[SCP] Some feedback for upcoming rule changes [in-progress]

Here's my rewritten version of the rules, which I think is both clearer, and closer to the rules as actually enforced. This is intended as part of my feedback about rule changes, not as something for others to follow.

Some notes about what I've changed to consider:
  • Separating general conduct rules, RP rules, and combat rules more sensibly, rather than the mix that it currently mostly is (why isn't "Don't FailRP" under "Roleplay Rules") - imo makes this easier to parse and find rules you're looking for.
  • Bringing rules that are essentially about the same thing together - e.g. disrespect, discrimination and harassment all fall under the umbrella of disrespect/toxicity - makes it easier to find related rules
  • Covering areas that are basically already rules, but aren't actually written - e.g. we wouldn't accept people being sexually explicit in OOC, or sharing e.g. porn, so why should it just be limited to "No ERP" in the written rules. Similarly, baiting as written doesn't apply to baiting rule breaks, but should and is sometimes enforced that way anyway because it just makes sense. This applies to both "rules that aren't written at all because we're apparently monks who only share stories via the spoken word", and "rules that are currently just rulings or clarifications that definitely are just straight up rules".
  • Grammar, spelling and wording that actually makes sense - there's a fair few rules that are barely readable in the existing rules.
    • E.g. AA rule is worded in a way that is completely different to the intended implementation of the rule - such as it currently forbidding GOC from using AA against surface SCPs unless two SCPs were breached.
  • Getting rid of needless detail - e.g. people on an RP server can probably figure out what "FailRP" stands for, and most of the time a big list of examples for a rule either isn't necessary and just bloats it, or should be separated into sub-rules like others are.
  • Job abuse isn't really something we seem to actually enforce - the only part of it we consistently enforce is not metagaming between characters, so I just explicitly stated that part and removed job abuse as a rule. Most of the time we get told that "X isn't job abuse" but that "Y, which is basically exactly the same thing but with a different pair of jobs, is job abuse".
  • Updated links - multiple links still used the old domain.
  • Making combative/non-combative less needlessly complicated by:
    • Only defining non-combatives - if they're combative, they're just not on that list, we don't need to list both
    • Not making IA a weird in-between state that even a lot of staff still don't understand. It both doesn't really make much of a difference if they can attack GOIs/SCPs in terms of balance, and isn't necessary because the RP explanation is that it doesn't make sense for them to do that - if it doesn't make sense IC, that's just FailRP, we don't need to specifically write that for IA.
    • Actually including MC&D
    • Not specifying department directors when we already specify all the departments themselves, which includes the directors, and means we don't then have to add another exception.
  • Applying a limit to human sampling - people die if they lose too much blood.
  • Allowing the use of the tranquiliser to overpower people both makes sense in RP (they are physically weakened under it), and allows it more utility. It also makes things like arrests less ridiculous - e.g. as it was, most detainments of unarmed personnel by e.g. IA were technically against the rules.
  • Allowing brainwashed people to brainwash others allows for much more interesting RP. We've had an event where this occurred and it was very good, and the chemicals to do so are so expensive that it could only feasibly be done very rarely anyway. This would need to be paid attention to, and possibly the chemicals' cost balance be altered, but right now it seems feasible. Removing the restriction on brainwashing in-base also just makes sense - there isn't any real reason to do it, and it basically makes it all but impossible to achieve, because if they get kidnapped and taken out of base, they'll be checked for amnestics when they are retrieved/come back.
  • Remove hierarchy rules - allow RP leads like SC, SA and department leads to decide their own structures, and as long as they're sensible, let them decide how to run things. Allows more freedom with things, e.g. E-11 might have more authority over SCP-related operations, or they might decide that Sr. RSD is above GSD Guard - as long as it makes RP sense, allow it.
  • GOC on CI raids seem to not have a raid cooldown but are instead heavily restricted on what they can be for? I'm not sure if this is intentional or an oversight.
  • The golden rule should apply to sitting in major corridors or similar areas, like outside medbay, not just spawn areas. As it is, most breaches just have the SCP go back an forth between D-block and PW BD, killing everyone that goes through. This both goes against the base principle of "Never kill farm" and is a huge detriment to RP, as people can never go anywhere, especially E&TS or Medical, or those who need/want to interact with them. Ideally these two would just not be in the only corridor to anywhere, but as it is, letting people do this just kills any enjoyment any of these two departments especially can get, and also (for E&TS) can completely prevent leaving their spawn room, and prevent things like the recontainment of 079 or the restoration of keycards/power, which negatively affects everyone in all three factions.
  • I feel like allowing SCPs to team with humans in temporary agreements would be both very interesting for RP, and wouldn't be too much of an issue as long as the rule about it was worded right and included the right restrictions - this may need some work, though.
  • Rewording the SCP camping rule then means you don't have to add exceptions to 106 or anything who can just TP away, because they can always feasibly get away, so the base rule can just apply.
  • A lot of D-class think they can kill other D-class for pretty much any reason and then easily get themselves on MRDM - this would now be explicitly mentioned under 2.3a.
  • SCP-999 and SCP-2295 shouldn't be allowed to enter inner D-block without reason
  • The SCP-specific rules:
    • Are not ordered in a sensible way
    • Don't include SCP-082
    • Include some redundant or old rules that are not needed
  • SCP-912's rules previously technically applies to it when it was breached, which makes no sense (e.g. it cannot assist any side of a breach, even when it is breached).
  • The rule on dimension use should be improved, like the new one below - we don't allow things like repairing or using a TE-5, but the current rules and rulings only actually say you can't use 914. Whether this should even be the case is another issue - rn 914 kicks you out anyway, TE-5s don't work, and repairing things inside the dimension is just smart. imo just outright getting rid of this rule altogether would be better.
    • 2.XX Dimension Usage - When inside an alternate dimension, you cannot interact with the base physical realm beyond opening doors and using keycard scanners. For example, you may not repair anything, use a TE-5, or interact with an SCP like 914.




