
Civil Networks SCP-RP Rules
Foreword
Our SCP-RP server is a Roleplay server, meaning you must assume the identity of the character you are playing at all times. In an SCP-RP environment your character's actions should be guided by their motives and reason, and you should react to scenarios in the way that your character would. We attempt our best at following the wiki in aspects regarding to lore, however, have personally created our own server lore, ranging from unique roleplay opportunities and unique SCPs.
To ensure that this level of Roleplay is maintained, a ruleset is necessary to help players to stay in-character and define what is not allowed. No one is perfect, and everyone makes mistakes, however, you should attempt to always stay within your character's roleplay, always follow what makes sense.
Please take the time to thoroughly read and understand these rules before playing on the server. Thank you.
Disclaimer
All decisions made in game by staff are to be respected to allow efficient and effective resolution of situations. If you disagree with the decision, or believe that the situation was handled incorrectly, then you must make a forum complaint or ban appeal.
The rules are a general guidelines for the server and should not be used for your own beneficial gain and/or loop holed. A tag placed in between brackets in a rule outlines the minimum punishment that will be given (e.g. (Permanent Ban))
Staff follow outlined guidelines when applying a warn or ban, this can be found here.
Links: Discord - Teamspeak - Staff Rulings
Last Updated: 14/11/2024 - YekeAll decisions made in game by staff are to be respected to allow efficient and effective resolution of situations. If you disagree with the decision, or believe that the situation was handled incorrectly, then you must make a forum complaint or ban appeal.
The rules are a general guidelines for the server and should not be used for your own beneficial gain and/or loop holed. A tag placed in between brackets in a rule outlines the minimum punishment that will be given (e.g. (Permanent Ban))
Staff follow outlined guidelines when applying a warn or ban, this can be found here.
Links: Discord - Teamspeak - Staff Rulings
IC: In-Character, refers to any action or communication between players within the roleplay setting and/or environment.
OOC: Out-Of-Character, refers to any action or communication between players outside of the roleplay setting and/or environment, usually talking through /ooc or /looc and must not effect the player's character in any way.
CI/GOC: Chaos Insurgency, and Global Occult Coalition, refers to the two other factions alongside the SCP Foundation located within the server.
MTF: Mobile Task-Force, refers to the a mobilized unit within the SCP Foundation
AA: Advanced or Enhanced Armoury, refers to heavy and specialised weaponry within the server, which are Auger Miniguns, AA-12, Matadors, Nitroglycerine and Nerve Gas.
SL: Server Leadership, Staff ranked Administrator or Senior Administrator.
SSL: Senior Server Leadership, Staff ranked Super Administrator.
OOC: Out-Of-Character, refers to any action or communication between players outside of the roleplay setting and/or environment, usually talking through /ooc or /looc and must not effect the player's character in any way.
CI/GOC: Chaos Insurgency, and Global Occult Coalition, refers to the two other factions alongside the SCP Foundation located within the server.
MTF: Mobile Task-Force, refers to the a mobilized unit within the SCP Foundation
AA: Advanced or Enhanced Armoury, refers to heavy and specialised weaponry within the server, which are Auger Miniguns, AA-12, Matadors, Nitroglycerine and Nerve Gas.
SL: Server Leadership, Staff ranked Administrator or Senior Administrator.
SSL: Senior Server Leadership, Staff ranked Super Administrator.
Section 1: Roleplay
1.01 - Age Rating - Due to themes and topics of Civil Networks Services, no person under the age of 13 years old is permitted to use CN services, anyone found to be underage will be banned until they are of the appropriate age.
1.02 Do not RDM/RVDM- Random Deathmatch or Random Vehicle Deathmatch. You must have a real and justifiable reason to kill or attempt to kill another player. Players should also be given reasonable time to comply with demands.
• You or someone else is in a life-threatening situation.
• You gave someone clear verbal commands, with time to comply, and they fail to do so.
Regarding verbal commands, you should use non-lethal options as a first approach. Shooting should only occur if the individual continues to act in a manner that poses a serious threat after being given a clear warning. Immediate lethal force is not justified unless absolutely necessary.
• You gave someone clear verbal commands, with time to comply, and they fail to do so.
Regarding verbal commands, you should use non-lethal options as a first approach. Shooting should only occur if the individual continues to act in a manner that poses a serious threat after being given a clear warning. Immediate lethal force is not justified unless absolutely necessary.
1.03 Do not FailRP - FailRP stands for "Fail Roleplay". It's when someone acts in a unrealistic way that their character would not do. Decisions must be realistic and players must stay in character.
• Playing as an SCP and doing inappropriate actions such as dancing as 106.
• B-Hopping around.
• Breaking character
• B-Hopping around.
• Breaking character
1.04 FearRP - FearRP stands for "Fear Roleplay". This is simulating being afraid for your life and the lives of others in a situation that would realistically require it in the real world for an average person in your job. Actions you take must reflect this, where possible.
• When you are unarmed and at gunpoint, no matter the number of aggressors.
• If you are armed but are being surrounded and are at a disadvantage by aggressors.
• If you are stripped, handcuffed, or restrained, FearRP still applies, no matter the number of aggressors.
• Purposefully expose yourself to virulent SCPs (008, 049, 409) unless ordered to at gunpoint by CI, Foundation, or the GOC (within the server rules)
• If you are armed but are being surrounded and are at a disadvantage by aggressors.
• If you are stripped, handcuffed, or restrained, FearRP still applies, no matter the number of aggressors.
