Crew hideout: vault, armory, territory, and gym merits
A crew is a hideout now. Bless cash and kits, hold districts after the weekly war, and spend one merit per level at the gym.
A crew used to be a member list and a shared bank. That was not enough. It is a hideout now.
Rooms
The hideout has rooms you actually walk into:
- Vault - deposit what you earn. Leadership blesses cash onto members from the vault, not from their pocket.
- Armory - stock kits, then bless one onto a member. The kit is membership-scoped.
- HQ upgrades - hideout, vault, armory, safehouse, street, war room. Member cap starts at 20 and climbs to 40.
- Territory - reinforce neighbouring blocks. Downtown and The Harbor are always open.
- Crew chat - private channel. Same Chat tab as global, with a Global chat / Crew chat switcher.
Territory 2.0
Controllers stay after the weekly war. Influence mostly resets; winners keep a defence residual. Streets lock the last hour before Sunday 20:00 UTC. You cannot skip across the map - you push from a neighbour, or from an entry block if you hold nothing.
Payouts land once per week into the crew vault. If the vault is full, the cash parks until you upgrade or spend down.
Gym merits
One point per level. Spend them on Engine (energy), Lungs (stamina), Gym rat (train yield), or Iron (train cap). Merits are not XP and not respect. You cannot buy them.
Combat
You do not jump your own crew. Crew loadout can ride with you. A safehouse shortens hospital time after a loss. Winning a fight can drip a little respect into the crew, capped per day.
See you in the hideout.