Character Kills (CKs) Explained
Character Kills are the most serious consequence in roleplay. This guide covers everything you need to know: what a CK is, why they are always mutual, why police have no special protections, and how disregard for life puts your character at permanent risk. Read this carefully. Understanding CKs could save your character's life.
What is a CK?
A Character Kill (CK) is the permanent death of your character. When your character is CK'd, that character is gone forever. Their story ends. You will need to create a new character to continue playing. CKs are the most serious consequence in roleplay, and they should be treated with the weight they deserve.
This is very different from a Player Kill (PK), which is the standard type of death on the server. When you are PK'd, your character wakes up at the hospital, follows the New Life Rule (forgets the events surrounding their death), and continues living. A PK is temporary. A CK is permanent.
CK = Permanent character death. Your character's story is over. You lose everything. You must create a new character from scratch.
When your character is CK'd, there are no second chances, no workarounds, and no exceptions. Everything tied to that character is gone permanently:
- All money -- bank accounts, cash on hand, everything
- All properties -- houses, apartments, businesses
- All vehicles -- cars, bikes, everything you owned
- Faction rank and membership -- your position, your reputation, gone
- Relationships and connections -- your contacts, alliances, enemies
- Inventory and possessions -- weapons, items, everything in storage
- Your character's identity -- no name changes, no transferring assets, no "new identity" loopholes
There is no renaming your character. There is no transferring your wealth to a new character. There is no carrying anything over. If you die, you lose everything. Your new character starts completely fresh with nothing.
Why are we so strict about this?
These rules exist for a reason. On many other servers, players develop a habit of treating their characters as disposable. They build a character poorly, get bored or get into trouble, and then have their character "commit suicide" so they can name-change or start over while keeping their assets. It turns character death into a reset button instead of a meaningful consequence.
That is not roleplay. That is exploiting the system to avoid consequences. When death has no weight, characters have no value. Players stop caring about their decisions because nothing is truly at stake. The result is shallow, throwaway characters that nobody -- including the player -- is invested in.
We enforce permanent, total loss on CKs specifically to prevent this. When your character's life actually matters -- when losing them means losing everything you have built -- you will think twice before making reckless decisions. You will develop your character with care. You will value their story. And the roleplay on the server will be better for everyone because of it.
Strict CK rules create better roleplay. When death is permanent and total, players invest in their characters, make smarter decisions, and create stories worth telling. That is the standard we hold on this server.
The Golden Rule: CKs Are Always Mutual
This is the single most important thing to understand about CKs on this server. If a situation is a CK, it is a CK for ALL parties involved. There are no exceptions. There is no such thing as a "one-sided CK." If your actions could result in the other person's character being permanently killed, your character is equally at risk.
This applies to every player on the server regardless of role, faction, or rank. It does not matter if you are a gang leader, a police officer, a government official, or a civilian. If you create or enter a CK situation, you are subject to the same consequences as everyone else in that situation.
The logic is simple: if the stakes are high enough for one person to lose their character permanently, the stakes are high enough for everyone involved. You cannot put someone else's character on the line without putting your own on the line too.
CK situations are always two-way. If you put yourself in a position where the other party can be CK'd, you can be CK'd too. No exceptions.
Disregard for Life
Any action that shows a blatant disregard for your character's life is considered a CK situation. Your character should value their own life. They are a person living in a realistic world, and people in realistic worlds do not throw their lives away for no reason. If your character acts in a way that a reasonable person would never act because it would obviously get them killed, that is a CK situation -- for them.
This is not about making mistakes or being unlucky. This is about deliberately or recklessly putting your character in a situation where death is the obvious and unavoidable outcome, and doing it anyway because you do not care about the consequences.
Ask yourself: would a real person with a functioning sense of self-preservation do this? If the answer is no, your character should not do it either. And if they do, they are accepting the CK consequences.
Examples of disregard for life
- Charging into a situation where you are massively outnumbered and outgunned -- running headfirst into five armed people when you are alone is suicidal, not brave.
- Refusing to comply when multiple armed individuals have you at gunpoint -- a real person would comply. Stubbornly refusing because you do not want to lose is not realistic.
- Engaging in a firefight when you have no realistic chance of survival -- picking a fight you cannot win is not courage. It is a death wish.
- Ignoring obvious lethal threats because you "don't care" about dying -- your character should care. If they do not, they are accepting permanent death.
- Acting recklessly during a high-stakes confrontation with no exit strategy -- walking into a deadly situation without any plan to walk out of it is disregard for life.
Police and CKs
This is critical, so read it carefully. Police officers have NO special protections when it comes to CKs. They are held to the exact same standard as every other character on the server. Being a cop does not give you a free pass to act recklessly, and it does not shield you from CK consequences.
Police must value their lives the same as any other character. A cop who shows disregard for their own life in a dangerous situation is in a CK scenario just like anyone else. Wearing a badge does not make you bulletproof. Having a radio does not mean you can charge into lethal situations alone. Being sworn to protect and serve does not mean you are immune to permanent death.
