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White Gang & Prison Guide

Khaleesi

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DISCLAIMER: The entirety of this guide belongs to xxxxxxxx (Douglas Nyswonger) and Chrome38, with small edits from me to fit the Red County aspect.

Table of Contents
Code:
1. -- Intricacies of a White Street Gang

1.1 -- Being a Criminal Skinhead

1.2 -- Misconceptions of a Skinhead

1.3 -- Debunking Neo-Nazis

2. -- Introduction to Prison

2.1 -- County Jail

2.2 -- Prison Reception & Levels

2.2.1 -- Prison Commissary

2.2.2 -- Prison Currency

2.2.3 -- Examples of role playing situations involving prison currency

2.3 -- Being assigned to a cell block

2.4 -- 7 on 7 System

2.4.1 -- 128G Form

2.5 -- Prison Politics

2.6 -- Security Housing Unit & Ad-Sej

2.7 -- Ending your sentence

2.8 -- Juvenile Facility

2.9 -- Charges & SNY

2.9.1 -- Parole

2.9.2 -- Recidivism

3. -- Creating a white supremacist character in SACF

3.1 -- Where should your character be from?

3.1.1 -- How whiteboys should represent

3.1.2 -- Area Codes

3.1.3 -- Why is it important where your character is from?

3.1.4 -- Should my character be from California, Texas, or other states?

3.2 -- Should there be any drug use?

3.3 -- Can my character be half-Hispanic?

3.4 -- What age is appropriate for my character?

4. -- Female involvement with white gangs

5. -- Additional information


Introduction
  • The intention of this guide is to teach fundamental concepts of white supremacy towards those who have an interest in roleplaying a white gang member. It will explain white gang culture to prison functions, and everything in between.



1. Intricacies of a White Street Gang

  • White street gangs are classified into two categories: philosophically oriented groups, and utilitarian oriented groups.

    The philosophically oriented groups such as the Neo-Nazi Skinheads tend to focus on promoting white supremacy. Their crimes are usually motivated by bias or hate toward other people they perceive to be inferior.

    The utilitarian white street gangs also support white supremacy. However, they tend to focus more on mainstream gang activities including the sale of narcotics, burglary, robbery, witness intimidation, and other crimes believed to build power, influence, and respect among the gang population both on the street and within the prison system.

    Neo-Nazis are basically the boneheads that hate other races, immigrants, Jewish people, and play the whole "race" card. They are not actively involved in criminal schemes and are more community based and politically oriented. Usually they are anti-drug. The criminally motivated skinheads can also incorporate lesser hate elements, but are mainly involved in crime for financial benefit. They support heavy drug use and are not tied to any political ideology.


1.1 Being a Criminal Skinhead

  • Being a criminal skinhead has to do with the scene you grow up in and with your gang status. This is all also connected to prison and the bigger prison gangs. No incarcerated regular white guy, mobster or biker would go out of their way to do the dirty work of AB/NLR/PEN1. Those guys pledge their allegiance to their outside connections more than to the inside. Skinheads and peckerwoods will, because they become tied to those white gangs, on the streets or in prison. Not all peckerwoods are skinheads. Some peckerwoods dislike skinheads. In the end of the day, both have common interests, since both stand up for the same thing—their race, crime and drugs.


1.2 Misconceptions of a Skinhead

  • Having white supremacy related tattoos does not make you a skinhead. Bikers aren't skinheads, unless a real skinhead gets recruited into an MC. The Aryan Brotherhood are also not skinheads. Skinheads and peckerwoods function around areas with a high enough white population. It is less likely that a white guy would turn to hate if he grows up in places like Compton. It's more likely that he would grow more comfortable around other races and be influenced by their culture. It is more logical for a Caucasian to associate with white supremacy if they are born into a neighbourhood with white history.


