Alliances
An Alliance is a player-run group — your crew. Members share a private forum board, a group treasury, and access to features solo players don't get: shared vaults, internal loans, hospital coverage, a shared weapon/armor Armory, a Hitlist, and Alliance-vs-Alliance War Chamber battles. Everything below is run entirely by the Alliance's own members — there's no automatic matchmaking or forced membership.
Creating an Alliance
Costs 500 Points, paid by the founder. You can't create one if you're already in an Alliance. Requirements:
- A name, 3-50 characters, letters/numbers/spaces/hyphens/underscores only, and it has to be unique — no two Alliances can share a name.
- No level or Reputation requirement to found one.
Creating an Alliance makes you its Leader and sets up two starting Titles automatically: Leader (every permission) and Member (no permissions, the default for new joiners) — see Titles below for what you can do with these.
Joining
Joining isn't fully open — it's a mix of application and invite:
- Apply — browse the Alliance Directory, pick one, and apply. You need to meet that Alliance's own minimum level to apply (set individually by each Alliance's leadership). If the Alliance has Auto-Accept turned on and you meet its (separately set) auto-accept level, you're in instantly. Otherwise your application waits for a staff member to accept it.
- Invite — anyone with invite permission can send you a direct invitation, which you can accept or ignore.
- You can't apply to or be invited into an Alliance that's blacklisted you.
- Switching from one Alliance to another always requires your own acceptance — no one can force-move you, even staff.
There's no cost to join, and no cooldown on switching Alliances — the only thing that can block a move is an outstanding loan (see Loans below).
Leaving
Any member can leave at will, with two exceptions:
- The Leader can't leave — leadership has to be handed off first (see Titles below).
- You can't leave with an outstanding loan from the Alliance — pay it off first.
Staff with kick permission can remove other members the same way, subject to the same loan restriction, plus a Title-level "protect from kick" flag that shields certain members from anyone but the Leader.
Note: there is currently no way to disband an Alliance outright — one only empties out if every member leaves or is kicked individually.
Titles & Permissions
There's no fixed rank ladder (no hardcoded "Officer" or "Recruiter") — Leaders build their own Titles from scratch, each with its own name, color, and a specific set of permissions toggled on or off: invite, kick, manage applications, blacklist, manage the Hitlist, manage the Armory, mass-mail the roster, transfer each currency (Cash/Points/Gold/DP tracked separately), manage hospital coverage, rename the Alliance, edit the announcement, create/edit Titles, view member stats, post news, manage the bank/vaults, issue loans, run polls, moderate the forum board, and adjust or launch War Chamber fights.
One safeguard: nobody can hand out a permission they don't hold themselves — only the Leader can freely grant any permission; everyone else can only pass along what they already have.
Changing Leaders costs the outgoing Leader 50 Points (paid personally, not from the Alliance treasury) — the target has to already be a member. This is the only way to hand off leadership; there's no vote or automatic succession.
Treasury & Donations
The Alliance holds its own balances — Cash, Points, Gold, and DP — completely separate from any member's personal balance. Any member can donate from their own funds straight into the treasury at any time, no permission required. Getting money out is gated: only members with the matching transfer permission (per currency) can move treasury funds out to a specific member.
Donations aren't refundable. Once cash or an item goes into the Alliance, it belongs to the Alliance — leaving doesn't give it back.
Every treasury-affecting action — donations, transfers, loans, vault activity, Street income, hospital spending, War Chamber winnings — is logged, and members' individual contributions show up on the roster page so leadership can see who's actually pulling their weight.
Vaults
Vaults are named, goal-based sub-accounts inside the treasury — say, a vault specifically for "next Street Level upgrade," with an optional target amount and description. Setting one up or managing it (depositing/withdrawing between the vault and the main treasury) needs both the bank-manager permission and the matching currency-transfer permission. Any member can personally donate straight into an existing vault, no special permission needed. Deleting a vault with money still in it returns the balance to the main treasury automatically — nothing is lost.