• Purposefully expose yourself to virulent SCPs (008, 049, 409) unless ordered to at gunpoint by CI, Foundation, or the GOC (within the server rules)
1.04(a) FearRP Exceptions - Orange Suits and reality benders may not be FearRP'ed, unless they are under restraints.
1.05 Do not Metagame - Using information gained from an out-of-character source to gain an advantage against others and using out-of-character sources to give information and influence roleplay.
• Discord
• OOC & LOOC chat
• Using the names above the heads of players to identify who they are
⠀⠀• This does not include ranks, all military roles have 'rank slips' that makes their ranks visible, excluding spy roles.
⠀⠀• The jobs of Foundation Staff (Excluding Overseers and their Assistants) can be identified visually, even if the job is not using a unique model.
• Authorizing a raid when not in-game, and through out-of-character communications
• OOC & LOOC chat
• Using the names above the heads of players to identify who they are
⠀⠀• This does not include ranks, all military roles have 'rank slips' that makes their ranks visible, excluding spy roles.
⠀⠀• The jobs of Foundation Staff (Excluding Overseers and their Assistants) can be identified visually, even if the job is not using a unique model.
• Authorizing a raid when not in-game, and through out-of-character communications
1.05(b) Metabaiting - You are prohibited from using OOC chat to discuss or question ongoing roleplay scenarios in a way that could lead to metagaming or disrupt immersion. (e.g., "/ooc Is CI raiding F3?!")
1.06 Breaking Character (Mixing)- Breaking character is the term used for mixing IC and OOC-related topics together in-character. Bringing up rules in character is classified as 'breaking character', and it will not be tolerated. This is a RP server, and you should, therefore, always stay in-character.
• Discord
• Rules
• Teamspeak
• Tryouts have leniency, but should use terminology such as 'Administration' 'Externals' instead of 'Rank Request' or 'Discord'
• Saying when you're going offline/online or AFK
• You may not discuss reports, disputes or breaking RP in-character. If someone is breaking FearRP you may not say "You're under FearRP" and must continue with the roleplay scenario, to later report them
• Rules
• Teamspeak
• Tryouts have leniency, but should use terminology such as 'Administration' 'Externals' instead of 'Rank Request' or 'Discord'
• Saying when you're going offline/online or AFK
• You may not discuss reports, disputes or breaking RP in-character. If someone is breaking FearRP you may not say "You're under FearRP" and must continue with the roleplay scenario, to later report them
1.07 NLR - NLR stands for "New Life Rule". When your character respawns you are brought back to your bunks. You have no knowledge on what lead to your death. You are also expected to forget any and all information on how you ended up respawning.
Once you respawn, you still remember your main character's lore, such as friends, long-term roleplay, etc. However, you have no memory of anyone involved in the situation leading up to your respawn.
• If an altercation between you and a group, player, or character occurs- and results in your death. The altercation between your character and theirs is forgotten about.
• If you are assassinated, or killed by a group or player for a specific reason, such as keeping you quiet, any information you hold against them is forgotten about.
• If you die to a Containment Breach, or Raid, which is unrelated to your character, then you may remember any unrelated information. (eg. If you have espionage intelligence on CI, and die to a CI raid, you forget all the information- because it directly relates to them)
This rule prevents revenge killing and allows others involved in the situation to flee the scene. However, you may retain and use any information unrelated to the reason for your death. For example, if you filed a complaint with the Ethics Committee and later died in a containment breach, you could still testify using the knowledge from before your death at a Tribunal, as long as it isn't tied to your death.
On the other hand, if you are en-route to make the complaint and die before submitting it, all that information is lost, as the character intending to make the report has died.
• Surface trespassers after death have an NLR period in the entire Facility of 15 minutes.
• If an altercation between you and a group, player, or character occurs- and results in your death. The altercation between your character and theirs is forgotten about.
• If you are assassinated, or killed by a group or player for a specific reason, such as keeping you quiet, any information you hold against them is forgotten about.
• If you die to a Containment Breach, or Raid, which is unrelated to your character, then you may remember any unrelated information. (eg. If you have espionage intelligence on CI, and die to a CI raid, you forget all the information- because it directly relates to them)
This rule prevents revenge killing and allows others involved in the situation to flee the scene. However, you may retain and use any information unrelated to the reason for your death. For example, if you filed a complaint with the Ethics Committee and later died in a containment breach, you could still testify using the knowledge from before your death at a Tribunal, as long as it isn't tied to your death.
On the other hand, if you are en-route to make the complaint and die before submitting it, all that information is lost, as the character intending to make the report has died.
• Surface trespassers after death have an NLR period in the entire Facility of 15 minutes.
• Your character respawns after dying to a roleplay situation.
• A staff member informs you that NLR does not apply, because your death was as a result of a rulebreak.
• Your character does not remember any of the previous roleplay situation.
• Your character does not remember any information from your killer(s) character.
• Your character may not return to the location of your death for at least 3 minutes.
• Your character may not re-enter the situation or roleplay that caused you to respawn, ie. you may not go back to a hostage negotiation if you died because of it. (refer to exceptions in the spoiler below.)
• Your character does not remember any information from your killer(s) character.
• Your character may not return to the location of your death for at least 3 minutes.
• Your character may not re-enter the situation or roleplay that caused you to respawn, ie. you may not go back to a hostage negotiation if you died because of it. (refer to exceptions in the spoiler below.)