1.3 Debunking Neo-Nazis

  • Neo-Nazi skinheads are out of the picture entirely. You can go to Stormfront and check out real national socialists. They look down on crime, drugs, and bash white gangsters. They focus on their community more than they do on gang life. If they do have any crimes on their jacket, it's usually something to do with attacks on other races. Some do turn to the gang life and drugs, for which they would get kicked out of whatever organization they're in.


2. Introduction to Prison

  • Incorporating the prison element to your role play is very important. As a gang member, your character would live with the expectancy that one day he will end in prison. A lot of times prison gangs dictate what happens on the street. Having decent knowledge on the subject is something you should look after.


2.1 County Jail

  • After someone is arrested and processed for a crime, he ends in county jail. Those are facilities which house people not yet proven guilty. The inmates there await their sentencing. This can take between a few months to two years. While you are there, you also undergo tests which calculate your risk level. Just like in prison, inmates are segregated by race here and have their own politics. You have gangs, shotcallers, drugs and violence. There can be specific gang module units for specific gangs. Like a section for whites, a section for Crips, a section for Bloods, a section for Surenos, a section for MS13 and so on. There is also an option to pay your bail money (which the court sets). You will be let out on the street, until your court date comes up. Violent offenders are less likely to get a bail set.

    A good example of a jail like this is the Twin Towers Correctional Facility. You would get a court date assigned to you. If you are found guilty, you are then to be moved to a state prison. This is what the San Andreas Correctional Facility is. You will be transported to do the remainder of your given sentence there. You will most likely be put in the nearest prison which can handle you, meaning that the SACF inmates will be people from San Andreas. Sidenote: You need to be convicted as an adult to go to a state or federal prison, you can't be a minor/juvenile.


2.2 Prison Reception & Levels

  • When you arrive in prison, you will be put in what is called Reception. This is a place for new arrivals, before they are relocated to a permanent cell or yard. This usually takes less than a week. You are held in a normal cell or in a dorm-style block. Based on your level, you will be assigned to a specific general population yard. Level 1 and 2 inmates are classified as low security, and nowadays often get put in open dorm-style blocks. This however is not possible on RCRP. Level 3 inmates get cells and are monitored more. Level 4 is where high risk inmates would go. This is where you will see prison gang members and this is the highest level that gets general population access. Anything higher is segregated or supermax. Based on how you behave, your level goes up or down.


2.2.1 Prison Commissary

  • A prison commissary is a store within a correctional facility, from which inmates may purchase products such as hygiene items, food, snacks, mail stamps, drinks, coffee, cards, board games and birthday cards. Spices, including those packaged with instant ramen noodles, are a popular item due to the often bland nature of prison food. Inmates select their purchases from a commissary list and then receive their items. Money gets extracted from their trust fund accounts in order to pay for the items.


2.2.2 Prison Currency

  • Typically inmates are not allowed to possess cash; instead, they make purchases through an account with funds from money contributed by friends, family members, etc. or earned as wages. Prisoners are allowed to send money outside the facility, some doing so to help support their families. Inmates will frequently send money to other inmates' families in exchange for protection, drugs or sex. All they have to do is fill out a form for a transaction.

    Cigarettes were a classic medium of exchange, but in the wake of prison tobacco bans, postage stamps have become a more common currency item, along with any inexpensive, popular item that has a round number price such as 25 or 50 cents. Mylar foil packets of mackerel fish or "macks" are one such item.

    Be creative and realistic with your currency in prison. Do not just use coupons, think of your payment logically. Walk people to the commissary booth and role play account-to-account transactions more often. How will you get repaid if you sell your drug for five prison tickets? How will you turn those tickets into real money and benefit from them? How will your drug distributor pay outside with prison tickets? What will your shotcaller do with 500 food tickets?

