Serious roleplay. Earned progression. Stories that matter.
New Origin RP is a serious, story-driven roleplay community built on realism, creativity, and growth. Every decision, conflict, and alliance within the city must carry meaning and progression behind it. This is not a place for random chaos or instant gratification. It is a world built for players who want to start from the bottom, build a name, and earn everything through dedication and storytelling.
Success is not handed out here — it is created. Every gang, MC, mafia, and family must work their way up, proving their worth through consistent and realistic roleplay. Violence and gang wars exist, but only as a result of story-driven escalation, not as the foundation of roleplay.
This city is meant for dreamers. Players who want to create empires, build reputations, and write stories that feel real. New Origin RP values loyalty, creativity, and purpose above all else.
When you log in, you are not just playing a character — you are building a legacy.
Section 01 · Foundation
Identity & server standard
New Origin RP is built on progression, respect, and structured roleplay. Nothing is given; everything is earned through consistency, reputation, and actions.
Roleplay always comes before gunplay.
Realism and immersion are required.
Every action must have RP meaning and consequences.
Section 02 · Foundation
What we offer
Players may choose from multiple faction styles, each with its own identity and roleplay direction.
Brotherhood & loyalty
Motorcycle Clubs (MCs)
Brotherhood-based organizations built on loyalty, structure, and respect. MCs operate with ranks and hierarchy, focusing on earned membership and long-term club identity. Common activities include trafficking, gun running, and organized club operations.
Hustle & reputation
Gangs
Street-level organizations focused on hustle, reputation, and territorial control. Gangs are flexible and fast-paced, relying on presence, conflict, and street influence. Common activities include drug trade, turf control, and street disputes.
Influence & creativity
Crime Families
Flexible and creative criminal groups focused on unique roleplay styles. These groups specialize in scams, smuggling, underground business, and hybrid RP styles built around influence and creativity.
Power & control
Mafias
Highly structured organized crime groups focused on power, money, and control. Mafias operate through hierarchy and business fronts, with a focus on laundering, contracts, and long-term influence over the city.
Section 03 · Foundation
Faction structure
15Maximum official members
5Maximum hangarounds
5Maximum Old Ladies / Doves
Old Ladies / Doves do not count toward the member cap.
Hangarounds are not full members and cannot be used to bypass limits or overwhelm situations.
Section 04 · Foundation
Creation & progression
All factions must earn their place in the city through roleplay.
Entry
Groups must enter the city and establish themselves through RP before recognition.
Declaration
Groups must open a ticket or notify staff that they are operating as a non-whitelisted faction. Staff will observe activity, quality, and consistency.
Application
Once ready, factions may apply for official status. If accepted, they will receive a faction package based on their faction type.
Official faction packages
Faction type
Package
Motorcycle Clubs (MCs)
Custom kutte, designed by your faction, and an MLO.
Gangs
MLO and flag/colors. Flags are already in the city.
Crime Families / Mafias
MLO and one custom piece of clothing.
Section 05 · Management
Activity requirements
Factions must remain active within the city.
5 days of inactivity results in disbandment.
Activity includes being in city, creating RP, and interacting with other factions.
Section 06 · Management
Leadership responsibility
Faction leadership is fully responsible for member behavior, internal enforcement, and maintaining RP standards.
Leadership failure reflects directly on the faction as a whole.
Section 07 · Management
Faction warning system
Three faction warnings will result in immediate disbandment.
Warnings may be issued for rule violations, poor RP, or toxic behavior. Warnings apply to the entire faction, not just individuals.
Section 08 · Operations & conflict
Restart crime rule
No criminal activity is allowed 30 minutes before or after server restart.
This includes shootouts, robberies, kidnappings, and drug-related activities. Violations are considered serious offenses.
Section 09 · Operations & conflict
Movement & drive-by rules
General movement
Factions may move together in groups of up to 15 members for general travel and RP. However, all movement must remain realistic and RP-driven.
Combat participation
When engaging in combat scenarios such as drive-bys or active fights, only a maximum of 8 members may actively participate. The remaining members may not directly engage in the fight but can be present in the area in supporting or non-combat roles where appropriate.
Drive-by requirements
Drive-bys are allowed but must follow strict structure:
Maximum of 2 passes before engagement.