• Roles like GSD, MTF, Combat Medics, may return to their location/scenario if its directly related to their duties (without past life knowledge). They may bypass the 3 minute cooldown. (GENSEC going back to D-Block, E-11 to HCZ Checkpoints, Nu-7 to Garage)
• Units responding to a raid, or a containment breach may return only if they are made aware of the location in-character. (e.g. if an Epsilon-11 member respawned after dying to SCP-173 in D-Block, they may return to D-Block if they react to a comms message about it)
• Units responding to a raid, or a containment breach may return only if they are made aware of the location in-character. (e.g. if an Epsilon-11 member respawned after dying to SCP-173 in D-Block, they may return to D-Block if they react to a comms message about it)
1.08 Do not RDA - Stands for Random Arrest. You must have a valid RP reason to arrest someone.
If you’re arrested with a valid roleplay reason however feel it’s unjust, you should report it to someone of appropriate rank in-character. Staff may only intervene if the rule, or other rules are broken.
1.09 Do not Job Abuse - Do not exploit your job for personal benefits or advantages. Job abuse includes switching roles to gain an unfair advantage within a short period of time, such as changing from Chef to Security to stop a D-Class escape happening right in front of you.
1.10 Do not Powergame - Actions that unfairly advantage a player in a way that disrupts realistic roleplay are considered powergaming.
Powergaming involves using /me for unrealistic RP actions or forcing outcomes on others without their consent.
For example, typing "/me punches the man in the head and kills him" is unrealistic and not allowed.
Powergaming also includes forcing an RP situation, like breaking someone's leg, without giving them a chance to resist through a /roll. Both parties should roll, and the higher roll determines the outcome.
For example, typing "/me punches the man in the head and kills him" is unrealistic and not allowed.
Powergaming also includes forcing an RP situation, like breaking someone's leg, without giving them a chance to resist through a /roll. Both parties should roll, and the higher roll determines the outcome.
1.11(a) Character Name (Naming Conventions) - Names used when creating a character must be realistic, it must not contain any special characters, unnecessary letters, numbers, or resembling a famous celebrity or character. Avoid inappropriate names or terms.
1.11(b) Code Names - If you wish to use a code name, within your name (e.g. Frank "Blackwolf" Smith), then the following rules apply:
• Code names should be 1 word, and must also be a real word or place name. Portmanteaus are also allowed, however within SL discretion as to what is allowed within a portmanteau name.
• Names must also be sensible, meaning don't use "unrealistic" names, codenames or portmanteau names.
• You are prohibited from including double quotations (" ") and may only include singular quotations (' ') in your codename.
The exception to the above are for all CL5 keycard holders, (F/GOC/CI) who may have a longer codename without a real name/standalone name
e.g:
'The Founder'
'The Arbiter'
MTFs Omega-1, Alpha-1, Chaos Insurgency (DELCOM -> MCOM), and UNGOC (LT -> MAJ) can have a codename without a first and or last name.
e.g:
'Scripture'
'Blackwater'
• Names must also be sensible, meaning don't use "unrealistic" names, codenames or portmanteau names.
• You are prohibited from including double quotations (" ") and may only include singular quotations (' ') in your codename.
The exception to the above are for all CL5 keycard holders, (F/GOC/CI) who may have a longer codename without a real name/standalone name
e.g:
'The Founder'
'The Arbiter'
MTFs Omega-1, Alpha-1, Chaos Insurgency (DELCOM -> MCOM), and UNGOC (LT -> MAJ) can have a codename without a first and or last name.
e.g:
'Scripture'
'Blackwater'
1.12 Realistic Equipment Use - Equipment must be used realistically and not be abused. Advanced Armory equipment must not be used against human combatants, a matador (RPG) can be used against armored vehicles.
The use of all advanced armory equipment to combat a containment breach may only occur if two or more SCPs are breached, this, however, does not extend to SCPs.
• Juggernauts & Orange Suits cannot use any Energy Weapons or Sniper Rifles against human combatants and SCPs.
• Juggernauts & Orange Suits may not utilize ADB disguises or use SCP-914
• Juggernauts may not be dragged by a leash unless first downed in combat.
• Orange Suits may only use their default loadout items weapons.
• UNGOC/Nu-7/DEA/CI may use Advanced Armory on Surface SCPs if 20 minutes (+/- 3) have elapsed since the surface queue trigger.
• Default loadout, SCP-914, and Reality Bending Advanced Armory equipment may be used against human combatants. (eg. ERT members who spawn with Nerve Gas, or a reality bender manifests an Auger Minigun)
• Juggernauts & Orange Suits may not utilize ADB disguises or use SCP-914
• Juggernauts may not be dragged by a leash unless first downed in combat.
• Orange Suits may only use their default loadout items weapons.
• UNGOC/Nu-7/DEA/CI may use Advanced Armory on Surface SCPs if 20 minutes (+/- 3) have elapsed since the surface queue trigger.
• Default loadout, SCP-914, and Reality Bending Advanced Armory equipment may be used against human combatants. (eg. ERT members who spawn with Nerve Gas, or a reality bender manifests an Auger Minigun)
1.13 Baiting - Taking deliberate hostile, or 'bait' actions to start a conflict, such as shooting in the vicinity of someone to cause them to react in a hostile manner- which then justifies you killing them.
This includes actions like intentionally getting kidnapped to provoke an attack from your team or shooting near someone to provoke them into firing back, justifying their termination.
1.14 Brainwashing - You may brainwash players when they are kidnapped and in a controlled RP scenario. You may not brainwash inside a base that is being raided. Brainwashed players cannot brainwash others. Brainwashing must be utilized by using the appropriate amnestics.
