Welcome to WHAT ROLEPLAY SHOULD BE
we reward creative scenes.
RoxVenturas is a serious FiveM roleplay server focused on deep, character-driven stories set in the backdrop of middle America during the 2010s. Our goal is to create a world that feels grounded, where players can build meaningful narratives shaped by the era’s culture, struggles, and everyday life. Whether you’re carving out a living, chasing something bigger, or just trying to survive, RoxVenturas is a place where your story matters—and where it can truly unfold.
Unlike standard serious RP, heavy roleplay goes a step further: it emphasizes realism, emotional depth, and character consistency at all times. Players are expected to stay in character and approach each interaction as if it’s truly happening, with a strong focus on nuance and immersion.
A big part of that comes from using /me or /do emotes—short written actions that help paint the scene beyond game mechanics. Whether it’s describing a subtle glance, lighting a cigarette, or showing hesitation in a tense moment, /me or /do helps bring characters to life and creates richer, more believable interactions across the board.
EVERY GREAT STORY STARTS WITH A ROLE. WHAT'S YOURS?
Civilian
Everyday locals, night-shift workers, rural farmers, and rich pleasure seekers
The Responder
Experience the most authentic First Responder roleplay in FiveM
Underworld
Pickpockets, hustlers, and ruthless kingpins plotting scores.
Learn the roleplay basics for story building and immersion in RoxVenturas
A world for roleplay
General rules
Respect Creative Freedom and Scene Awareness
Players are encouraged to create immersive and unrestricted roleplay scenes. However, you must remain mindful of your surroundings, ongoing roleplay, and the experience of others nearby. Your actions should enhance the roleplay environment, not disrupt it. When using abrasive language or suggestive scenes, it is your responsibility to ensure players around you are accepting of this scene and not streaming. You are here to roleplay – consent when in an adult roleplay environment to certain atmospheres is implied. Simply leave a scene you are uncomfortable with.
In-Character (IC) vs. Out-of-Character (OOC)
In a serious heavy roleplay environment, you are expected to remain in-character at all times while in the game world. Your speech, actions, and decisions should reflect your character’s personality, knowledge, and circumstances—not your real-life self. Out-of-character communication should be kept to designated channels or clearly marked (e.g., using /ooc) and used only when necessary to clarify or resolve issues without disrupting active roleplay. Breaking character without cause diminishes immersion and is not allowed.
Avoid Unrealistic Video Game Behavior
Avoid video game slang. Be a professional roleplayer. Here are some examples of how to be better:
- Stepping Away Briefly (Instead of “Going in my head for a bit”)
- “I just need a moment to gather my thoughts.”
- “I’m feeling a bit lightheaded—going to sit down.”
- “I need to clear my head for a second.”
- “I’ve got to make a quick phone call.”
- When Someone is Loading-in (Instead of “They are waiting to fly in”)
- “They’re stuck in traffic.”
- “They’re getting held up at the airport.”
- Restarting Your Game (Instead of “I have to relog”)
- “I think I need to reset myself—something feels off.”
- “I’m going to take a quick nap and be right back.”
- “I just need a moment to shake this dizziness.”
- If Your Game Crashes (Instead of “My head popped”)
- “I must’ve blacked out for a second—what happened?”
- “I think I fainted for a moment there.”
- “I got knocked out but I’ll be back shortly.”
- When Experiencing Low FPS or Lag (Instead of “FPS is bad here”)
- “Something about this spot feels strange.”
- “The air feels heavy here.”
- “This place is making me a bit dizzy.
general rules continued
This Isn’t Halloween – Mask Rule
Wearing a mask or face covering at all times, without a valid in-character reason, is considered unrealistic in a heavy roleplay environment. In real society, masks are typically worn for specific purposes—such as concealing identity during a crime, for safety in certain jobs, or for health-related reasons—not as a permanent everyday accessory
Is this a rap video? – Wearing bullet proof vests
Constantly wearing overt body armor without cause disrupts immersion and draws unnecessary attention. In-character, law enforcement will reasonably treat someone wearing such gear as suspicious, potentially leading to stops, questioning, or other consequences. Players are expected to use visible body armor only when appropriate to the situation.
Player Rules
All players must speak fluent english and have a working microphone
Players must be able to form sentences and type american english to use when making posts
Players must be 18+ years of age
Individuals playing on the server must keep a mature rhetoric in the community discord.
