Who We Are
1.1Who we are
FMD answers medical calls, stops bleeding, revives the downed, operates, puts out vehicle fires and examines the dead. Our home is AllSaints General Hospital. The Chief leads FMD.
The Golden Hour: the faster we reach a patient, the more of their story continues. Our mission is fast, skilled emergency care for everyone in LightVille. Our vision is a city where nobody is lost to a slow or careless response.
1.2Neutral ground
- We treat everyone. We never check someone's record, gang or friendships before treating them.
- We never refuse care. Not for a grudge, not for a crime, not for anything.
- AllSaints is neutral ground. No fighting inside the hospital. Peace there is not optional.
- We respect the law. Once a patient under arrest is stable, we hand them to SAPS. We protect people from death, not from the law.
1.3Our pledge
"I pledge to serve the people of LightVille with a steady hand and an unbiased heart. I will keep AllSaints General Hospital neutral ground and preserve life wherever I can."
1.4About this server
FMD is a faction on LightVille RP, a GTA San Andreas roleplay server for PC and Android, run by LightVille Games. You may also know us as GTA Mzansi.
2.1The ranks
| Rank | Main powers |
|---|---|
| Chief (1 only) | Leads FMD. |
| Deputy Chief | The desk: recruiting, roster, positions, finance. Buys and sells vehicles. Promotes. Removes members. |
| Clinical Director | Gives Strike 2. Signs off new surgeons. |
| Surgeon | Surgery. Signs off new surgeons. |
| Physician | Surgery (Chapter 11). |
| Commander | Gives Strike 1. Approves leave. Recommends promotions. Interviews recruits. |
| Shift Supervisor | Runs the shift. Corrects and parks members. |
| Senior Paramedic | Flies the helicopter. Trains Trainees. |
| Paramedic | Medical store access. Can train Trainees after 7 days. |
| Junior Paramedic | A full field medic. |
| Trainee Medic | In training. Always rides with a Paramedic or above (Chapter 4). |
2.2Who leads at a scene
- The highest medical rank present leads patient care. Their treatment plan is final.
- Same rank? Whoever has held it longer.
- SAPS keeps the scene safe; FMD is in charge of patients.
Junior Paramedic Sithole is treating a crash victim when Senior Paramedic Dlamini arrives. Dlamini now leads patient care. Sithole tells her what she has done so far, then holds the bleed while Dlamini checks the patient.
2.3The Chief and the Board
The Chief is the FMD Chief seat on the LightVille Games Board. The FMD Chief reports to the Executive Director.
3.1The basics
- Never refuse care. Refusing to treat someone means removal.
- Patient dignity: no jokes over a patient, and no out-of-character chat at a scene.
- At AllSaints: no running, shouting or weapons. It's a hospital, not a hangout.
- Downed patients go on a gurney in roleplay: don't just walk them in.
- Pronounce death in roleplay before a body is moved.
- No "ghosting": going on duty and sitting idle or AFK to collect pay means removal.
3.2Roleplay first: no click-to-heal
This rule is strictly enforced.
- Before every treatment, ER drop-off or surgery stage, write at least 3
/meor/dolines describing what you do. - Ask what hurts first. Use
/doto ask what you see. - Then use the tool.
Skipping the roleplay: Strike 1 the first time, Strike 2 the second.
/me kneels beside the patient and checks for a pulse at the neck.
/do Is there a pulse? Where is the blood coming from?
/me opens the trauma bag and pulls out a tourniquet.
/me ties it tight above the wound on the left leg.
Then: Faction Panel → TREAT → Tourniquet.
3.3Newcomers
For players under level 5 (their level is their score in the player list):
- Explain the downed screen in
/b, and how to press Y to call for a medic. - Walk them through the choice between crawling to hospital and accepting death (Chapter 10).
- When two patients need you equally, treat the newcomer first.
3.4No corruption
FMD's whole identity is neutrality, so there is no corruption roleplay in FMD.