Must be performed from a moving vehicle.
After initiation, players must either continue driving or fully commit to the fight.
No repeated circling, baiting, or spam drive-bys are allowed.
Turf defence
Anybody in their turf, including hangarounds and Old Ladies, can participate in defending their turf.
Make sure to have quality interaction that leads to you doing drive-bys.
Section 10 · Operations & conflict
Territory system
A faction’s MLO and surrounding area is considered its territory. This includes nearby drug locations, benches, and key streets tied to the area.
Territory control is allowed through presence, taxation, intimidation, and roleplay interaction. You cannot fully block access to areas without RP.
If individuals refuse to comply, escalation must be handled through roleplay before force is used.
Territory disputes are expected to develop into long-term storylines rather than instant violence.
Section 11 · Operations & conflict
Faction conflict & wars
All violence must be roleplay-driven and based on escalation such as territory disputes, retaliation, business conflict, or ongoing storyline development.
Starting a war
Wars must be clearly built through RP and communicated in-character. Both factions must be aware that a war has begun. No surprise or instant wars are allowed.
Participation & locations
Maximum war size is 15 vs 15.
Hangarounds may assist in a limited and realistic capacity.
No third-party interference is allowed unless justified through RP and approved by staff.
War zones are limited to faction territories or agreed locations.
Hospitals, garages, and spawn areas are off limits.
Downed players are considered out of the fight and may not re-engage. A 30-minute cooldown applies after major engagements.
Section 12 · Operations & conflict
Law enforcement interaction
Players must value their life and freedom when interacting with law enforcement.
When police arrive, you are expected to flee, hide, or surrender. Immediate engagement with officers is not allowed unless there is strong RP justification.
Police are a serious threat and must be treated as such.
Attacking officers without proper buildup will result in full law enforcement response and severe consequences.
Section 13 · Membership & enforcement
Bleed-in-out system
Bleed-out represents removal from a faction through roleplay.
Once bled out, players lose connection to that faction and must wait two weeks in real-life time before joining another faction.
Section 14 · Membership & enforcement
Colors & faction identification
All factions are required to visually represent themselves through clothing, colors, and identifiers. Your appearance should reflect your faction identity during all faction-related activity.
General requirements
All factions must choose and maintain consistent colors and identifiers.
Identifiers must be visible through clothing or accessories.
Vehicles must match or represent faction colors.
Failure to represent properly may result in a strike.
Motorcycle Clubs (MCs)
MC members must wear their kutte when representing their faction.
Kuttes must clearly display club identity.
Required during faction activity.
May be removed for low-commitment or discreet situations.
Failure to wear proper identifiers during major activity may result in a strike.
Gangs
Gang members must represent through colors and identifiers.
Clothing must reflect faction colors.
Flags must be present during activity.
Visual identity must remain consistent.
Failure to represent may result in a strike.
Crime Families & Mafias
Must maintain a clean and consistent identity.
Must represent chosen colors during faction activity.
Must have a clear identifier: suits, coordinated outfits, etc.
Appearance should reflect professionalism.
Represent your colors. Represent your identity. Make it clear who you are.
Failure to do so breaks immersion and may result in punishment.
Section 15 · Membership & enforcement
Punishment system
Tier 01
Minor violations
Small rule breaks or minor RP mistakes. Results in warnings or staff notes.
Tier 02
Moderate violations
Includes cooldown violations, minor war issues, or small toxic behavior. Results in faction warnings or temporary suspension.
Tier 03
Serious violations
Includes RDM, VDM, restart rule violations, or repeated offenses. Results in removals, bans, or leadership review. Possible disbandment depending on severity.
Tier 04
Severe violations
Includes mass rule breaking, exploiting, cheating, or toxic faction environments. Results in immediate faction disbandment and possible permanent bans.
Automatic disband conditions
3 faction warnings.
5 days of inactivity.
Leadership failure.
Severe or repeated violations.
New Origin RP
Your faction. Your legacy.
All members represent their faction. One individual’s actions can impact the entire group. This system is designed to support serious, immersive roleplay while maintaining structure, fairness, and long-term storytelling.
New Origin RP is about building your story, your reputation, and your legacy.