Wiki · Crime
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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