- Refusing care, selling FMD medical stock, or charging patients privately means removal.
- FMD stock is for treating patients. It never leaves the job.
3.5In character, out of character, and server rules
- An in-character argument is never a reason for an out-of-character punishment. Strikes and removals are out-of-character admin (Chapter 6).
- Using staff powers to win an in-character scene means removal.
- Staff enforce the server rules, not FMD. Report breaks; never punish them in character.
- DM (Deathmatch): attacking someone without a roleplay reason.
- PG (Powergaming): forcing an action on someone with no chance to respond, or doing the impossible.
- MG (Metagaming): using out-of-character information in character.
Your Career
4.1Joining
- Level 3 or higher (your score in the player list).
- No Tier 3 (felony) charge in the last 30 days.
- How: ask any on-duty medic. A Commander or above holds a short in-character chat with you. A Deputy Chief or above then invites you in, and you are a Trainee Medic.
4.2Training
| To finish training | Minimum |
|---|---|
| Days as a Trainee | 3 |
| Hours on duty | 6 |
| Rides with a trainer | 2 |
| Trainer sign-off | Required |
- A trainer is a Paramedic with 7 days in rank, or anyone Senior Paramedic and above.
- Trainees always ride with a Paramedic or above and never respond alone, until signed off.
- After sign-off, a Deputy Chief or above promotes you to Junior Paramedic. Training is paid.
4.3Your first shift
- At AllSaints, stand on the duty point and press ALT to clock on.
- At the locker, press ALT and choose Uniform.
- Open your Radio from your inventory and set frequency 2. No radio? Buy one at any shop for $350.
- Join your trainer's unit with
/units(Chapter 8). - Listen for calls, and follow your trainer's lead.
Zanele is level 4. She asks a medic outside AllSaints how to join. A Commander chats with her in the lobby, a Deputy Chief invites her, and twenty minutes later Trainee Zanele is in the back of an ambulance on her first call.
5.1Your shift block
A Deputy Chief or above gives you one block for the week, the same block every day. At the start of each block, the FMD WhatsApp group gets a roll call of who is rostered. You can work outside your block too: it's paid, but only time inside your block counts for the shift rule.
5.2Clocking on and off
On: at the duty point at AllSaints, press ALT. Then change into Uniform at the locker. On duty, you're always in uniform.
Off: change into Casual Clothes at the locker first, then clock off at the duty point.
- Crashed? Rejoin within 5 minutes and your shift carries on.
- Duty log: each clock-on ("On Duty, Reporting for Duty") and clock-off ("Off Duty, Standing Down", with your hours) is posted to the FMD WhatsApp group.
5.3Pay and bonuses
| Rank | Per hour on duty |
|---|---|
| Trainee Medic | $5,600 |
| Junior Paramedic | $6,600 |
| Paramedic | $7,800 |
| Senior Paramedic | $9,000 |
| Shift Supervisor | $10,400 |
| Commander | $11,800 |
| Physician | $13,400 |
| Surgeon | $15,000 |
| Clinical Director | $17,000 |
| Deputy Chief | $19,000 |
| Chief | $21,000 |
Every minute on duty counts. Pay lands in your bank every Friday at 18:00 SAST. You also earn bonuses for patients you bring to the ER (more if you got to them fast), fires you put out, surgeries you complete and coroner reports you file.
5.4Leave
Ask in the FMD Discord leave channel, at least 24 hours ahead where you can. A Commander or above approves up to 14 days; longer needs the Chief. You don't go on duty while on leave. Exams, matric and family are good reasons.
5.5What the server expects
- Be on duty in your block on at least 4 days a week (Monday to Sunday, SAST). A day counts at 60 minutes or more inside your block.
- 2 weeks in a row under: formal warning (Strike 1). 3rd week: removal.
- Approved leave never counts as a miss.