1.15 Loyalty to your team - You must remain loyal to your team and cannot divulge information or assist the enemy unless you are being interrogated. Assisting the enemy or betraying your faction requires a valid RP scenario that is planned and approved by Server Leadership.
1.16 Combat Cuffing - Do not attempt to cuff someone whilst in a combat scenario, you may only cuff someone in a controlled RP situation.
Controlled RP Scenario - A Controlled RP scenario is where a subject is either
• Placed and kept under FearRP, or;
• Unarmed and compliant, or;
• Armed and compliant.
ie. You have full control over the scenario and, therefore, any action you take is of minimal risk to yourself.
• Placed and kept under FearRP, or;
• Unarmed and compliant, or;
• Armed and compliant.
ie. You have full control over the scenario and, therefore, any action you take is of minimal risk to yourself.
1.17 Position Limits - In order to allow players the ability to dedicate time to their positions, below are he rules which you may only be a member of:
- Two out of the three: MTF, Chaos, or GOC.
- Hold one 'leadership position' (zero if you are a CO on MilitaryRP). These are: O5 Council, Ethics Committee, Site Admin, Departmental Directors & Chiefs, DEA Managers, ISD Commissioners, and MTF/CI/GOC COs ranked LT/BCOM+
- Hold whitelisted and/or MTF positions on one of SCP-RP UK or SCP-RP USA.
1.19 Suiciding - You may only suicide using Cyanide or Bleach. You may not suicide to avoid arrest, unless suicide can be a justified response based on the arrest reason/consequence. Cyanide cannot be stripped.
1.20 Sampling Limit - Each group (department, MTF unit, or faction like UNGOC/CI) may only sample up to 3 litres from any single SCP every 30 minutes.
1.21 Amnestic Grenade Use - Amnestic grenades are allowed to be used during scenarios in which mass amnestication efforts are needed, however, they may not be used to curveball raids- such as Chaos raiding the Foundation. This is to facilitate fair play.
Section 2: Basic Rules
2.01 Character Separation - It is crucial to maintain a clear distinction between In-Character and Out-Of-Character actions and emotions.
You should avoid being overly attached to your character from an OOC perspective, and ensure that IC decisions are made based on the roleplay scenario. Likewise, you should not take In-Character issues to Out-Of-Character. Roleplay is meant to be fun and immersive, with character development, loss, and gain. You are not your character, and your character is not you.
2.02 Cheating (Community Blacklist) - The use of external software to gain an unfair advantage, such as wall hacks or aimbot (excluding crosshairs) as well as abusing glitches which is strictly forbidden and will not be tolerated.
2.03 Real World Trading (Permanent Ban) - The buying, selling, or trading of any in-game item or vpoints in return for real-world value is explicitly prohibited within Civil Networks.
Players are, however, allowed to make vpoint transactions for in-game items (chemicals, weapons) or in-game money. These, if agreed upon, must be followed and may be overseen by a Staff member for assurances.
2.04 Disrespect and Discrimination - Disrespectful conduct, including the use of derogatory language, racism, homophobia, and offensive slurs, is strictly prohibited. Discrimination, whether through unfair treatment, opportunities, or offensive behavior based on appearance, sexuality, gender, religion, nationality, or other characteristics, is also not permitted. Jokingly using derogatory language is not an exception.
2.05 Harassment - Repeated harassment or targeted bullying towards anyone is not permitted. If you are told that your behavior is uncomfortable or disturbing to an individual, you should cease that behaviour. We are here to have fun, we won't tolerate anyone who attempts to ruin the server for others and foster toxicity. Staff will deal with these situations on a case-by-case basis.
2.06 Ban Evasion - If you are banned from the server, using an alternate account to connect to the server is strictly forbidden, and will result in a significant increase in your ban length. This will also stain any attempt by yourself to appeal your ban.
2.07 Scamming - Taking anyone's belongings, that being for Out-Of-Character material gain is not allowed. This also includes deception. Any Out-Of-Character bartering between players must be respected, meaning you must deliver what you promised. These 'belongings' are defined as vpoints, weapon skins, knives, chemicals, and money.
2.08 Hitbox Abuse & Body blocking - Spamming crouch, jump, crouch jump, or head glitching to manipulate hitboxes is prohibited. You may only body boost with (1) other person. In terms of body blocking, unarmed players or immortal SCPs may not Body Block. Riot Shields may be used to body block players, however not SCPs.
2.09 LTAP & LTARP - Leaving to avoid punishment, is if a player leaves the server to avoid staff punishment. Leaving to avoid roleplay, refers to if a player leaves the server, or changes roles, to avoid any sort of roleplay that is in progress (such as being arrested). You should always wait 2-5 minutes before leaving the server, or changing roles, if you have just recently left a roleplay scenario.
2.10 ERP - Erotic Roleplay (ERP) is strictly prohibited. Engaging in or attempting to initiate ERP will result in severe consequences.
2.11 Impersonation - Impersonation, outside of roleplay, of anyone, staff or otherwise, is prohibited. Mimicking or pretending to be a specific member of the community for the purpose of gaining a rank or purely out of spite will not be tolerated.
2.12 Prop Blocking
2.13(a) Prop Blocking - Players may not use vehicles or equipment in their loadouts to block off access to an area. Similarly, players may not place vehicles or entities in a way that forces players to crouch jump to access an area.
