Mafia
Vice has 22 mafia families with 380 members. They collect protection money, hold turf and sit at the table. Who has how many people, which tier, when they started: all below.
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Vice Roleplay Wiki Factions
Who is who in Vice City: mafias, gangs, motorcycle clubs, companies and the state. Faction types, approval tiers, protection money and how to start a faction.
Vice has 22 mafia families with 380 members. They collect protection money, hold turf and sit at the table. Who has how many people, which tier, when they started: all below.
Vice has 18 gangs with 256 members. They hold the block, wear the colours and set the rules of the street. The list of gangs, their tiers and the rules you should know.
Vice has 5 motorcycle clubs with 62 members. The cut, the ranks and the clubhouse make a world of their own. The list of clubs and the rules for club roleplay.
Vice has 7 racing crews with 129 members. Night races, tuned cars, garage culture. The list of crews and what they can do in game.
Vice has 4 companies with 82 members. No guns, no protection money, clean on paper. The list of companies and the licences that open up when you start one.
The VCPD is Vice City’s police: 84 members, 69 of them played this week. 4.5 brought a new headquarters and 15 new systems: MDT, detective files, ballistics, narcotics, autopsy.
The VCFMD is Vice City’s fire and medical service; in game it shows as ASGH. It picks the wounded off the ground, treats them at the clinic and runs to fires. How to call them, how to join.
The Vice City Department of Justice is the city’s prosecutor’s office, bar and court. Where to write if you need a lawyer, how cases run.
Malibu Corporation is the body that issues business licences and seals in Vice City. 36 members; if you buy a business at the city price, your licence comes from here.
Every faction in Vice is in one of three tiers: Unapproved, Hood approved, Approved. The tier decides protection money, raids, turf and Fear RP rules. What each one unlocks, in one table.
To start a faction you need level 10 and an approved introduction on the forum. Step by step: the introduction, approval, the first 7 days, taking in members and the mistakes to avoid.
Protection money is a faction tying itself to a business for 7 days and taking a cut from its till every 5 hours. Who can collect, which businesses qualify, what to do if you own one.
From the /birlik menu a faction can buy a dealership licence and apply for a factory, a store, a clothes shop and a logistics network. What each costs and who can get it.
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