- Muster (during the week): the FMD Chief meets everyone: news, last week's numbers, shout-outs, next week's roster, promotions, and your ideas.
- Saturday: the FMD Chief's Department Report to the Executive Director.
- FrontLine Briefing: the Executive Director with the SAPS, FMD and VESA Chiefs. Decisions come back to you at Muster.
| Target | Sept | By Dec |
|---|---|---|
| Rostered members with a block | 17 of 43 | all |
| Rostered blocks worked | 19.4% | 57% |
| New members on real calls in week one | — | all |
| Calls with a response | — | every one |
Your part: take a block, keep it, and bring new members out with you.
6.1Promotion
| To | Time in rank | Hours on duty |
|---|---|---|
| Junior Paramedic | 3 days | 6, plus trainer sign-off |
| Paramedic | 14 days | 20 |
| Senior Paramedic | 21 days | 30 |
| Shift Supervisor | 30 days | 40 |
- A Commander or above recommends; a Deputy Chief or above decides and changes the rank at the desk.
- You also need no live strike, and to have met the shift rule in each of your last 2 weeks.
- Commander and above are appointed. Physician and Surgeon also need a surgery sign-off from a Surgeon or the Clinical Director.
- Meeting the requirements makes you eligible, not promoted.
6.2Discipline
| Step | What happens | Given by | Fades after |
|---|---|---|---|
| Verbal | Corrected on the spot, not recorded | Shift Supervisor+ | — |
| Strike 1 | Written warning | Commander+ | 60 days |
| Strike 2 | Final warning, 48-hour suspension, then a ride with a trainer | Clinical Director+ | 60 days |
| Strike 3 | Removal from FMD | Deputy Chief or Chief | Never |
- A Shift Supervisor or above can park you: end your shift for poor or unsafe roleplay. It isn't a strike.
- Every strike needs a short Disciplinary Report in the FMD Discord, naming the handbook section that was broken (for example "3.2").
- Discipline is out of character, and never used for an in-character argument.
6.3Appeals and coming back
- Appeal to the Executive Director within 7 days of the Disciplinary Report. Strikes stand while the appeal is heard; removals are paused. The decision is final.
- Rejoining after removal: 14 days if it was for the shift rule, 30 days for misconduct, never for corruption.
On Duty
7.1AllSaints General Hospital
Stand on a point and press ALT.
| Point | What it does | Who |
|---|---|---|
| Duty point | Clock on and off | All members |
| Locker | Uniform or casual clothes | On duty |
| Medical store | Draw Bandages, Medkits, Tourniquets and Xanax. You pay for them yourself. | Paramedic+, on duty |
| Safe | Store FMD items | On duty |
| Garage | Take out or put away a vehicle | On duty |
| Helipad | The FMD helicopter | Senior Paramedic+, on duty |
| ER drop-off | Hand over a downed patient: they are revived (Chapter 9) | Anyone dragging a patient |
| Operating theatre | Surgery (Chapter 11) | Physician+, on duty |
| Desk | Recruiting, roster, positions, finance | Deputy Chief+ |
| Pharmacy counter | For the public: buy Bandages and Xanax | Public |
7.2Your kit
| Item | What it's for |
|---|---|
| Bandage | Light bleeding |
| Tourniquet | Any bleed on an arm, leg or head |
| Medkit | Brings health back up (when it's below 80%) |
| Xanax | Lowers stress |
- Keep tourniquets on you: they're the most important thing you carry.
- FMD stock is for patients only. Selling it means removal (3.4).
- Deployables:
/deploy coneortapeto mark a scene;/undeployremoves yours.
7.3Uniform
Change at the locker (Uniform). On duty you're always in uniform. Change back into Casual Clothes before you clock off.
7.4Vehicles
| Vehicle | What it is |
|---|---|
| Ambulance | The only vehicle that can carry a downed patient |
| Cadillac Escalade | An SUV |
| Sanchez | A motorbike |
| Romero | The hearse |
| Helicopter | For Senior Paramedics and above only |
- Up to 10 fleet vehicles. Any on-duty member can take one out at the garage. Put it back when you're done, refuelled and undamaged.