Civil Networks SCP-RP Rules

Discord Link: https://discord.gg/5M3ZwhQkev
Teamspeak Address: ts3.civilnetworks.net

All decisions made in game by staff are to be respected. If you feel that your punishment was unjust then speak to an Admin+ in game or make a forum complaint or a ban appeal. Arguing back will simply result in a mute, gag, warn or ban.

The Staff Rulings thread gives examples of situations that have been deemed to break rules such as FailRP.

Section 1: General Rules​

1.1 Respect others - While you may be hostile or insulting in-character, such behaviour out-of-character, or directed at other players rather than characters, is unacceptable.

1.1a Discrimination - Any kind of discrimination is not tolerated. This includes actions and language used (e.g. slurs), and always applies, even in RP, and even when "joking".
  • This includes, but is not limited to, discrimination based on: sex, gender, sexuality, age, disability, race, religion, nationality, and appearance.
1.1b Harrassment - 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 behavior.

1.2 Don't LTAP - This refers to Leaving To Avoid Punishment from staff members. If you are in a sit, or you have just broken a rule, immediately leaving the server will result in further punishment than you may have otherwise received.

1.3 Do not share or engage in sexually explicit behaviour - This includes the sharing of content, graphic discussion, and engagement in ERP (Erotic RolePlay).

1.4 Do not bait others - This applies both to "baiting someone into breaking a server rule" and "baiting someone into freeing you from a server rule/restriction".
  • For example, encouraging or baiting someone into committing RDM would be considered baiting. It would also be baiting to fire near someone you don't have an RP reason to attack, so that they fire at you and you can kill them.
1.5 Impersonating Others - It is forbidden to impersonate other players OOC. While you may pretend to be their character in-roleplay, e.g. as a Deep Cover, impersonating other players is not allowed, as is impersonating anyone else.

1.5a Impersonating Staff - Pretending to be staff, for any purpose, even if not impersonating a specific person, is not allowed.

1.6 Hacking and Bug Abuse - It is forbidden to hack, script, or abuse bugs.

1.7 Scamming and Stealing - Stealing another player's belongings for material gain is not allowed. This applies to in-game money, or items that may be kept long-term, e.g. ones that can be stored in a player's inventory (e.g. chemicals, perma knives, some guns, etc.). Scamming or deceiving other players for the same effect is also forbidden.

Any OOC deals must be honoured. This does not apply to in-roleplay deals, such as hostage negotiations.

1.8 Real World Trading - The buying, selling, or trading of VPoints, items, in-game money, or ranks for real-life monetary value or goods between players is forbidden. Players are allowed to trade VPoints for in-game money or items.