Character Rules
Characters must be between the age of 18-99
A character may only be human with no magic abilities or paranormal state
The name of a character may not mirror a well known public figure unless authorized by staff for special events
Silly or comedic names are not allowed.
Metagaming
Metagaming is using information your player knows (from streams, Discord, OOC chat, third-party apps, UI, or prior knowledge) to influence what your character does when your character could not reasonably know it. Heavy roleplay relies on IC (in-character) knowledge only.
Prohibited behaviors include (not exhaustive):
- Acting on information heard in Discord, DMs, or OOC chat (e.g., rushing to a location because a friend pinged coordinates).
- Stream sniping or using VODs/clips to locate players, stashes, or events.
- Relying on UI elements your character can’t perceive (player IDs, map names, spectate tools) to identify or track people.
- Using police/scanner apps, trackers, or GPS outside of approved in-game items/systems.
- Coordinating multi-gang or cop/medic responses via OOC channels instead of in-game radios/phones.
- Returning to a scene or targeting someone because of OOC knowledge of their loadout, stash, or schedule.
IC-Only Communication:
- Use in-game phones, radios, notes, and face-to-face conversations for coordination.
- If you must clarify something OOC (tech issue, rule question), keep it brief, non-influential, and use designated OOC channels or /ooc.
Cases & Guidance:
- Past life or prior server knowledge does not automatically carry to your character—introduce information through RP.
- If you accidentally learn sensitive info OOC, don’t act on it IC. When in doubt, ask staff before proceeding.
- Recording/streaming is allowed, but viewers may not feed IC info; creators must ignore unsolicited metagame tips.
Enforcement:
Metagaming undermines fairness and immersion. Violations may result in scene voids, item/scene reverts, warnings, suspensions, or bans at staff discretion based on severity and history.
Simple test:
“How would my character reasonably know this right now?”
If you can’t answer that with an in-world explanation, don’t use it.
Powergaming
Powergaming is forcing outcomes or actions on others, abusing mechanics, or roleplaying superhuman abilities that remove another player’s ability to fairly respond. Heavy roleplay requires mutual agency, realistic limits, and space for counterplay.
Prohibited behaviors include
- Forcing outcomes in /me or actions (e.g., “/me cuffs you and drags you away”) instead of attempting and allowing a response (“/me attempts to cuff…”).
- Ignoring injuries or fear to stay invulnerable (shrugging off gunshots, refusing to fear for life when clearly at gunpoint).
- Mechanic abuse to win scenes (armor/medkit spam mid-fight, bunny-hopping to avoid all hits, menu/F8 tricks, third-party macros).
- Unrealistic feats (lifting multiple people alone, perfect lockpicks in seconds, civilian cars ramming like armored trucks, extreme off-road speeds with unsuitable vehicles).
- Denying counterplay (talking over emotes, not giving time to respond, resetting or relocating scenes to dodge consequences).
- Coercing actions without reasonable RP pressure or negotiation (e.g., instant full compliance with no stakes or build-up).
Expectations
- Use /me attempts and /do to describe actions; give reasonable time for replies.
- Emote limitations and accept outcomes; if contested, use server rolls/systems or call staff.
- Keep actions plausible for your character’s size, skills, injuries, and the situation.
Enforcement
Staff may void or rewind scenes, remove ill-gotten gains, and issue warnings, suspensions, or bans based on severity and history.
Simple test:
“Am I giving the other player a real chance to respond, and would this still make sense without gamey shortcuts?”
Vehicle Deathmatch
Using a vehicle as a weapon to intentionally kill or severely harm another character is prohibited. A VDM violation requires clear, high-speed intent—e.g., aiming the vehicle at a person and accelerating into them, or making repeated high-speed ramming attempts. Accidents, low-speed bumps, evasive maneuvers, or desync are not VDM; roleplay collisions realistically and resolve disputes through staff if intent is unclear.
Valuing Character Life
Your character must act as a reasonable person would when facing credible risk of serious injury or death. Reckless, suicidal, or consequence-immune behavior is prohibited.
Prohibited
- Charging or drawing on someone who already has a clear gunpoint advantage (especially when outnumbered).
- Refusing reasonable commands at gunpoint or as a hostage without a believable escape opportunity.
- Re-engaging a firefight immediately after being critically injured/revived or ignoring obvious injuries.
