550 |
| Tablet | $250 | $450 |
The fence’s ranges are wide on purpose. Haggling over a bad offer is part of the scene.
The black market
The black market takes marked bills only. Nothing is instant: you order, you wait for the delivery, and you collect. Small items arrive in minutes, and the biggest orders take most of an hour. Plan the purchase before you need it.
| Item | Marked bills | Delivery wait |
|---|---|---|
| Baggie | 5 | Not listed |
| Bobby pin | 250 | Not listed |
| Pistol ammo | 1,200 | Not listed |
| Shotgun ammo | 1,500 | Not listed |
| SMG ammo | 1,800 | Not listed |
| Rifle ammo | 2,000 | Not listed |
| Weed brick | 9,400 | Not listed |
| Pistols | 35,000 | 5 minutes |
| Shotguns | 60,000 | Not listed |
| SMGs | 75,000 | Not listed |
| Rifles | 110,000 | 15 minutes |
| Switches | 110,000 | 45 minutes |
| Top-tier rifles | 140,000 | 15 minutes |
A separate dealer sells attachments for marked bills: magazines from 6,000 to 18,000, muzzles from 6,500 to 14,000, optics from 6,000 to 12,000, finishes from 9,000 to 22,000, and a flashlight or grip from 3,000 to 4,000.
Budget the ammunition before the gun. Rifle ammo is 2,000 a box, and plenty of people buy a rifle they cannot afford to feed.
Washing money
Marked bills cannot be banked or spent in a normal shop. To turn them into clean money you go through a launderer.
- Find a launderer and talk to them before you need them. There are ten warehouses in the city, only some are in use, and the people who run them are neutral: they serve everyone.
- Bring between 2,000 and 50,000 marked bills. A bigger pile goes through in several batches.
- The batch goes through four stages: cut, wash, dry, count.
- Collect the clean money. Expect to lose roughly a quarter to a third of what you put in.
You only need to wash what you want to spend in the legal city. Marked bills spent on the black market are never washed, so a dealer who puts the money back into product pays no washing cost.
Crews and gangs
Anyone can commit crime with friends, inside the six-player limit. Only an approved gang can hold turf, run a supply line or go to war (§4.9), and a war has to be logged with staff before it starts.
To be approved, a gang applies through the application form with a written concept (name, territory, income, and what it brings to the city), at least four founding members with characters already made, and a leader who is the contact for staff. Gang applications are decided in the open: the community has 72 hours to comment, then staff vote (§8.9). Approval is reviewed after 30 days. Approved gangs get a gang menu (default F10) for members, territory and stash.
When you are caught
- Pull over or stop. Keep your hands where they can be seen.
- Comply while you are outgunned. A gun pointed at you at close range ends the argument (§3.1).
- Use
/mefor anything the officers cannot see, such as reaching for a licence or hiding something. - Expect to lose your marked bills and anything illegal you are carrying.
- If you are sentenced, you serve it in prison, in real time.
- If you go down and respawn at the hospital, the New Life Rule applies: your character remembers nothing of how it happened, and you stay away from that scene for 15 minutes (§3.5).
- If the arrest was wrong, argue it through the Department of Justice. If a player broke a rule, open a ticket with video (§8.2). Neither is argued in the scene.
Highrise City RP General Player Guide · Version 0.1 6 / 12