1.9 Chat/Mic Abuse - You cannot spam voice or text communications, or use them to cause annoyance or disruption to other players in anyway that detracts from their experience or roleplay. For example, playing music down your microphone without an in-roleplay source for the music would detract from roleplay, as it doesn't make sense in-character.

1.9a Voice Changers and Soundboards - Voice changers and soundboards may be used as long as they are fitting for your role and are of good quality, e.g. SCP-049 to make your voice more monotonous, or SCP-008-2 to play high quality zombie sounds. Either of these used must both be something you could physically do in-character (e.g. no "speaking music"), and must actually make sense for your character/job to do (e.g. you wouldn't go around making "realistic" zombie noises as a tech expert). Whether a certain voice changer or soundboard may be used is at staff discretion.

1.10 Position Limits - You may only, across all of your characters:
  • Be a member of two out of three of: an MTF, CI, or UNGOC.
  • Hold one 'leadership position' (zero if you are a CO+ on MilitaryRP). These are: O5 Council, Ethics Committee, Site Administration, Departmental Directors & Chiefs, and MTF/CI/GOC COs+.
  • Hold whitelisted and/or MTF positions on one of SCP-RP UK or SCP-RP USA.

Section 2: Roleplay Rules​

2.1 Don’t FailRP - You must always act in a way that makes sense for your character. Decisions and actions must be realistic and sensible for your character and the environment they are in. You must remain in-character at all times unless RP is paused by staff.

  • Speaking as an SCP that does not speak (see section 4).
  • Suiciding for no RP reason.
  • Using items while stripped other than cyanide pills (this counts as 'biting a cyanide tooth', requires a valid RP reason).
  • Playing as an SCP and doing inappropriate actions such as dancing as 106.
  • Obtaining disguises via Anomaly Destruction Beam or SCP-914 as a Juggernaut or Orange Suit
  • B-Hopping around.
  • Holstering a weapon in RP.

2.2 Naming Conventions - Names used for characters must be "realistic" (including making sense in RP, and not being inappropriate). They also cannot resemble famous people or characters.

2.2a Special Characters - You cannot use numbers or special characters that would not realistically be in a person's name. The only exceptions to this are:
  • Apostrophes used for codenames/nicknames (e.g. John 'Joe' Smith). No other quotation mark types can be used, such as double quotes (e.g. John "Joe" Smith).
  • Square brackets used to surround squadron/group names (which must be at the end of names), e.g. John Smith [ABC].
2.2b Codenames/Nicknames - Anybody can use a codename or nickname, which must be surrounded by apostrophes as described in 1.5a. By default, you can only use a single-word codename, though this can be a portmanteau (within reason). By default, you also must have at least some form of "real" name along side it. Some exceptions apply:
  • The following are allowed to have multiple words in a codename: CL5 jobs, UNGOC LTGEN+, and CI LTCOM+.
  • The following are allowed to have a codename withouta real name in addition: CL5 jobs, MTF A-1, MTF O-1, UNGOC LT+, and CI-DELCOM+.
    • This exception only applies to MTF A-1 and MTF O-1 when they are on a regimental job.

2.3 Don’t RDM - You need a valid, specific RP reason to attack someone.

2.3a D-class - D-class may only start a riot if they have a reason to believe they might reasonably escape or achieve some other goal, such as having a weapon, or having no combatives around to stop them. D-class also may not kill other D-class without a specific reason to (e.g. defending themselves, or the target D-class is reporting them to security).

2.3b Non-Combatives - The following roles are considered non-combative, and may not enter combat unless they have no means of escape and are defending themselves from somebody attacking them:

  • Overseer Council (Chief, Members and Assistants)
  • Ethics Committee (Chair, Members, and Assistants)
  • Site Administration
  • Medical Department, except Combat Medics
  • Research Department, except Dimensional Cartographers
  • Engineering and Technical Service Department
  • Foundation Chefs
  • Civilians, except Rangers
  • CI Chemist
  • CI Technical Expert
  • UNGOC Engineer
  • UNGOC Chemist
  • UN Attaché
  • UN Ambassador
  • MC&D Salesman (May attack SCPs)
  • It is not considered "combat" to kill someone in an RP scenario where the victim is restrained and no combat is ongoing nearby - this is an execution.
2.3c Fighting Arrest - You may only attack people making a reasonable attempt to arrest you if you have committed a major offence such as Murder or Treason. If this is the case, you still cannot start mass killing people.