2.12(b) Prop Blocking during Roleplay - Areas may be blocked off for organized or spontaneous roleplay that does not affect routine combat such as raids or breaches. These may be run by SL, Gamemasters, or RP Leaders. Staff may intervene to remove the blockages at their discretion, for instance if it is detrimental to the roleplay of an uninvolved party.
2.12(b) Prop Blocking during Roleplay - Areas may be blocked off for organized or spontaneous roleplay that does not affect routine combat such as raids or breaches. These may be run by SL, Gamemasters, or RP Leaders. Staff may intervene to remove the blockages at their discretion, for instance if it is detrimental to the roleplay of an uninvolved party.
2.13 Staff Pausing RP - Only staff members may "Pause RP." If a rule break has occurred, you must continue the scenario within roleplay, unless a staff member has directed otherwise. Failing to do so is classified as "Breaking Character."
2.14 In-game Communication - You may not utilize voice and/or chat in game in order to cause annoyance, spam, or scream which detracts from the roleplay experience. Voice changers may be used as long as they fit the roleplay role and are of good quality.
2.15 Codewords & Keypad Codes - Codewords & Keypad codes may be created, modified and interrogated for. However, they may only be changed on Sundays. Codewords must be disseminated through in-game methods, whether via documentation or direct interaction. This allows fair play between players.
Section 3: Raiding
3.01 General Raiding Requirements
3.01(a) Raiding Requirements - There must be 4 MTF/UNGOC/CI combat personnel to raid or infiltrate (Including Deep Cover) either bases. Exceptions are made if a member of your faction is kidnapped, in which case you can skip the raid cooldown to retrieve those kidnapped; this will count as a normal raid; you may not purposely abuse this to bypass raid functionality; after a raid fails, you may only negotiate.
3.01(b) - Additionally, a maximum of 2 out of the 4 required MTF for the Foundation to be raided may be Clearance Level 4 members of Dpt. Of External Affairs.
3.01(b) - Additionally, a maximum of 2 out of the 4 required MTF for the Foundation to be raided may be Clearance Level 4 members of Dpt. Of External Affairs.
3.02 Chaos Insurgency Raiding Rules
3.02(a) Chaos Main Raid - CI can raid the facility or UNGOC base when authorized by a CO, once every 45 minutes. A raid starts once CI breaches the fenced off area on both bases or through the foundation vents. Only 8 CI may enter the vents on the foundation base. Once personnel raiding the base die they cannot return. A raid ends when all CI are dead; timers begin counting down once a raid has ended.
3.02(b) Chaos Deep Cover Cooldown- CI Deep Cover may only raid every 30 minutes. If the Deep Cover job is used in the main raid the Deep Cover raid cooldown is used and the player must wait out the remaining time.
3.02(c) Chaos Deep Cover - Chaos Insurgency deep cover may only enter the facility or UNGOC base when authorised by a Chaos Commanding Officer. Entering either as a deep cover requires valid reasoning, e.g., A member of chaos has recovered a foundation keycard, allowing the deep cover to enter and retrieve files. Deep Cover may not re-enter either location after death unless a separate infiltration mission is approved by a CO after cooldown.
3.02(b) Chaos Deep Cover Cooldown- CI Deep Cover may only raid every 30 minutes. If the Deep Cover job is used in the main raid the Deep Cover raid cooldown is used and the player must wait out the remaining time.
3.02(c) Chaos Deep Cover - Chaos Insurgency deep cover may only enter the facility or UNGOC base when authorised by a Chaos Commanding Officer. Entering either as a deep cover requires valid reasoning, e.g., A member of chaos has recovered a foundation keycard, allowing the deep cover to enter and retrieve files. Deep Cover may not re-enter either location after death unless a separate infiltration mission is approved by a CO after cooldown.
3.03 Foundation Raiding Rules
3.03(a) Foundation Main Raid - Foundation MTF personnel can raid the CI and UNGOC Base when authorised by a MTF Captain+, External Affairs Special Agent+, or Site Administration e.g (O5, Ethics, Site Director/Advisor). They may raid once every hour. A raid starts once foundation personnel have started hacking the entrance of the CI or UNGOC base.
3.03(b) Foundation Infiltration Cooldown - Foundation DEA may only do a infiltration raid every 45 minutes, with a maximum of 3 disguised persons.
3.03(c) Foundation DEA Infiltrations - Foundation DEA may only enter the CI Base or UNGOC base when authorised by a DEA Special Agent or Nu7 Captain+. Entering for an infiltration raid requires valid reasoning, e.g., A member of foundation has recovered a chaos keycard, allowing the them to enter and retrieve files. Once all participants die or leave the raid location, a 45 minute cooldown starts for infiltrations.
Once personnel raiding the base die, they cannot return. A raid ends when all Foundation personnel are dead; timers begin counting down once a raid has ended.
3.03(b) Foundation Infiltration Cooldown - Foundation DEA may only do a infiltration raid every 45 minutes, with a maximum of 3 disguised persons.
3.03(c) Foundation DEA Infiltrations - Foundation DEA may only enter the CI Base or UNGOC base when authorised by a DEA Special Agent or Nu7 Captain+. Entering for an infiltration raid requires valid reasoning, e.g., A member of foundation has recovered a chaos keycard, allowing the them to enter and retrieve files. Once all participants die or leave the raid location, a 45 minute cooldown starts for infiltrations.
Once personnel raiding the base die, they cannot return. A raid ends when all Foundation personnel are dead; timers begin counting down once a raid has ended.
