Highrise City RP Join the City

Highrise City RP · General Player Guide

The illegal path

Section6

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

RuleThe 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

ItemCostWhy
ProductFree if you pick it, or bought wholesaleWhat you sell.
Baggies5 marked bills each from the black market dealersOne for every bag you sell.
A way to leaveYour own vehicleA buyer may report you, or rob you.

Where product comes from

RouteCostWhat you get
Pick itFreeCoca leaves and poppy resin from the fields.
Buy wholesaleWeed brick 9,400, meth batch 24,500, cocaine key 32,000, all in marked billsOne brick breaks down into 100 street bags at a conversion bench.

How to sell

  1. Get product and bag it.
  2. Go to a drug zone and stand in it.
  3. Type /drugdeal in chat.
  4. Buyers walk up to you. Each one takes up to ten units.
  5. You are paid in marked bills.
  6. 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

LevelHow you reach itZones openZone sizePrice
1Where everyone starts2100 mNormal
2100 XP6200 m25% more
3200 XP9400 m50% 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

ProductLowHigh
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.

ScoreWhat you getWhat 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 safeMarked bills and 3 to 7 Rolexes, with a chance of a gold barThe code from a register.
HouseGoods onlyA 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 store6 officers on duty (§4.4). One bank at a time across the city (§4.3).

What you need

ItemCostWhy
Lockpick$200 at the hardware storeHouses. It can break.
Bobby pin250 marked bills on the black market
A crew of six or fewerThe limit for one criminal scene (§4.2).
A vehicle that fits your characterLeaving, on roads (§6.2).

How to rob a store

  1. Check that enough officers are on duty (§4.4).
  2. Bring no more than six people (§4.2).
  3. Start with a clear demand that can be heard (§4.1).
  4. Take the register. If you get the sticky note, use the code on the safe.
  5. If you take a hostage, take one, from someone already in the scene who is willing to play it (§4.5).
  6. Leave. Your group waits 30 minutes before its next major robbery (§4.3).
  7. Sell the goods to the fence.

What the fence pays, in marked bills

ItemLowHigh
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.

ItemMarked billsDelivery wait
Baggie5Not listed
Bobby pin250Not listed
Pistol ammo1,200Not listed
Shotgun ammo1,500Not listed
SMG ammo1,800Not listed
Rifle ammo2,000Not listed
Weed brick9,400Not listed
Pistols35,0005 minutes
Shotguns60,000Not listed
SMGs75,000Not listed
Rifles110,00015 minutes
Switches110,00045 minutes
Top-tier rifles140,00015 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.

  1. 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.
  2. Bring between 2,000 and 50,000 marked bills. A bigger pile goes through in several batches.
  3. The batch goes through four stages: cut, wash, dry, count.
  4. 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

  1. Pull over or stop. Keep your hands where they can be seen.
  2. Comply while you are outgunned. A gun pointed at you at close range ends the argument (§3.1).
  3. Use /me for anything the officers cannot see, such as reaching for a licence or hiding something.
  4. Expect to lose your marked bills and anything illegal you are carrying.
  5. If you are sentenced, you serve it in prison, in real time.
  6. 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).
  7. 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