Loans
Members with loan permission can issue an internal loan to a fellow member, capped at whatever the Alliance treasury actually holds. The borrower (or a loan-permission holder) can repay it in installments; a loan-permission holder can also forgive it outright. An outstanding loan blocks the borrower from leaving or being kicked until it's settled.
Hospital Coverage
Alliances can help cover members' hospital costs from combat losses. Each member has a hospital-usage cap (either the Alliance's default limit, or a per-member override staff can set); staff with the right permissions can adjust a member's usage, reset it, or move funds between the Alliance's hospital fund and its main treasury.
Alliance Level & Street Level
Two upgrade tracks, paid from the Alliance's own treasury (Cash/Points, plus Alliance EXP earned mainly through War Chamber wins):
- Alliance Level (capped at 100) — each level requires progressively more EXP/Cash/Points from the treasury. Higher Alliance Level is also a prerequisite for pushing Street Level higher.
- Alliance Street Level (capped at 20) — each level makes members' Street earnings kick a cut into the Alliance treasury automatically, on top of what the member keeps for themselves, not instead of it: 0.4% of a member's Street cash payout per Street Level, so a fully-upgraded Level 20 Alliance skims 8% of every member's Street run straight into the shared treasury while the member's own take is untouched.
The Armory
A one-time unlock (25 Points + 50,000 EXP from the treasury) that opens a shared weapon/armor pool. Members can donate Weapons and Armor from their own inventory into the Armory; staff with Armory permission can then loan branded copies out to members, reclaim them, or permanently hand ownership over. Branded Armory gear can't be sold on the Black Market while it belongs to the Alliance.
The Hitlist
Also a one-time unlock (25 Points + 50,000 EXP). Lets staff with Hitlist permission add or remove targets with a reason attached — a shared list the whole Alliance can see and act on.
The Alliance Forum
Every Alliance shares access to the same "Alliance Boards" forum category, automatically filtered so you only ever see your own Alliance's threads — not a separate board per Alliance, just the same space scoped to whoever's actually in it. Non-members can't open it at all. Site staff have a directory view letting them moderate any Alliance's board without joining it; members with the forum-moderator Title permission can moderate their own Alliance's board the same way.
War Chamber
Alliance-vs-Alliance combat, completely separate from the Hero/Villain Alignment War — this is Alliance against Alliance, regardless of anyone's personal alignment.
- Each Alliance fields a lineup of up to 10 fighters, set by whoever holds lineup-adjust permission.
- Launching an attack needs the initiate permission. Each Alliance gets 5 War Chamber fights per day, and the same two Alliances can only fight each other once per day.
- A fight is a full 10-vs-10 gauntlet — each side's current fighter battles it out (using the same combat math as regular Combat, but starting every fight at full health, since it's a simulation, not real HP loss) until one falls, then the next fighter in the lineup steps up, continuing until one Alliance is fully out of fighters.
- Winning earns the Alliance 25 War Points and 500 EXP, both go straight to Alliance totals (not counted as any individual's personal combat record).
A War Chamber leaderboard ranks every Alliance by War Points, then wins — this is the Alliance's public "power ranking," separate from any individual member's own stats. Full battle logs are saved and replayable.
Finding an Alliance
The Directory lists every Alliance sorted by Level and Street Level. A separate Top Alliances leaderboard ranks by a dozen different categories — highest average member level, most members, most active, best War Chamber record, highest Street income, richest treasury, best Armory, and more — so an Alliance can be "the best" at something even without leading the pack overall. An Alliance's public page shows its Leader, member/active counts, announcement, staff roster, and War Chamber rank before you ever apply; a separate public roster page lists just usernames, IDs, and levels — no internal stats, no management info.
Tips
- Check an Alliance's minimum apply level before applying — it's set individually by each Alliance, not a global rule.
- Donations are one-way — don't put more into an Alliance than you're comfortable losing access to if you ever leave.
- Settle any outstanding loan before trying to leave or switch Alliances — it's the one thing that can actually block you.
- Street Level upgrades benefit everyone passively every time anyone in the Alliance works the Streets — it's one of the best treasury-building investments an Alliance can make.
- Changing Leaders costs the outgoing Leader personally, not the Alliance — factor that in before stepping down.