3.04 Global Occult Coalition Raiding Rules
3.04(a) GOC Raiding Foundation- The UNGOC may not raid the Foundation base unless approved by a UNGOC LT+ with justified reasoning, except that Assessment Team operatives may enter for espionage once every 45 minutes; with normal raids being one hour.
3.04(b) GOC Raiding Chaos- The UNGOC may not raid the Chaos Insurgency unless approved by a UNGOC LT+, with a cooldown of one hour, as well as, Assessment Team Operatives may enter for espionage once every 45 minutes with approval from a UNGOC LT+.
3.04(b) GOC Raiding Chaos- The UNGOC may not raid the Chaos Insurgency unless approved by a UNGOC LT+, with a cooldown of one hour, as well as, Assessment Team Operatives may enter for espionage once every 45 minutes with approval from a UNGOC LT+.
3.05 Surface Jobs Trespassing Rules
3.05(a) Surface Jobs Trespassing Rules - Mayor, Gun Dealers, Chefs & Medics are forbidden from entering the Foundation base, Chaos Base or UNGOC base without an Invitation from the respective RP leaders (LTCOM+, GOC LT+/CI DELCOM+).
Parawatch, Ranger, Civilians & MC&D may enter with a valid reason.
3.05(b) Surface Jobs While Trespassing - Parawatch, Rangers, Civilians and MC&D are not permitted to 'raid', or enter the Foundation to cause destruction and kill Foundation staff.
In order to justify these individuals entering the Foundation, they must have articulable knowledge of the site and a realistic reason to want to enter. None of these jobs are permitted to assist other groups with raids or enter the Foundation to kill.
• Surface trespassers after death have an NLR period in the entire Facility of 15 minutes.
Parawatch, Ranger, Civilians & MC&D may enter with a valid reason.
3.05(b) Surface Jobs While Trespassing - Parawatch, Rangers, Civilians and MC&D are not permitted to 'raid', or enter the Foundation to cause destruction and kill Foundation staff.
In order to justify these individuals entering the Foundation, they must have articulable knowledge of the site and a realistic reason to want to enter. None of these jobs are permitted to assist other groups with raids or enter the Foundation to kill.
• Surface trespassers after death have an NLR period in the entire Facility of 15 minutes.
3.06 Respawns During an Active Raid - Chaos and GOC must remain in their barracks for 1 minute upon death while they are being actively raided. Alpha-1 and Omega-1 must also remain in their bunks for 1 minute upon death when a hostile group is raiding Floor 3 or the Ethics Committee, respectively.
• You may not spawn in the Facility Entrance (garage) Deployment Zone when there is an active raid.
3.07 Rules Regarding Kidnapping & Negotiations
3.07(a) Kidnapping Rules - When a faction member is kidnapped, they must have intentions for the hostage such as execution, interrogation, or making demands to the opposing faction for profit. The hostage's life should always be valued and the opposing faction must make a good plan to get the hostage back. Players should also be given reasonable time to comply with demands.
A hostage may only be kidnapped for a total of 30 minutes if no action is taken. If action is being taken then they may be held for longer (eg. ongoing negotiations)
3.07(b) Negotiation Guidelines - Hostages are to be negotiated for where possible, the Hostage Negotiation Guidelines are to be followed during any scenario whereby a player or SCP is held for ransom.
3.07(c) Revive Kidnapping - Revive kidnapping defined as the use of a defibrillator to revive a player after death with the intent of that person being kidnapped is prohibited unless done in conjunction with a gamemaster conducting an event.
A hostage may only be kidnapped for a total of 30 minutes if no action is taken. If action is being taken then they may be held for longer (eg. ongoing negotiations)
3.07(b) Negotiation Guidelines - Hostages are to be negotiated for where possible, the Hostage Negotiation Guidelines are to be followed during any scenario whereby a player or SCP is held for ransom.
3.07(c) Revive Kidnapping - Revive kidnapping defined as the use of a defibrillator to revive a player after death with the intent of that person being kidnapped is prohibited unless done in conjunction with a gamemaster conducting an event.
3.08 Surface CMissions - If a mission requires you to enter an enemy base, the raiding reason, cooldown, and NLR rules regarding returning to a location, may be ignored. Long-term roleplay scenarios are not affected by assigned missions, unless agreed upon by players.
3.09 General Raiding Protections
3.09(a) Raiding Protections - No parties may destroy documentation, you may only destroy documentation relating to your faction. You can steal important documents for usage.
3.09(b) Raiding Protections after RP reset - You may not raid/hack into another factions' bases for 10 minutes after an roleplay reset occurs (Alpha Warhead Detonation). Additionally, D-Class may not use 914 for 10 minutes after restart.
3.09(b) Raiding Protections after RP reset - You may not raid/hack into another factions' bases for 10 minutes after an roleplay reset occurs (Alpha Warhead Detonation). Additionally, D-Class may not use 914 for 10 minutes after restart.
Section 4: Hierarchy & Designations
4.01 Global Base Hierarchy - The following chain of command applies at all times. Foundation Staff in higher positions in this table can give orders to those in lower positions.
