Crime CityStreet GuidePlay Now
STREET GUIDE/SOCIAL & COMBAT

Beatings

Non-lethal violence — steal stats and send a message.

A beating is the city's everyday violence, and it is never lethal. You pick a rival, you fight, and one of you wakes up in the Hospital a little weaker while the other walks off with a piece of their stats. Nothing here can kill anyone — ending a gangster for good is a different system entirely, the kill operation. What a beating costs the loser is stats, and because stats feed respect, it costs them standing too.

Requirements

  • Your target needs at least 200 respect — the city doesn't referee the stomping of nobodies.
  • You need 50% stamina for the attempt.
  • The target can’t be protected, jailed, hospitalized, or hiding in a safe house.
  • You can only swing at someone the city has already put in front of you: a player on your friends list, or a gangster you crossed paths with in a Nightlife venue.

The fight

Your core stats decide the fight, and all four equipped stat bonuses count on top of them: weapons, armor, gadgets, and accessories. Your bodyguards are in it too — they add their attack when you swing and their defense when you are the one being hit, so a trained crew is real combat power, not decoration. Hitmen swing 20% harder, VIPs +5/7/10% by package, and gang buffs (Street Enforcers, Tactical Operations coursework) stack on top. The defender always gets a small edge, so attacking an equal is a losing habit.

Stakes

OutcomeWhat happens
You winThe victim loses a slice of their total stats and lands in the hospital. Part of what they lose transfers to you; the rest leaves the city for good.
You loseYou shed a slice of your own stats — attacking and losing is punished harder than defending — and the hospital bed is yours.
Either wayPick on someone far below your weight and the street talks. Winning a mismatch can end with you in jail.

Gang beatings

Families beat as a unit: a member opens a gang beating against a target, gang mates join in (each committing the stamina), and the pile-on resolves as one coordinated assault — much harder to survive than any single attacker. The crew can be managed like a robbery session: members can retreat, be kicked, or the whole thing can be called off before it fires.

A gang beating is always aimed outward — you cannot organize one against somebody flying your own colours. Solo, the game does not stop you swinging at a gang mate, but the family gains nothing for it: beating your own earns your gang zero rank points.

Aftermath

Both sides' PVP records update — assaults dealt and taken are public on your profile, and the city's honour system gives everyone a way to react: players hand out honour or dishonour points as they see fit, and a reputation as a bully or a defender follows you all season.

Gangs (Families)Sabotage