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Rules for gangs

DraftLast updated: 2 min read

These rules apply to the Tyger Claws, the Valentinos, Maelstrom, 6th Street and the Animals, on top of the general rules. How gangs work is described on the Gangs page.

#7. Gangs

7.1

A gang is part of a living Night City, not a shooting club. Role-play your gang: its style, its part of town, its traditions and its enemies.

7.2

A conflict with another gang or with players starts with a role-play reason. An attack without a reason counts as DM for every participant.

Punishment: as under rule 5.5, for each participant
7.3

Police and medics on duty may be attacked only with a role-play reason, for example when a gang member is being arrested. Attacking medics while they're giving aid is forbidden.

Punishment: 60-minute jail term
7.4

Green zones are not used for ambushes, for hiding from a chase or for gathering before an attack.

Punishment: 60-minute jail term
7.5

Recruiting happens in the game and honestly. Keeping someone in the gang against their will out of character is forbidden: anyone except the leader can leave a gang.

Punishment: 30-minute jail term
7.6

The leader answers to the administration for the gang's members. If the gang keeps breaking the rules, the leader is removed.

Punishment: the leader is removed
7.7

The stash and the treasury serve the gang. Who takes what, and how much, is decided by the leader and the permissions they've granted. Disputes over the gang's money are settled in the game.

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