- Using vehicles or bodies as disposable shields, or baiting lethal force with no plausible plan to survive.
Context & Backstory Consideration:
Documented, pre-established character backgrounds (e.g., former military, LEO, professional security) may justify measured risk-taking—but do not grant superhuman abilities or immunity. Trained characters must still value life: use cover, distractions, timing, and /me attempts; allow counterplay; and accept failure when odds are overwhelming. “I’m ex-military” isn’t a blanket excuse for suicidal moves.
Expectations:
- Prioritize preservation (compliance, de-escalation, or tactical withdrawal) when clearly disadvantaged.
- Emote limitations and injuries realistically; don’t sprint/fight at full capacity after major trauma.
- If unsure, choose the safer action and contact staff afterward.
Enforcement:
Violations may result in scene voids, removal of ill-gotten gains, warnings, suspensions, or bans at staff discretion based on severity and history.
Quick test:
Would a reasonable person in this situation plausibly survive this choice? If not, don’t do it.
New Life Rule
If you respawn, treat it as a new life. Your character may only carry forward up to 30 minutes of IC information—the incident that caused your death and its immediate lead-up are forgotten. Do not return to the scene for 30 minutes, do not seek revenge, and do not use any forgotten info to influence roleplay.
Intent Signaling (Emote-First)
Before initiating crimes or conflicts when around other players, you must emote a clear, in-character tell that signals rising tension or impending action. The emote can be brief, but it should add context and give nearby players a moment to register the scene. Use /me or /do in proximity; keep it IC and natural.
Why:
Heavy RP prioritizes story and agency. A short emote preserves fairness, avoids sudden “snap” escalations, and creates better scenes.
Minimum Standard:
- One concise emote immediately before the action (1–3 seconds).
- Don’t reveal your whole plan—just the tell.
- Not required for instant self-defense when ambushed or in true split-second danger.
Examples (use short, scene-appropriate tells):
- Traffic stop → planning to flee:
/me jaw tightens; eyes flick to the mirror and foot hovers over the pedal - Heated argument → drawing a gun:
/me right hand drifts toward his waistband under the hoodie - Robbing a store/bank:
/me slides a folded note across the counter, voice low and shaky - Taking a hostage:
/me presses something firm to the lower back and whispers, “Stay calm.” - Carjacking:
/me yanks the handle and shoulders the door, scanning the street - Breaking from cuffs/bolting on foot:
/me glances toward the alley; knees coil like he’s about to sprint - Home invasion setup:
/me pulls a mask over his face and checks the door handle quietly - Setting up an ambush/block:
/me parks awkwardly across the lane, peering over the wheel
Enforcement:
Failure to emote prior to initiating conflict may result in scene rewinds, voids, or administrative action. Repeat offenses escalate penalties.
Permanent Death
A character’s death is final when (1) the player requests it via ticket and staff approves, or (2) staff approves due to a major, well-roleplayed life-ending event (e.g., execution, catastrophic injuries). Once CK’d, the character may not return, contact others, seek revenge, or use prior knowledge. All assets, properties, and roles are forfeited and handled by staff. CK supersedes NLR.
Forced Scenes
- Torture RP, or other forms of forced contact requires /ooc approval with submission of a stuff ticket
- Erotic sexual RP is only permitted in non public areas
Public Safety Rules
RoxVenturas takes great pride in offering the most realistic and deep experience for our players through real life level training and intensely professional leadership. In order to maintain the integrity of these, corruption or OOC policy violations are not allowed. Please see samples of this prohibited list below:
Theft of Property from Individuals – Taking money, weapons, valuables, or any other personal items from someone without lawful cause or roleplay justification.
Misuse of Authority for Personal Benefit – Using your position, powers, or resources to gain an unfair advantage, secure favors, or obtain goods and services for yourself or associates.
Tampering with Evidence – Altering, destroying, planting, or withholding evidence to influence the outcome of an investigation or trial.
Accepting or Requesting Bribes – Agreeing to receive, or actively soliciting, money, goods, or favors in exchange for ignoring laws, granting favors, or altering the outcome of official duties.
Unlawful Use of Force or Biased Enforcement – Applying physical force without justification, using excessive methods beyond what is reasonable, or enforcing laws selectively based on bias or favoritism.