Overseer Council | Ethics Committee
O5/Ethics Assistants (when under direct orders from O5/Ethics)
Site Administration (Site Director, Manager and Advisor)
Department Directors | Department Chiefs | MTF Commanders
DEA Managers | ISD Commissioners | MTF Commissioned Officers (Major)
O5/Ethics Assistants (when not under direct orders from O5/Ethics)
Executive Researchers | Medical Consultants | Inspectors | Special Agents | Security Captains | MTF Commissioned Officers (LT and CPT)
Internal Security | External Affairs
MTF Operative
Security Staff
All other personnel
O5/Ethics Assistants (when under direct orders from O5/Ethics)
Site Administration (Site Director, Manager and Advisor)
Department Directors | Department Chiefs | MTF Commanders
DEA Managers | ISD Commissioners | MTF Commissioned Officers (Major)
O5/Ethics Assistants (when not under direct orders from O5/Ethics)
Executive Researchers | Medical Consultants | Inspectors | Special Agents | Security Captains | MTF Commissioned Officers (LT and CPT)
Internal Security | External Affairs
MTF Operative
Security Staff
All other personnel
4.02 Departmental Hierarchy - If you fall under 'All other personnel in the above hierarchy, then you can give other players an order only if they are in your department and you are playing a more senior job than them. e.g. a Senior Researcher can give a Junior Researcher orders. If you are playing a job listed in the Global Base Hierarchy, then that takes priority and Departmental Hierarchy does not apply.
4.03 Combative Personnel - The day to day duties of the person's job require them to involve themselves in combat, the following jobs and departments are considered combative;
MTF Alpha-1 Red Right Hand
MTF Omega-1 Law’s Left Hand
MTF Epsilon-11 Nine Tailed Fox
MTF Nu-7 Hammer Down
Department of External Affairs
Internal Security Department
Security Staff
Combat Medic
Chaos Insurgency (Exception: Chemist, and Technical Expert)
UNGOC (Exception: Chemist, Engineer, and Ambassador/Attache)
MTF Omega-1 Law’s Left Hand
MTF Epsilon-11 Nine Tailed Fox
MTF Nu-7 Hammer Down
Department of External Affairs
Internal Security Department
Security Staff
Combat Medic
Chaos Insurgency (Exception: Chemist, and Technical Expert)
UNGOC (Exception: Chemist, Engineer, and Ambassador/Attache)
4.04 Non-Combative Personnel - The day to day duties of the person's job doesn’t require them to involve themselves in combat, these roles and/or departments may not engage in combat unless there are no options available, such as escape or hiding.
Overseer Council | Ethics Committee
Overseer Assistants | Ethics Assistants
Site Administration
Department Directors (Exception: ISD and DEA directors)
Medical Department (Exception: Combat Medic)
Research Department (Exception: Cartographer)
Tech Expert
Engineer
Foundation Chef
Chef
Medic
IT Specialist
Parawatch
Overseer Assistants | Ethics Assistants
Site Administration
Department Directors (Exception: ISD and DEA directors)
Medical Department (Exception: Combat Medic)
Research Department (Exception: Cartographer)
Tech Expert
Engineer
Foundation Chef
Chef
Medic
IT Specialist
Parawatch
Section 5: PAC3 Editor
5.01 Lore & Character Bio - All PAC3 creations must fit within the lore of SCP-RP. ‘Excessive’ PACs (ones that go far beyond what is considered reasonable in RP) must be justified and approved in the Character Bios Section with the PAC request tag. This is designed so that we can ensure you are using your PAC to create roleplay, with an interesting backstory.
Does not require approval | Requires approval |
|
|
5.02 Realism- All PACs should fit the role specified, (i.e. a D-Class would not wear a tuxedo) and be realistic. Meaning, you can only change the height of your character using 'Size' and the values may only be between 1 and 1.1 for combative personnel; or 0.9 to 1.1 for Non-Combative Personnel. Your body mass proportions must also be realistic (i.e. no extremely thin legs and large arms.)
5.03 Sound - PACs may use sound as long as it is conducive to roleplay, is not spammed, does not cause issues with volume or content, and has a reasonable sound distance, there are no instances where a sound should be heard map wide, across floors or through multiple walls.
5.04 Lag - PACs may not be massively oversized or have excessive movement of props that contribute to lag.
5.05 Weapon skins - Weapons may not be re-skinned or changed to look like a different type of weapon.
5.06 Animations - PAC animations can be used without approval, however they must be appropriate for roleplay, and not contribute to lag or be used excessively.
5.07 Lights - PACs may utilize lights however they must not be excessively bright and they are prohibited from having shadows enabled.
5.08 Authorisations - If a PAC has been approved for one player, this does not automatically approve it for others. ‘Excessive’ PACs must undergo the process in 5.1 again. SCP PAC3s must be authorised by a member of Server Leadership.
5.09 Prohibited Changes (D-Class) - Players may not change their D-Class uniform skin to change their risk level using PAC3, unless in conjunction with a Gamemaster / Staff Member conducting an event.
5.10 Entity & Model - Unless done by a gamemaster or approved by a member of Server Leadership, you may not set your PAC3 as your 'ENTITY' and must instead bone merge your PAC3 with 'MODEL' if you are uploading an external model - If you are new to PAC3 and are confused, please open a ticket on discord.
Section 6: SCPs
The Golden Rule
Do not kill farm. Kill-farming is sitting in a spawn area, e.g. D-Block or MTF Bunks, and repeatedly killing people when they spawn. Most SCPs are not mindless killing machines, remember that you have more objectives than simply killing humans (e.g. escaping to surface, killing specific members, etc).
You must roleplay during research experiments. Do not instantly kill D-Class introduced to your cell; this is poor roleplay and not fun for other players. All use of your microphone must be in-character for that SCP (see below).
6.01 Surface SCPs
6.01(a)- Surface SCPs may not enter any Faction base unless they have been captured by relevant personnel. They may enter the initial compounds of the bases if they are shot at from inside. Once their targets are killed, they must make reasonable attempts to leave.
