How Cold Creek's systems actually work, and what you do with them. The
rules say what you may not do; this says what you can.
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Getting started
Join the Discord and link
In order to access the server, linking to our Discord is required. This
integrates additional systems and creates a known bridge between all players
and the server.
Note: The /link command can be typed into any channel. It takes about
10 to 30 seconds to reach the server.
Create a character
Choose your name, date of birth and a character type. Character names must be
in First + Last format.
Step 1: Your nameStep 2: Date of birth and face
Note: Character names and appearance can only be chosen every 60 days.
Pick wisely.
Your ID
Your state ID is created with your character, and it is what the CAD looks you
up by. Your driver's license is a physical card you carry, with your housing
address on it. You can hand your ID to somebody, and an officer can take it from
a restrained person.
CreekLink
CreekLink is a web-based hub for your character. You
are able to view your assets, court docket and statistics through here. For
government employees, this is also how they access their systems.
Cash and accounts
Cash
Cash is a physical item that is carried on your person in the pocket slot. You
are always able to carry cash, even if your inventory is full. Cash stacks, and
does not have a limit.
Accounts
Accounts are separated into two buckets: Checking and Savings.
Checking is money that is available, and can be withdrawn by stores, fines and
other transfers.
Savings is not able to be withdrawn by purchases or transfers, but accrues
interest weekly.
Transfers may be conducted in person via an ATM or at any G&T bank.
ATMs and bank tellers
ATMs are placed around town and cover balance, deposits, withdrawals, transfers
and account history. A teller at any G&T bank does the same with no caps on
deposits or withdrawals, and runs the loan desk.
Loans
Taken at the teller, repaid from checking.
Getting paid
An income tick pays you automatically while you are on duty. Vendors can be set
to take cash, take the account, or accept either.
Your phone
Overview
The phone is a physical item that is carried in the pocket slot. Your phone can
always be carried, even if your inventory is full. If you lose your phone, or have
it taken from you, you may purchase a replacement at any store. Logging back into
the server after about 30 minutes away will also regenerate your phone.
The phone itself is not access to you. If someone else takes your phone,
they cannot access it.
Opening your phone is done with a keybind, found under Cold Creek > General
in the keybind menu.
Contacts and messaging
Many actions require adding a contact. This can be done through the Contacts
app.
The Contacts app
Contacts may be messaged, and have additional options such as sharing keys.
Map
Simple stuff: your map is accessed via your phone. A physical map item is not
required.
SOS
Calling 911. Contact the police, EMS or both for assistance at your location. This
will transmit your name, your general location and your message (optional).
Keys
Through the Keys app, you may share, remove access, and check the status of
your various locked property.
Note: To share with people, they must be a contact.
Chirper
An in-character message board.
Market
List items, properties and vehicles for sale to the server.
Support
Support can be contacted through your phone. This will generate a ticket in the
Discord, as well as notify staff members.
Sending money
Typed amounts, sent from the phone to another person.
Work
Government jobs
Government jobs are full-time roleplay positions. These include Police, Fire
Rescue, Judicial Staff and Politicians. They are separated from normal jobs in that
they have application processes and serve a major function within Cold Creek. If
you are interested in any of these, check out the
#applications
channel in Discord.
Gathering
Gathering jobs are simple. Go to a place, collect items or goods either through a
wait period or a minigame, and sell them for money. Gathering jobs can be found on
the map.
Deliveries
Deliveries are both NPC-world and player driven. The premise is simple: take goods
from Point A to Point B. These vary from simple courier jobs, where you make the trip
on your own, to freight deliveries that require pulling a trailer. They can be found
on the map, or through the phone's job portal.
Tasks
Tasks are the closest thing to what most people think of as a job. Examples include
Garbageman and Forklift Worker. Task jobs can be found on the map.
Crafting
Coming soon
This section is still being written.
Vehicles
Buying one
At the motors lot. The ownership record is written and the plate is minted
before the car ever spawns, so there is no such thing as an unplated purchase.
The garage
Store a vehicle and bring it back out. What is in the boot persists with it.
Locking
Vehicles are born locked to their owner, and the lock covers every seat
including turrets. Vehicle theft is currently switched off at the framework
level.
Registration and the DMV
The plate is automatic; the registration is not. Register at the DMV terminal,
and keep it current. Registrations expire and can be suspended, and police treat
the CAD record as the truth.
Plates
One format, issued in sequence. There is no temporary tag and no way to choose
your own.
Towing
A flatbed trailer and a heavy tow truck. An unregistered car is towed rather
than argued about.