    Prison economy based currency like this is only good in certain situations. Paying back someone for a favor with three honey buns, sure. Gambling with cigarettes, sure. Paying for pruno with mail stamps, sure. Things like these do not conflict with the outside world, thus they can be paid for in any way. Things like selling drugs or covering a serious debt, need to be paid for with real money. Why? Because they fuel the criminal empire in prison. Drugs are bought outside with real money, hence you need to get real money back, in order to buy more.


2.2.3 Examples of role playing situations involving prison currency

  • Situation 1: Mike owes Bob ten dollars over a card game. They meet up and Mike gives Bob five mail stamps or cigarettes.

    Situation 2: Mike made pruno he wants to sell, Bob wants to get some of it. Mike really likes honey buns, but he has none at the moment, Bob has ten. Mike agrees to trade.

    Situation 3: Mike gave Bob a tattoo, Bob makes tattoos for a living. Mike repays him by paying in mail stamps.

    Situation 4: Mike has 200 mail stamps he does not need. He finds a way to send them outside of prison, where their value is much more higher when sold. In return, he gets paid with real money he can utilize or give to people.

    Situation 5: Mike is a new inmate, Bob is helping him by giving him all the rules. Bob wants Mike to pay him five cigarettes a week in return. Mike agrees in fear of his safety.

    Situation 6: Mike receives smuggled drugs for $60 from outside prison. Bob wants to buy some of them, so Mike lets him do it for $90. They go to the commissary where Bob sends Mike's friend or family $90. Bob then gives him the drugs.


2.3 Being assigned to a cellblock

  • At this point you were proven guilty, transported to a state prison and assigned to a yard matching your level. You are new and need to check in your stay. You need to segregate by your own race and follow the gang politics. White goes with white. You will either need to introduce yourself, or you will get approached by whoever overlooks your race on the yard.


2.4 7 on 7 System

  • Your introduction consists of you providing: your real name, nickname, area and gang (if any), DOC number, court case papers, past prison stays and dates. This way gangs have full insight on who is on the yard, what his history is and what he is capable of. Those papers can be passed around to everyone. If you ever had a problem with someone you shouldn't have, now will be the time you will face the consequences. The papers sometimes even reach the shotcallers in the SHU. In the end, people will know whether you're in a bad news list (to be killed).


2.4.1 128G Form

  • The 128G form is a classification chrono.

    An inmate can agree to "conduct himself as an individual and abstain from violence, participate in an education or work incentive program, and notify staff immediately of any enemy concern". The last part would make him an informant. This happens in front of the prison's Unit Classification Committee (UCC). The agreement would show on his 128G form, which is why inmates would want to see your form. Your status would be on there.
    This form can also show crimes you were charged with or convicted of in the past, which is your history. For example, if you were convicted of a sex crime, you would have an "R" suffix, and it would be noted down on the form paper.

    Any paperwork in an inmate's C file is legally his to have a copy of.


2.5 Prison Politics

  • To summarize what is expected with a few sentences. You need to respect the set boundaries. Don't go in the area where another race group hangs, unless you have permission. Be wary of where your place is on the yard, in the cellblock, or at the canteen tables. Do what the shotcaller tells you to. Get a greenlight from him before you try to dive into violence. Regulate your own people—hit race traitors, snitches, cops, gang dropouts, child molesters and rapists. Participate in the gang workout programs. Keep in shape, keep your mind sharp and always be alert. Don't let your guard down. Make a good name for yourself and the group you represent.


2.6 Security Housing Unit & Ad-Seg

  • The Security Housing Unit (SHU) is a prison within a prison. When you commit a crime while in SACF, you get sent there. Your case is reviewed by a board, which decides if they find you guilty and what your time will be. First you are put in a place called Ad-Seg (Administrative Segregation). You spend around a week there, until your offense is looked into. Often times, you will get your sentence extended depending on the crime you commit. If you attempt to murder an inmate, you will be charged in court for that crime, just like on the street. When your disciplinary record is settled, you are moved to the SHU, where you will do the time there. When it passes, you will be returned into the general population.