/siren roof,dashboardormidfits a flashing light;/siren offremoves it./poshouts "Move to the right! FMD passing on your left!".- A Deputy Chief or above buys and sells vehicles, and can respawn the fleet with
/respawnems.
8.1The radio
| To talk to | Use |
|---|---|
| FMD, by voice | The in-game radio, frequency 2 |
| FMD, by text | /r |
| SAPS, VESA and Government | /d |
| People nearby | /po ("Move to the right! FMD passing on your left!") |
Say your callsign first, keep it short, and never go out of character on the radio.
8.2Codes
| Code | When | Lights (/siren) | Siren |
|---|---|---|---|
| Code 3 | Someone down or bleeding, a fire, an officer down | Yes | Yes |
| Code 2 | Injured but awake and stable | Yes | No |
| Code 1 | Routine trips, returning to AllSaints | No | No |
| Code 4 | "Patient stable, no more units needed" | — | — |
Code 3 lets you drive fast, but don't create more patients: a crashed ambulance saves nobody.
| 10-code | Means | 10-code | Means |
|---|---|---|---|
| 10-4 | Understood | 10-50F | Vehicle fire (alert) |
| 10-6 | Busy | 10-52 | Medical call (alert) |
| 10-7 | Off duty | 10-97 | On scene |
| 10-8 | Available | 10-99 | Officer down (alert) |
| 10-15 | En route | 10-20 | Location |
8.3Units and the CAD
FMD uses the same CAD as SAPS.
/unit createstarts a unit. Your callsign is a word plus a number: Medic (ambulance crews), Rescue (fire) or Air (helicopter), such as Medic-3./unitslists units so you can join one.- Status:
/av10-8 ·/enroute10-15 ·/os10-97 ·/busy10-6. - See calls:
/calls. Take one:/calls [number], or tap the alert./newcallopens a new call. - The unit that takes a call first is the primary unit. Hand it on with
/primary. - Finish with
/clearand pick the code that's actually true: RT (report taken), GOA (gone before arrival), UTL (unable to locate), NAT (no action needed), FALSE (false alarm).
8.4How calls reach you
- Person down: whenever someone goes down, on-duty FMD are alerted automatically.
- Emergency signal: a downed player presses Y to call for a medic.
/callems: anyone can call for a medic (10-52). It can be used once every 5 minutes.- Fire alert (10-50F): a vehicle is on fire.
- Officer down (10-99): a SAPS officer is down.
All of these arrive as CAD calls. /ptlist also lists every waiting signal and sets your GPS. Every call gets a response: answer it, or tell the radio who is taking it.
A "Person down" alert pops up near Ganton. Medic-2 takes it with /calls 4 and goes Code 3. On arrival, Paramedic Mokoena roleplays her check, ties a tourniquet on a leg wound, and the patient is in the Ambulance within two minutes.
Patient Care
9.1Reading the patient
Open the Faction Panel (N → Faction Panel, then pick the patient) → TREAT → Check Health, or type /checkpatient [id] (/cp). After a short exam you see:
- Limbs: six body parts, each 0–100.
- Bullets still inside each part. Only surgery removes them.
- Bleeding: how bad (Class I to IV) and where.
Patients can see their own chart with /health.
9.2Bleeding
| Class | How bad |
|---|---|
| I | Light. Stops by itself after a few minutes. |
| II | Moderate. Won't stop by itself. |
| III | Severe. The patient starts to struggle. |
| IV | Critical. |
- Arms, legs and head can be squeezed shut: a tourniquet stops any bleed there.
- Chest and groin can't be: packing slows the bleed, and only the ER or surgery closes it.