Aiding or Concealing Criminal Activity – Assisting, protecting, or turning a blind eye to individuals engaged in illegal acts, whether by omission or active participation.
Baiting Law Enforcement
Intentionally acting in a way to provoke or attract law enforcement attention without valid in-character reasoning—is not allowed. This includes but is not limited to reckless driving near police, creating disturbances solely to get a chase, or making false calls to lure officers into an ambush. All interactions with law enforcement must be grounded in realistic, meaningful roleplay and not staged purely for entertainment or disruption.
Low-QUALITY scenes of Gunplay
In a heavy roleplay environment, character interaction and storytelling take precedence over constant armed conflict. While firearms may have a place in certain scenarios, resorting to gunplay as the primary form of conflict is discouraged. Players are expected to explore verbal exchanges, negotiation, intimidation, and other creative roleplay methods before escalating to violence. Scenes should develop naturally, with the focus on dialogue and character-driven outcomes rather than quick, combat-heavy resolutions. This is not GTA Online
Logging Out During or After a Scene
Logging out of the server to avoid arrest, injury, conflict, or other in-character consequences is strictly prohibited. This includes disconnecting during an active scene or immediately afterward to evade follow-up roleplay. If you must leave unexpectedly due to a real-life situation or technical issue, you are required to inform staff and, when possible, communicate in an appropriate OOC channel before disconnecting. Intentionally avoiding scene outcomes disrupts immersion and undermines fair roleplay for all parties involved.
Whitelisted Job Limits & Hobby Work
Rule (per character):
- Business Owners: Maximum 1 whitelisted job.
- Government Employees: Maximum 2 whitelisted jobs.
- Civilians (non-gov, non-business owner, non-criminal): Up to 3 whitelisted jobs.
- Criminals: Up to 2 whitelisted jobs.
- Hobby Jobs/Activities: Unlimited for all characters (e.g., fishing, hunting, deliveries, recreational gigs).
Notes:
- “Whitelisted jobs” = roles requiring application/approval (PD, EMS, licensed/approved businesses, sanctioned enterprises).
- A character fits one category at a time based on primary storyline.
- Keep combos plausible and schedule-realistic; major job changes should be roleplayed. Staff may require adjustments if immersion is broken.
Player-Owned Businesses
All player-owned/operated businesses fall under the in-character Chamber of Commerce (CoC). The CoC sets standards, reviews applications, audits activity, and may suspend or revoke approvals for non-compliance.
Business Tiers
Tier 1 — Pop-Up / Casual RP
- Access: Open to any player; no whitelist required.
- Money: Little to no in-game currency exchanged; focus is scene flavor.
- Employees: None.
- Examples: Food truck pop-up, hot-dog cart, lemonade stand, busker, “helpful attendant” at a non-owned gas station.
- Notes: For ambiance only; cannot claim exclusive rights to locations or block Tier 2/3 operations.
Tier 2 — Sole Proprietor (Whitelisted)
- Access: Application required; approved by CoC.
- Money: May charge modest fees/sales; simplified bookkeeping.
- Employees: No employees (owner-operated only).
- Activity: Light activity expectations (periodic operation; schedule flexibility).
- Notes: Limited footprint/menu/services; may advertise and hold small promotions.
Tier 3 — Enterprise (Whitelisted)
- Access: Application + business plan required; CoC interview possible.
- Money: Full commercial activity allowed; pricing must be reasonable and posted.
- Employees: Permitted (hiring, scheduling, payroll RP).
- Activity: High activity expectations (regular open hours, visible presence).
- Community: Event requirements (e.g., public openings, charity nights, cross-business collabs) per CoC calendar.
- Compliance: Basic books/invoices on request; respond to CoC audits.
General Rules (All Tiers)
- IC Governance: CoC directives are IC; staff is involved in OOC approvals and review.
- Fair Play: No price gouging, market griefing, or blocking others from reasonable access to locations.
- Representation: Use accurate signage/ads; don’t impersonate real brands without approval.
- Up-Tiering/Down-Tiering: CoC may move a business between tiers based on activity, scope, or misuse.
Enforcement: Warnings → probation → suspension/revocation. Repeated abuse may lead to character/business sanctions.
General Underworld Rules
Criminal Activity
To maintain fairness and balance in the roleplay environment, the following restrictions apply to criminal activity:
- Group Size Limit – Criminal actions may only be carried out by groups of four (4) players or fewer.