6.01(b) - Surface SCPs may be captured for 30 minutes, and then they must be terminated. The player may leave the SCP job if left alone for more than 5 minutes.
6.01(c) Surface Queue - Do not accept a surface queue offer in RP; if you cannot leave RP when the timer ends, leave a message in /LOOC to indicate you will be accepting a queue.
If you accept a queue in RP without any warning, it is classed as LTARP (Leaving to Avoid Roleplay).
6.01(b) - Surface SCPs may be captured for 30 minutes, and then they must be terminated. The player may leave the SCP job if left alone for more than 5 minutes.
6.01(c) Surface Queue - Do not accept a surface queue offer in RP; if you cannot leave RP when the timer ends, leave a message in /LOOC to indicate you will be accepting a queue.
If you accept a queue in RP without any warning, it is classed as LTARP (Leaving to Avoid Roleplay).
6.02 SCP Teaming - SCPs cannot team with any human; they can only work with other SCPs. However, sentient SCPs can make instantaneous deals, like for a person to open a door in return for their life.
6.03 Rift Bridges & Dimensions
6.03(a) You may not use 914 while inside the dimension.
6.04 AFK on SCP - You may be AFK while playing on an SCP, however, if someone is trying to actively roleplay with you by means of research, hacking your breach, or getting auto-breached while you are AFK, you are liable to be switched off of the SCP by staff after 5 minutes.
6.05 SCP Camping - SCPs may not camp any area, including containment chambers and checkpoints, unless forced due to ERT turrets and shields, for longer than 5 minutes.
6.06 SCP Specific Rules
SCP | Can speak? | Other rules |
---|---|---|
SCP-008 (Syringes/Spores) | N/A |
|
SCP-008-2 | To make zombie noises | N/A |
SCP-035 | Yes, when it has a host body |
|
SCP-049 | Must speak in an in-character style. If unable to do so, only the voice line system and text chat may be used. | N/A |
SCP-049-2 | To make zombie noises |
|
SCP-073 | Yes |
|
SCP-076 | Yes | N/A |
SCP-079 | Yes |
|
SCP-082 | Yes | N/A |
SCP-096 | No |
|
SCP-106 | Yes |
|
SCP-173 | No | N/A |
SCP-323 | May only grunt, make whispering noises or breathing sounds | N/A |
SCP-457 | May only use text chat | N/A |
SCP-682 | Yes | N/A |
SCP-860-2 | No | N/A |
SCP-912 | Yes | When not breached:
|
SCP-939 | Yes, when mimicking voices they have heard | N/A |
SCP-966 | May only make breathing sounds | N/A |
SCP-999 | No |
|
SCP-2295 | No |
|
SCP-7722 | Yes |
|
SCP-8837 | Yes | N/A |
SCP-8854 | No | N/A |
SCP-9000 | To make zombie noises | N/A |
SCP-22415 (All 3) | Yes |
|
SCP-22415-2 | See SCP-22415 |
|
TYPE-GREEN (A/B) | Yes | N/A |
Section 7: Groups & Regiments
Group rules refer to all MTF units, Site Command, Facility Staff, Chaos Insurgency, and Global Occult Coalition. All of those categories listed are groups and they can be found in the regiments tab in the F4 menu.
7.01 Rank skips - Are not allowed unless approved by Senior Server Leadership (superadmin).
7.02 Paperwork/Document Ownership - Any Documents/Paperwork/Folders must be transferred to Ventz and titled with [US] or [UK]. This is to prevent any unauthorised editing or vandalism from taking place and for us to ensure the documents are sent to the correct area. Failure to transfer official documents to Ventz will lead to severe consequences. - Single use documents are exempt from this rule
7.03 Rank Transfers - Must be authorized by the Site Command eg. (O5 and Ethics) and the person transferring must be at least Command Sergeant. If the transfer is accepted the person transferring will transfer 4 ranks below their original rank.
7.04 Regiment Hard Caps -The following regiments have a hard limit imposed on them to prevent over recruitment;
Regiment | Player Cap |
MTF Omega-1 | 25 |
MTF Alpha-1 | 25 |
MTF Nu-7 | 65 |
MTF Epsilon-11 | 65 |
Global Occult Coalition | 65 |
Chaos Insurgency | 140 |
7.05 Promotion cooldown guidelines:
SCP Foundation | Ranks | Cooldown |
Enlisted | Private Specialist Lance Corporal | 3 days |
Non-Commissioned Officer | Corporal Sergeant Command Sergeant | 5 days |
Commissioned Officer | Lieutenant Captain Major | 7 days |
Chaos Insurgency | Ranks | Cooldown |
Enlisted | Alpha Beta | 3 days |
Non-Commissioned Officer | Gamma Delta | 5 days |
Commissioned Officer | Delta Commander Brigade Commander Major Commander | 7 days |
Global Occult Coalition | Ranks | Cooldown |
Enlisted | Private Specialist Lance Corporal | 3 days |
Non-Commissioned Officer | Corporal Sergeant First Sergeant | 5 days |
Commissioned Officer | Lieutenant Captain Major | 7 days |
Useful links:
Discord - Teamspeak - Staff Rulings - Hostage Negotiations Guidelines - Trading Guidelines - Forum Support - Tutorials
Thank you very much for taking the time in reading the rules. If you have any questions, or inquiries please open a ticket in the support section on our discord or contact a member of staff in-game.
We hope you have an enjoyable experience on our network!

Last edited by a moderator: