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Gangs and street crime

The city's people can be robbed, pickpocketed and shaken down. Gang corners fight back, and what they carry falls where they drop.

Opens: From the start, as a civilian on foot

Pickpocketing

Unarmed, right behind somebody, press E on Pick their pocket. Holding E reaches further in but makes them more suspicious; letting go calms them. Every so often they glance round, with a short warning first, and holding E during a glance gets you caught almost at once. People on a phone, sitting or queueing are easier.

  • Got away with it: no crime. Cash 62% of the time ($10 to $60), and maybe a phone, a wallet, car keys, a lottery ticket, sunglasses, a fake wallet, empty baggies, a condom or rubbish.
  • Felt it: they shout and walk off. Some phone it in, and if the call gets through it’s 1 star.

You can’t start one while you’re in a vehicle or carrying somebody. You wait 20 seconds between tries, and the same person can’t be picked again for 10 minutes. 12 XP.

Holding up a pedestrian

Aim a gun or a blade at somebody: their hands go up, and E sticks them up. A stun gun, a thrown weapon, bare hands, a petrol can or a fire extinguisher won’t do it here, unlike in a shop. Start up close and make each demand from there; back off a little and you keep them held but can’t ask for more, and back off far and their hands come down. Each demand can be made once a hold-up, a couple of seconds apart. Most comply (most to start, then less likely with each further demand); some run and phone from up the road, some phone on the spot (put the gun back on them to stop it), and a few fight. A mask makes them more likely to comply; people wearing a gang’s look mostly fight. While their hands are up (45 seconds):

Key Demands
E Cash: $20 to $150, three times that from wealthy-looking people
G Valuables: chains, watches, sunglasses, earbuds
Y Their phone
H Lets them go

Each extra demand makes them more likely to run or swing at you: knowing when to stop is the skill. The first thing you take is 2 stars and 25 XP. You wait 45 seconds between stick-ups, and can’t rob the same person again for 15 minutes. You can’t do it from a vehicle or while carrying somebody.

ATMs

Stand at an ATM and type /rob, no weapon needed. It pays $5 to $120 a second for 6 to 10 seconds, up to what’s in the machine ($400 to $1,500), and two of you can do it together. Always 2 stars. 25 civilian XP and 10 Robbing XP, and 10 minutes before you can rob that ATM again.

Shoplifting

In a shop with a clerk, any item under $500 can be pocketed from the shop menu. The clerk notices the first item 35% of the time, plus 15% for each more that visit, plus 25% if you’re masked. If he notices you keep nothing, and it’s a reported incident: a strike.

Robbing a player

Hold a gun (not a blade) on them within 4 m and press E; they can’t be in a vehicle or cuffed.

  • Your keys: E cash, G valuables, Y phone, R leans on a refusal, H lets them go.
  • Their keys: E hands it over, G refuses, X goes for your gun: a 7-second struggle that costs whoever loses some health. If you’re the robber and you lose, you can’t draw on anybody for 45 seconds.

Each cash demand takes 7 to 15% of what they carry, never more than about $25,000 to $35,000 at once. It lasts at most 90 seconds. It’s only a crime if an officer is within 60 m: 5 stars, or 4 if you took nothing. 40 XP if you took something. Afterwards you wait 4 minutes to rob anyone, and can’t rob that person again for 30 minutes. Nobody else can rob them for 2 minutes either, and they can’t rob anyone themselves in that time.

Gang corners

Gang Turf
Families Davis, Strawberry
Ballas Grove Street
Vagos Rancho
Kkangpae Little Seoul
Lost MC Sandy Shores, Grapeseed

Each turf has a crew of two to four, and a dealer on each buying point. They leave you alone until you start something: hit one, or keep a gun on a crew member, and they draw, and every gang member within 40 m joins in. They give up once you’re 100 m away or dead. The dead come back once nobody’s near: dealers after 5 minutes, crew after 10.

Tier Chance Carries Refuses a shakedown
Low 50% Knuckle duster or knife 15%
Medium 25% Bat 35%
High 17% .50 pistol 65%
Elite 8% Micro SMG or machine pistol 90%

Shaking down a dealer

Aim any weapon at a dealer: his hands go up for 10 seconds. Keep the gun on him and he pays or refuses and fights. He pays $400 to $1,200 at the low tier, 35% more for each tier above. A shakedown that pays is 4 stars and 30 XP; a refusal is 2 stars and a fight. You wait 90 seconds before the next (20 after a refusal).

What gang members drop

When one dies, his things land on the ground for about two minutes, for whoever gets there first: cash ($20 to $120) usually, a balaclava sometimes (other masks drop too), empty baggies, a stolen phone, a silver chain, a watch, and now and then a slim jim (rarely). A gun he was holding can be picked up into your weapon wheel.

Drugs

Drugs can’t be played yet: nothing in the game gives you what any recipe needs.

Related: Items and your pockets · Shop robberies · Wanted level and heat · Jail and the law · Repo jobs

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