- Restart Restriction – No criminal activity may occur within 30 minutes before a scheduled server restart.
- Cooldown Between Crimes – There must be at least a 15-minute buffer between separate criminal acts committed by the same player or group.
- Menu Protection Rule – Robberies or other hostile acts cannot be initiated while a player is in a menu (e.g., clothing, barber, shop menus). Player-to-player robberies may only occur once the target is in a free area away from menus (for example, outside a clothing store, not inside it).
- No Repeat Targeting – Repeatedly targeting or attacking the same player for criminal purposes within the same game session is prohibited. Once you have completed a crime against a player, you may not attempt another on them until a reasonable amount of in-character time has passed and there is proper roleplay justification.
- Escape Vehicle Usage – Criminals may use more than one getaway vehicle in a planned escape. However, the use of “interference” vehicles—vehicles deployed solely to block, crash, or otherwise obstruct the natural flow of roleplay or an ongoing vehicle chase—is strictly prohibited.
- No Return to Crime Scene After Escape – Under no circumstances may the involved criminal player, a member of the criminal’s group, or a coordinated third party return to the scene of a crime after facilitating the initial escape. Once you have left, the scene is considered concluded. This is a heavy roleplay environment, not a combat simulator, and returning solely to reinitiate conflict is not permitted.
- Negotiating with LEOs – As a top tier realism focused server, criminals should understand only manageable requests in negotiations can be adhered to. LEOs will not grant or honor terms compromising their policy. For example, LEOs may grant free passage but they will not agree to not use of a helicopter or spike stripes down the line of a chase.
Enhanced Public Safety Areas (EPSA)
Firearms Prohibition
In designated Enhanced Public Safety Areas (EPSA), players may not engage in any gun-related crime. EPSAs are marked below:
- Hospitals
- Government Buildings
- Server events
Prohibited in EPSA (non-exhaustive):
- Brandishing, threatening with, or discharging a firearm.
- Armed robbery, carjacking, kidnapping, intimidation with a gun, or drive-bys.
- Weapons trafficking or “staging” armed ambushes inside an EPSA.
- Luring/baiting law enforcement or rivals into an EPSA for a gunfight.
Movement/Escalation:
- If a scene is escalating, relocate outside the EPSA before introducing firearms.
- Chases may pass through an EPSA, but do not initiate or escalate gunplay inside it.
Limited Exceptions:
- On-duty law enforcement acting within use-of-force policy.
- Immediate self-defense against an active lethal threat (last resort; de-escalate and exit ASAP).
- Pre-approved events/security with explicit staff authorization.
Combat & Conflict Standards
This is not GTA Online. Our server prioritizes voice, story, and consequence over gunplay. Violence is allowed only when it grows naturally from roleplay and follows the escalation standards below.
When You May Initiate Conflict
You may engage only when all are true:
- There’s a clear in-character reason (provocation, threat, theft, trespass, refusal to comply, ongoing dispute).
- You signal intent with a short emote or verbal cue (see Intent Signaling rule).
- The action is proportionate to the situation and your character’s abilities/limits (NVL applies).
Not valid: boredom, OOC grudges, silent rushes, “clip farming,” or trying to force police/civilians into fights.
The Escalation Ladder (Use in Order)
- Words first: warnings, negotiations, intimidation, demands.
- Non-lethal presence: posture, spacing, blocking exits, non-contact shoves (emoted).
- Fists: one-on-one or small brawls; allow counterplay and retreats.
- Blunt melee tools: bats, flashlights, crowbars—used sparingly; blades are higher risk.
- Bladed melee: only if the scene justifies serious harm and all above steps have failed.
- Firearms (last resort): only when facing a credible lethal threat, to protect life, or when a scene has organically escalated to that level.
If a lower rung resolves the scene, stop there. Firearms are not the default outcome.
Faction-on-Faction Parameters
When a faction initiates action against another faction:
- Start with melee. Initial contact must be fists or blunt melee—no firearms or blades in the opening engagement.
- Firearms may be introduced only if:
- The defending party introduces lethal force first, or
- There have been two failed, clearly emoted warnings/demands and substantial harm or kidnapping is occurring, or
- The conflict is part of a staff-approved operation (e.g., sanctioned hit/raid) with clearly stated conditions.
- Even in approved operations, you must attempt verbal/melee resolution before escalating to guns unless ambushed with lethal force.