2.7 Ending your sentence

  • Your sentence ends if you either do your time or get released on parole. The release date is known beforehand. Work places are less likely to hire ex-convicts. You will have a hard time finding a job. If you were incarcerated for a long period of time, you may also have a hard time to reintegrate in society. The habits you pick up from prison will follow you on the street.


2.8 Juvenile Facility

  • Youth detention center, juvenile detention center, juvenile hall or juvie. This is where you go when you commit a crime and aren't old enough to be tried as an adult. If a juvenile is sent by the courts to a juvenile detention center there are two types of facilities: secure detention and secure confinement. Secure detention means that juveniles are held for usually short periods of time in facilities in order to await current trial hearings and further placement decisions. By holding juveniles in secure detention, it ensures appearance in court while also keeping the community safe and risk-free of the juvenile. This type of facility is usually called a "juvenile hall," which is a holding center for juvenile delinquents. On the other hand, secure confinement implies that the juvenile has been committed by the court into the custody of a secure juvenile correctional facility for the duration of a specific program, which can span from a few months to many years.


2.9 Charges & SNY

  • Your charges can dictate your behavior. If you get to stick around in a state prison, you will have a felony charge on your record. Most crimes are accepted, although particular ones might get you killed. If you have sexual assault, you will get hit. Rapists and child molesters get targeted by gang members. This is why they are put in a Sensitive Needs Yard (SNY). This is a more peaceful part of the prison, away from active gang politics. It houses gang dropouts, snitches, ex-cops, rapists, child molesters and people who are in danger if put in with the general population.


2.9.1 Parole

  • "In the United States, courts may specify in a sentence how much time must be served before a prisoner is eligible for parole. This is often done by specifying an indeterminate sentence of, say, "15 to 25 years," or "15 years to life". The latter type is known as an indeterminate life sentence; in contrast, a sentence of "life without the possibility of parole" is known as a determinate life sentence."

    Parole is the early release of a prisoner who is then subject to continued monitoring as well as compliance with certain terms and conditions for a specified period. Whether you are paroled or not, is up to a parole board to decide.

    Getting parole depends on a lot of factors. For example, a repeated offender will have a much harder time getting paroled, than a first time offender would. Your record and actions in prison also determine your success. Somebody who has kept a clean sheet may qualify for an early release, while somebody who was validated as a prison gang member and committed further offenses in prison, will not (realistically speaking).

    It is worth noting that only 33% of the convicts pass their parole stage, the rest violate it at some point outside. The agreed on terms can be negotiated, but they are often similarly put.

    If you role play as a parolee outside, you have a parole officer assigned to you. He can check you up at any time, call you for a meet or even pass through your residence. You need to have a permanent address set where you reside. A lot of parolees can end up in government funded halfway houses. You cannot leave the state's territory, this is considered a violation. You cannot get involved in criminal activities, associate with known criminal figures, or use illegal substances. Your parole officer will often drug test you. Violating your parole results in you returning in prison to do the remaining part of your sentence.


2.9.2 Recidivism

  • "Recidivism is the act of a person repeating an undesirable behavior after they have either experienced negative consequences of that behavior, or have been treated or trained to extinguish that behavior. It is also used to refer to the percentage of former prisoners who are rearrested for a similar offense."

    Recidivism is another lifestyle that convicts get attached to, and because of this they make prison an often stay in their life. These are criminals who are released, but stick to the illegal life and often get arrested for breaking the law at some point. These people are repeated offenders who can be used to substance abuse, people who are sexual offenders, and generally going back to doing what had them incarcerated in the first place.

    "The effect of incarceration on former prisoners has been a very common topic of discussion for many years. In most cases, it is believed that many prisoners will find themselves right back where they started, in jail. In the United States, 53% of arrested males and 39% of arrested females are re-incarcerated (2003)."