9.3Your tools
Use them from the Faction Panel → TREAT, or by command. Each takes 8 seconds, and you both hold still. Roleplay first (3.2).
| Tool | Use it on | Who | Notes |
|---|---|---|---|
| Apply Bandage | Class I–II, anywhere | On-duty FMD | Uses a Bandage |
Tourniquet (/tq [id]) | Any arm, leg or head bleed | Anyone for Class I–II; on-duty FMD for III–IV | Uses a Tourniquet. Refused on the chest, and nothing is used up. |
Pack Wound (/packwound [id]) | Class III–IV chest or groin | On-duty FMD | Free. Slows the bleed; doesn't stop it. |
| Restore Limbs | After the bleeding is controlled | On-duty FMD | Limbs back to 100 (60 where a bullet remains). Restores health too. |
| ER drop-off | Any downed patient | Anyone | Revives them and closes every bleed |
| Surgery | Bullets, badly broken limbs | Physician+ | Chapter 11 |
9.4Getting patients to AllSaints
Every bleeding or critical patient goes to AllSaints.
- Faction Panel → Drag.
- Place in Ambulance (patient must be down; Ambulance only).
- At AllSaints, Drag Out of Car.
- Drag them into the ER drop-off zone and press ALT.
The ER revives them and closes every bleed, even a chest wound you could only pack. Their limbs and any bullets stay as they were, so finish with Restore Limbs, and book surgery if bullets remain.
- Stop or pack the bleed before anything else.
- Use a tourniquet on any severe limb bleed.
- Tell the patient (in
/bif they're new) what you're doing.
- Tourniquet a chest wound. Pack it instead.
- Revive first and forget the bleed.
- Leave a bleeding patient at the scene.
10.1The downed clock
| Time down | What the patient can do |
|---|---|
| First 2½ minutes | Wait for a medic, and press Y to send a signal |
| 2½ to 3 minutes | Accept death: back at the hospital, but all items lost |
| After 3 minutes | Crawl to hospital: items kept, arrive at low health |
| Clock runs out | Crawl to hospital happens by itself |
- A bleed makes the clock run faster. The worse the bleed, the faster it goes.
- A severe untreated bleed (Class III–IV) blocks crawling. If the clock runs out, the patient bleeds out and loses everything.
- Stopping the bleed (tourniquet or the ER) puts the clock back to normal speed.
- Packing a chest wound doesn't slow the clock, but it lets them crawl again, and that saves their belongings.
- Someone killed while already down suffers a hard death too, and leaves a body for the coroner (Chapter 12).
10.2Your priorities
- Stop or pack the bleed. Nothing else matters as much.
- Get them to the ER, by Ambulance (9.4).
- Restore limbs once they're stable, and book surgery if bullets remain.
10.3Explaining it to the patient
New players don't understand the downed screen. In /b, tell them:
- "Press Y to send a signal: a medic is coming."
- "Don't accept death: you'd lose your items."
- If no medic can reach them: "After 3 minutes you can crawl to hospital and keep your things."
11.1Starting an operation
- Bring the patient into the operating theatre. You both need to be inside.
- Stand on the marker and press ALT. You see nearby patients and how many bullets each one has.
- Pick the patient, check the summary, and confirm.
- The patient sees the price and must accept. No consent, no surgery.
- You're both moved into place and the operation begins.
Who: Physician or above, on duty.
11.2The price
| Part | Cost |
|---|---|
| Every operation | $5,000 |
| Each bullet removed | + $1,250 |
| Each badly broken limb rebuilt | + $2,000 |
- The patient pays from their cash, and only when the operation finishes.
- If they can't pay, they're refused. The bullets will still be there when they come back.
- A SAPS officer injured on duty doesn't pay: SAPS covers it.
Example: two bullets and one broken leg = $5,000 + $2,500 + $2,000 = $9,500.