Real police officers follow procedures for a reason: those procedures keep them alive. Officers call for backup before engaging dangerous suspects. They use cover. They wait for additional units. They do not drive up to three heavily armed individuals, get out alone, and open fire. That is not policing. That is suicide.
A police officer is on patrol. He drives past three heavily armed men standing on a street corner. Instead of calling for backup, he pulls over, gets out of his car alone, draws his weapon, and opens fire on all three of them. This is a disregard for life. A real officer would never approach three heavily armed individuals alone and start shooting without backup. This is a CK situation -- for the cop.
A police officer spots three armed suspects. She stays in her vehicle, drives to a safe distance, radios for backup, and waits for additional units before attempting to engage. She values her life and follows realistic police procedure.
An off-duty cop sees a robbery in progress. Instead of calling 911 and being a witness, he pulls out his personal weapon and charges into the situation. He gets shot. This is a CK -- he showed complete disregard for his own safety.
Police officers are not action heroes. They are characters who should behave like real people in a realistic world. Charging into lethal situations without backup, ignoring armed threats, or acting like you are invincible will result in CK consequences.
Examples
Here are broader scenarios that illustrate how CK situations work in practice. Study these carefully to understand the difference between roleplay that respects life and roleplay that disregards it.
Gang Confrontation
Two rival gang members run into each other. One of them is alone, and the other has four armed friends. The lone gang member pulls out his gun and starts shooting at all five of them. This is a CK situation for the lone member -- he chose to fight a battle he could not win.
The lone gang member recognizes he is outnumbered. He keeps his cool, does not reach for his weapon, and leaves the area. He lives to fight another day -- on better terms.
Hostage Situation
A hostage-taker has a gun to someone's head. A bystander pulls out his own gun and tries to play hero. The hostage-taker shoots the hostage. The bystander showed disregard for both the hostage's life and his own. CK situation.
The bystander calls the police, stays out of sight, and provides information to responding officers. He does not escalate the situation.
High-Speed Pursuit
A suspect being chased at 150mph drives head-on into oncoming traffic because he "doesn't care if he dies." This is a CK situation -- he is actively choosing death.
When Does a CK Apply?
A CK applies when:
- A player shows blatant disregard for their character's life -- acting in a way that no reasonable person would act, knowingly putting themselves in a situation where death is the obvious outcome.
- A situation has been built up through extended roleplay and reaches a lethal conclusion -- long storylines involving betrayal, gang wars, or deep personal conflicts that naturally lead to a final, permanent confrontation.
- Both parties in a lethal confrontation understand the stakes -- when all involved players are aware that the situation has escalated to the point of no return.
- An admin rules that the circumstances justify a permanent death -- admins review the context and determine that a CK is warranted based on the roleplay that led to this point.
- A player voluntarily CKs their own character -- sometimes a player decides their character's story has reached its natural end, and they choose to retire the character permanently.
A CK does NOT apply when:
- It is a normal PK situation -- a typical shootout, a random fight, or standard conflict that does not involve disregard for life or extended storyline buildup.
- There was no buildup or justification -- someone cannot just declare "this is a CK" without the roleplay to back it up.
- Someone is just trying to grief or abuse the CK system -- using CK claims as a weapon to permanently remove characters you do not like is not how this works.
- The death was caused by a bug, desync, or technical issue -- if the game itself caused the death through a glitch or technical problem, it is not a CK.
Disputes and Admin Review
If there is a disagreement about whether a situation was a CK, admins will review it. This is expected. CKs are permanent and serious, and it is natural for players to want to make sure the call was fair. Here is how to handle a dispute the right way.
Continue roleplaying in the meantime. Do not stop the scene to argue about whether something is a CK or not. Do not break character to debate rules mid-confrontation. Play out the scenario, and if you believe the outcome was unjust, handle it through the proper channels afterward.
File a report with as much evidence and context as you can provide. Admins will review the full situation -- the buildup, the actions of all parties, the context, and whether the CK was justified under the rules. They will make a fair ruling based on the facts.
If you believe a CK was unjustified, file a report with evidence. Admins review every dispute. Do not break character to argue about it.
Quick Reference
Use this table as a quick guide to determine whether a situation is likely a CK or not. When in doubt, ask an admin.
| Scenario | CK? | Reason |
|---|---|---|
| One person vs five armed people, opens fire | Yes | Disregard for life |
| Cop approaches armed group alone, no backup | Yes | Disregard for life |
| Refusing to comply when outnumbered at gunpoint | Yes | Disregard for life |
| Extended gang war ends in execution | Yes | Built-up storyline |
| Normal shootout between equal parties | Usually PK | Standard conflict |
| Bug or desync causes death | No | Technical issue |
| Player chooses to end their character's story | Yes (voluntary) | Self-CK |