3. Creating a white supremacist character in the County Jail

  • Your character must be from the state of San Andreas if he will end up in the county jail. It is strongly suggested that your character comes from an area with high Caucasian population, or an area with peckerwood/skinhead history. Such areas can found on the links below. It is strongly suggested that your character does NOT come from areas such as El Quebrados, Las Payasadas, Peach Blocks of Palomino Creek and similar—areas where the population wouldn't be friendly to the peckerwood/skinhead culture. It is okay if your character was born someplace else in the USA, but ended up living in Dillimore, for example. Then he will represent Dillimoire in prison.

    Good Example: Snake is a peckerwood from Blueberry. Him and a lot of the other woods from Red County are tight.

    Bad Example: Snake lives in Idlewood, next to the local Blood gang. He is the only skinhead you will find there.


3.1 Where should your character be from?

  • If your character starts on the street, it is suggested that he is from the area he will role play in. For example, if you want to approach a currently active outside sub-group/white gang, then the normal thing would be that your character grew up in their area. If they are from Las Colinas, then your character should be from their area in Las Colinas. It's basically the same as it is for any race gang. They recruit younger people from their neighborhood. The younger generation keeps the gang moving. The person is shaped up based on the place he grew up in. Different upbringings, different cultures.

    Good Example: Snake grew up around the trailer parks in Blueberry. It was a matter of time before his bigger homeboys took him in the gang.

    Bad Example: Snake moved in from England yesterday. He is looking for a cool white gang to join.


3.1.1 How whiteboys should represent

  • Peckerwoods heavily identify by their area, if they lack a gang membership. People from your county are responsible for you. Problems can be brought up to them and get solved. This is very useful, since we introduce ourselves by name or nickname, and where we come from. You don't need to be born in one of those locations to identify with it. It is enough if you have operated or lived in the area for a different amount of time.


3.1.2 Area Codes

  • Bone County (BC/855) - Fort Carson.
  • East Valley (EV/616) - East Beach Area.
  • Las Colinas Valley (LCV/828) - Las Colinas and Los Flores.
  • Red County (RC/1803) - Palomino Creek, Montgomery, Blueberry and Dillimore.

    If you role play as a skinhead or a peckerwood gang member, it is suggested to role play coming from specific areas with gang history in them. The skinheads we portray are "whites that gang bang", meaning they are tied to white gangs from the street.


3.1.3 Why is it important where your character is from?

  • Politics and realism. When you go to prison, you search for your people. People from the same place as you are from. This is your first job. They would know someone, who knows someone, who knows someone who knows you. If you are from Blueberry and you end up in prison, you will search for any other homeboys from Blueberry. If you are to be stabbed, protected, or told something, it is the people from Blueberry which will do it. If you are a released PEN1 member from Las Colinas, you can return to your area and run it with your reputation.

    There are areas and counties in real life which have a high peckerwood/skinhead gang population—because of this a lot of politics come in place. We try to have something similar in-game. Being from Idlewood would strip your character from experiencing this, and will make his presence in the white gang world much more difficult.


3.1.4 Should my character be from California, Texas, or other states?

  • Your character should not be from other states. The reasons for this are stated above. Even if he is from a California area with a lot of peckerwoods/skinheads, or a California white gang, it will still not be ideal. There is no way you can politic around any of that, because it is not present in-game. We are set in San Andreas. If you are from California and get arrested in California, then you will go to an appropriate level California prison (Corcoran, San Quentin, Ironwood, and such). If you are from San Andreas and get arrested in San Andreas, then you will go to the county jail or the GPCF.


3.2 Should there be any drug use?

  • White gang members are notorious for their use of methamphetamine. The white man's crack. If you are not smoking it, then someone next to you is. White gang politics revolve around prison and the meth trade. Almost all PEN1 members are drug users. Some cook it, some get it from other gangs. There is a long list of stories how white gang members get fucked up on meth, then go do some crazy shit they get arrested for. Sometimes it keeps them up for days and makes them very paranoid.