11.3The stages
| Stage | Time | When |
|---|---|---|
| Anaesthesia | 20 s | Always |
| Cleaning the wound | 20 s | Always |
| Removing bullets | 15 s each | If any bullets are inside |
| Fixing bones | 20 s | If any limb is badly damaged |
| Closing | 15 s | Always |
Each stage announces itself. Roleplay every one of them (3.2).
The operation is cancelled with no charge if either of you leaves the theatre, disconnects, or the surgeon goes off duty.
Result: every bullet out, every limb back to 100, any bleed closed.
12.1Vehicle fires
A badly damaged car can catch fire after a crash. The fire grows, can destroy the vehicle, and burns anyone standing close. On-duty FMD get a FIRE ALERT (10-50F).
Stand within 7 metres and use /extinguish (on duty). It takes 8 seconds; walk away and it stops.
12.2The coroner
When someone dies a hard death, their body stays where they fell.
- Pronounce death in roleplay.
/examine(within 3 metres, on duty) records where they died and what killed them./bodyreportfiles your report to on-duty FMD.- Share your findings with SAPS when they ask. The cause of death is evidence.
Anyone can use /corpse near a body to read its information.
12.3Health certificates
After a proper check-up (/checkpatient), you can issue a Health Certificate with /givehealthcert [id] [notes]. It's valid for 7 days.
12.4Working with other services
| Service | How we work together |
|---|---|
| SAPS | They keep the scene safe; we look after patients. Arrested patients go back to SAPS once stable. Call them on /d. |
| VESA | They tow wrecks. Call them on /d. |
| Government | Reached on /d. |
| Judiciary | Our findings can become evidence in court. |
Reference
R1Commands
Ranks are the lowest that may use the command. Most need you on duty. The Faction Panel is N → Faction Panel: TREAT, Drag, Place in Ambulance, Drag Out, Revive (at the ER), Check.
| Command | Who | What it does |
|---|---|---|
/checkpatient [id], /cp | All | Examine a patient: limbs, bullets, bleeding |
/tourniquet [id], /tq | All (anyone can use it on a Class I–II bleed) | Tourniquet an arm, leg or head bleed |
/packwound [id] | All | Pack a severe chest or groin bleed |
/ptlist | All | List waiting emergency signals and set GPS |
/extinguish | All | Put out a burning vehicle |
/examine · /bodyreport | All | Examine a body · file the coroner report |
/givehealthcert [id] [notes] | All | Issue a Health Certificate (7 days) |
/unit create · /units · /av /enroute /os /busy | All | Units and status (Chapter 8) |
/calls, /calls [number] · /newcall · /primary · /clear | All | Answer, start, hand over and close CAD calls |
/r · /d | All | FMD radio · other services |
/po · /siren roof, dashboard, mid, off | All | Shout "move right" · flashing light |
/deploy cone, tape · /undeploy | All | Mark a scene · remove your object |
/emsvehs · /respawnems | Deputy Chief | List the fleet · respawn the fleet |
/health · /callems · /corpse | Anyone | Your own chart · call a medic · read a body's information |
Swipe the table sideways to see every column.
R2Words we use
| Word | Meaning |
|---|---|
| Bleed class | How bad a bleed is: I (light) to IV (critical) |
| CAD | The computer system that sends out calls |
| Callsign | Your unit's radio name, like Medic-3 |
| Compressible | A wound on an arm, leg or head, where a tourniquet works |
| Downed | Unconscious, with the 5-minute clock running |
| ER | The Emergency Room at AllSaints, where downed patients are revived |
| Golden Hour | The faster we reach a patient, the more we save |
| Hard death | Death that loses every item the player carried |
| Neutral ground | AllSaints: everyone is treated, no fighting |
| Pack | Stuffing a chest or groin wound to slow it |
| Primary unit | The unit leading a call |
| SAST | South African Standard Time |
| Trainer | A Paramedic (7+ days) or Senior Paramedic+ who trains Trainees |
Ranks and pay are in 2.1 and 5.3. Codes are in 8.2.