Property
Buying property
Through the realty office. Ownership is a record, the same as a vehicle.
Door locks
The lock policy is separate from ownership, so access can be granted without
handing over the deed. A gated door replaces the ordinary prompt rather than
adding a second one, so there is nothing to walk around.
Your address
Your housing address appears on your driver licence and in the CAD lookup.
Transfers
Property changes hands from the phone.
Shops and items
Vendors
Counters, pads and signs for motors, realty, the store, the gun shop, the
armoury, the fleet yard, EMS, the mod shop and the garage. Each vendor is set to
take cash, the account, or either.
Clothing
Four civilian stores. The pack runs to 68 tops, 48 trousers, 11 pairs of shoes
and 6 hats.
Firearms and serials
A gun sold over a legal counter is stamped with a serial at the point of sale.
A gun with no serial was never sold legally, and that absence is what makes it an
illegal firearm in the eyes of the law.
Safes
Container storage that persists. Safes are not raidable.
Pockets
A pocket slot that carries your ID and your phone, separately from your main
inventory.
Deployables
Cones, barricades and spike strips, placed from the boot of a police vehicle.
Police and the law
The CAD
Computer-aided dispatch. Calls, units, vehicle registrations and character
records, on laptops and station screens.
Citations
Written against your record and payable. An overdue citation prompts the
department to seek a warrant.
Warrants
Sought through the CAD and visible to officers. Knowing about one is the first
legitimate reason to run, under the evading rules.
Arrest and handcuffs
Handcuffs are an item. A restrained person cannot use their inventory, cannot
get in or out of a vehicle under their own power, and has their hands locked.
Officers escort and load them.
Search and seizure
An officer can search a restrained person and take what they find. Article VII
of the Bill of Rights says they have to be able to say why.
Radar
Dash radar with a live readout and a speed in miles per hour.
Less lethal
The Creek Arc stun device, with probes, wires and a laser, and tear gas
canisters that blur vision, cause coughing and drain stamina.
Judicial system
The two-stage system
Cold Creek's justice system runs in two stages.
Stage one is the arrest or citation itself. The arresting officer sets
the fine, the jail time or both, following the Book of Laws. These penalties are
kept small on purpose: they stand in for the part of a real arrest that comes
before arraignment. Once the sentence is served, you go about your life with no
restrictions and no label beyond what your arrest report says.
Stage two applies to felonies only. The District Attorney may prosecute a
felony further to seek a conviction. You must be notified in writing, through
cDocket, within five days of the arrest. After five days, the case is sealed.
Within those same five days, you may contest the arrest and submit evidence
through cDocket.
Criminal case proceedings
Once the District Attorney decides to prosecute, the case ends in a plea deal
or a trial.
Plea deal. A plea deal settles the case on the spot, usually with a
lighter sentence or a seizure. The District Attorney and the defendant must both
agree to it. If they cannot agree, the case goes to trial.
Trial. When a case goes to trial, a trial channel opens automatically for
the Judge, the District Attorney, the defendant and three jurors. Jurors are picked
at random from the residents of Cold Creek. Each side may strike one juror, who is
replaced automatically.
Arguments. Each side gets two turns, and the District Attorney goes first.
A side has 24 hours to enter its argument, and the turn passes to the other side as
soon as it does.
Verdict. After both sides have had their two turns, the jury deliberates
and votes. If it cannot reach a verdict, it deliberates once more. If it still
cannot, the trial ends in a mistrial: the case closes and the charges are
dropped.
Sentencing and felon status
Sentencing. After a guilty verdict, the Judge delivers the sentence
within 48 hours of the verdict being read. The Judge may set fines of up to five
times the amount in the Book of Laws.
Seizure. The most important part of a sentence is the seizure of assets.
When a crime involves property or money, the Court may seize vehicles, houses,
tools and bank accounts.
Felon status. A felony conviction in court restricts the person
convicted. A felon may not possess a firearm, hold a Firearm License, hold a
government position or vote.
Staying alive
Hunger and thirst
Both tick down. Food and drink are items, and consumables carry modifiers.
Injury
A wound lasts until it is treated. EMS respond to calls once a scene is
declared safe for entry.
Death
Death clears what you were carrying. That is mechanical, not an honour rule, so
what you take out with you is a real decision.
Reconnecting
Position, health, worn kit and inventory are saved on disconnect and restored
when you come back. Disconnecting during a scene is recorded, with who you were
fighting and where you had been.
This is a first edition. It covers the systems that have shipped.
Anything wrong, missing or out of date is worth a message in Discord, and anything on
the road map that is not here yet simply has not been built.