3.3 Can my character be half-Hispanic?

  • Yes, he can be. The scene is friendly to people which are part Hispanic. White gangs were influenced early on by Hispanic gangs, so they have no problem with the cholo thing. When you end up in prison, you need to identify with one of the groups. The other thing is that gangs also dictate in part of which group you represent in. For example, a white Norteño/Sureño will usually go with the Hispanic group. So in that line of thought, a peckerwood/skinhead gang member who has the last name of Hernandez, will have no trouble in running with the whites. It's about numbers. Your character can even be Jewish. African-American characters are expectedly not permitted.


3.4 What age is appropriate for my character?

  • This is up to you. A young age leaves room for development in your character. If he is a bit older, he should have went through more events. White gang members are generally young. They can more easily get brainwashed by their elders into doing crime. A lot of peckerwoods/skinheads start their criminal career as teenagers in juvenile halls. If you want to role play in state prison (SACF), your character must be at least 18 years old. If your character is new in the gang world, he should not be too old, to a point where his age is an issue. Older peckerwoods/skinheads (40-60) usually come at a point where they have either left the gang life behind, have climbed up to shotcaller positions, or have died.


4. Female involvement with white gangs

  • Every white gang (those with prison ties) have used women to help them organize things. Like do visits, deliver messages, smuggle dope, give dope to somebody, take care of money, abuse her position at a job if they work (like stealing data for identity theft/credit card fraud), do three way calls. Someone needs to handle personal errands like those. It's usually women.

    And women join "this life" by being in a relationship/family/circle of criminals. Remember that those people are not that poor. It's not like they had no choice. They hang with the wrong crowd and before you know it, they're smoking meth, then doing petty crime. Not saying every featherwood or skinbyrd should get a boyfriend off the jump, but it's usually how it goes.
    female-members-peni.png

 

Sm1ley

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Jul 4, 2017
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samoa
Read the whole guide because i was bored, was interesting and had lots of good info.
 

salvasi

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Mar 6, 2011
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Location
Jakarta, Indonesia.
How old does a character usually appear to be for certain ranks such as shotcaller or even the leader of it? Does it go the same way for other gangs for example hispanic or african-american?
 

Khaleesi

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Messages
2,431
How old does a character usually appear to be for certain ranks such as shotcaller or even the leader of it? Does it go the same way for other gangs for example hispanic or african-american?
It depends on what type of shotcaller or leader you're talking about. Local gang shotcallers are usually teens to early twenties and the character develops from there on and it depends if he dies, if he goes to prison and doesn't retain respect throughout the period on the streets, etc. Everything is segregated to locations — you will find older peckerwoods or skinheads (40-60) either put the gang life behind them or continue to represent as shotcallers but mostly in prison if they're serving a life sentence, as well as you may find old skinheads on the outside who become local PEN1 enforcers and shotcallers based on reputation.

On other gang types, I don't know. White gangs are heavily influenced by PEN1 and AB. PEN1 is a notorious hybrid gang because they approach and infiltrate and even form local cliques from which they draw future PEN1 members. Let me give you my faction's example: we started with my character being a PEN1 member, released from prison to Blueberry, trying to set up shop. Floyd Peplowski's a ghost skinhead/peckerwood who serves as a middleman for the Aryan Brotherhood and other councils is helping my character out and receiving monthly payments to deposit in the prison fund of locked up comrades, as well as he runs other legal establishments through which money get laundered. My character leads Oakhill Skins, a local set which pledges allegiance to PEN1 through membership. And that's development from a local clique to PEN1. Everything is pretty scarce now because role-playing and portraying PEN1 is just on the same line as portraying The Mexican Mafia, The BMF or other organizations alike and there's no real In Character history written for this. But now, thanks to us, there will be, and any white gangs to come or other iterations of PEN1 and/or AB must have our characters and their history into account.
 
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