- Participant limits for faction conflicts must be based on whichever the lower tier is. For example if a Tier 1 engages a Tier 3, only 6 people may take place in the conflict.
Prohibited/Discouraged Conduct
- Gun-first play or “shoot-on-sight.”
- Drive-bys, vehicle ramming to start fights, or firing from vehicles to open a scene.
- Ambushes without tells (no emotes, no buildup).
- Endless re-engagements after a fight ends (respect cooldowns and NLR).
- Blocking roleplay (e.g., interference vehicles) or denying reasonable chances to respond.
Scene Conduct & Safety
- Give time to react to emotes/commands; use “/me attempts” for contested actions.
- De-escalate when compliance is offered or the goal is achieved.
- Medical RP matters: acknowledge injuries; don’t spring back at full strength.
- EPSA rules apply—no gun crime in Enhanced Public Safety Areas.
- All conflict between factions must be logged in the conflict log area of our discord.
Enforcement
Staff may void/rewind scenes, remove gains, and issue warnings, suspensions, or bans. Factions that repeatedly skip the ladder or default to gunplay risk tier demotion or disbanding.
Allowed Use by Weapon Type
- Knives / Bladed Weapons
- When: Close-quarters threats, intimidation, or escalated personal disputes after verbal attempts fail.
- Notes: Telegraphed with a /me; not an instant “one-tap” kill tool; carry reasonably concealed.
- Handguns
- When: Credible lethal threat, armed robbery with strong RP buildup, home/business defense, or final step after failed lower rungs.
- Notes: Concealable sidearms only; draw with a brief emote/tell.
- Rifles (incl. carbines/SMGs)
- When: High-risk incidents (e.g., defending a faction property or staff-approved operation) after lower rungs fail or lethal force is presented first.
- Notes: Not for street scuffles or routine disputes; visible long guns require strong IC justification.
- Shotguns
- When: Close-quarters defense (property/doorways) in high-risk scenarios with clear escalation or credible lethal threat.
- Notes: Same restrictions as rifles; not for starting fights.
- Sniper Rifles
- When: Staff-approved operations only (rare, pre-planned), with clear IC intel and containment.
- Notes: Never for casual play, retaliation, or street crime.
- Explosives
Whitelisted Factions
Tiers, Expectations, and Participation Caps
These rules govern criminal whitelisted factions. All tiers must follow global server rules (NVL, metagaming, powergaming, EPSA, etc.).
Tier 1 — Coordinated Crew (Informal)
- Size: Up to 6 members.
- Status: No formal designation (no reserved building/property, no custom clothing).
- Purpose: Entry-level, coordinated crime RP with a shared name/identity.
- Expectations: Contribute to creative, low-impact criminal scenes; avoid gunplay-first habits and promote vocal/emote-driven RP.
- Roster: Keep a simple, current roster on request.
Tier 2 — Organized Faction
- Size: Up to 10 members.
- Access: May receive an approved faction building and approved faction clothing.
- Activity: Must regularly run creative roleplay scenes (beyond simple robberies/chases) and maintain an active roster.
- Quality: Scenes should be dialogue-forward, using emotes and interaction to build story.
Tier 3 — Established Organization
- Size: Up to 16 members.
- Access: May receive approved faction clothing and a faction-specific property.
- Commodity (with staff approval): May operate one whitelisted commodity (e.g., a controlled supply chain).
- Activity & Quality: Like Tier 2, must host creative scenes not centered on the commodity, keep an active roster, and contribute to low-impact criminal RP to enrich the world.
Global Conduct & Participation Caps (All Tiers)
- Criminal-Act Cap: During any criminal act, a faction may operate with no more than six (6) active participants—this cap includes those aiding escape, concealing suspects, or destroying evidence. Extra members must not interfere on scene.
- Roleplay Quality: Factions are expected to minimize gratuitous gunplay and prioritize vocal/emote-driven interaction. “Shoot-first” or silent, mechanical play degrades scene quality.
- Maturity Standard: Immature conduct or rule breaks by members harm the faction as a whole and may trigger tier demotion or disbanding at staff discretion.
Enforcement
- Compliance Checks: Staff may audit rosters, scene quality, and activity at any time.
Penalties: Warnings → probation → tier reduction → disbanding. Severe or repeated violations may skip steps.