2.4 Don’t break NLR - The New Life Rule means that you can not remember or use any information from a previous life in RP.

2.4a Location of Death - You may not return to the location of your death for 5 minutes, unless your job requires it, or you have a specific reason in RP to go there (e.g. you are called over comms to go there, or you as a combative are needed to respond to a reported SCP location).

2.4b Surface Intruders - MC&D, Rangers, and Parawatch may not re-enter any of the three factions' bases for 15 minutes after dying in one of them.

2.5 Don’t RDA - You must have a valid RP reason to arrest someone.
  • If you’re arrested with a valid RP reason but feel that it is unjust or unnecessarily harsh, you should report it to someone of appropriate rank in-character.
2.6 Don’t metagame - This means using information gained from an out-of-character source for in-character purposes. The following are examples of some OOC sources:
  • Discord
  • OOC & LOOC chat
  • The names above people's heads (regimental ranks can be used, but names and regular job titles cannot).
2.6a Different Characters - You cannot "share" information between your characters. You are considered to be a different character on different jobs (excluding between regimental ones), even if you don't differentiate your character name between two different jobs.

2.6b Killcams - Information gained from killcams cannot be used in-character.

2.7 Don't powergame - Powergaming is when you use /me or /it, or other methods, to commit unrealistic actions that you couldn't physically achieve in-character. For example, doing "/me punches Dave and his head explodes" or "/me is immune to the reality bender's powers".

2.7a Fair /me use - If you wish to use a /me or /it action to affect another player's character, you must give them the opportunity to /roll against you to have the chance for it to fail. They may wish to just go along with it without attempting a /roll, but you must give them the opportunity. The results must then be used to determine whether you were successful or not (and possibly how successful you were - be reasonable).

2.7b Brainwashing - Brainwashing may only be done by using the appropriate amnestic chemicals.

2.8 Don't mix - "Mixing" refers to when you speak about OOC topics in an in-character format (e.g. regular text chat, and voice chat), or when you deliberately share IC info with others that might (conciously or not) metagame that information (e.g. telling CI where you are when on an SCP role without any IC method to contact them).

Server rules are an OOC topic, so talking about them in voice chat ("That's RDM!") is considered mixing.

If you wish to talk about OOC topics on the server, use /ooc or /looc. If you need to refer to OOC topics IC (for example, if they affect the current RP you are engaged in), hint at them using IC terms - for example, "My department director isn't on site right now, I'll send them an email to let them know." would be a good way of getting across the OOC message that "My department director isn't online, I'll message them on Discord.".

2.9 Don't break FearRP - You must follow FearRP at all times. This means that if your character is in a situation where they would (if in real life) fear for their life or others', your character must act that way. You should act in a way that makes sense for your character, taking everything about the situation into account (such as whether they are non-combative, how dire the situation seems, their personal connections to other characters involved, and your in-character knowledge). Generally, this means that if you are under FearRP, you must comply with the aggressor's orders in order to attempt to not die.

2.9a Reasonable Numbers - If you are outnumbered 2:1 or more in terms of people that actively have their gun out versus a group of aggressors, you would reasonably fear for your life. If you are a single unarmed person and somebody has their gun on you, you also would.

2.9b They're already trying to kill you - If your aggressors are actively attempting to kill you (e.g. they're shooting at you/your allies, or they are attempting to force you to do something that you know in-character would kill you, such as inject yourself with 008 as a knowledgeable Foundation CL4), you might reasonably attempt to fight/escape/etc. even if outnumbered or restrained, as complying leads to certain death, and making an insane escape attempt leads to less-certain death. You must still act reasonably, however, and take the whole context of the situation into account.

2.9c Reality Benders - Reality benders are extremely powerful and often able to single-handedly at least survive against a large number of people. For this reason, reality benders can only be considered to be under FearRP if any of the following are true:
  • They are suppressed by a Scranton Reality Anchor and cannot reasonably escape without dying
  • They are restrained/handcuffed
  • People they care about in-character (e.g. allies, friends) are in life-threatening danger that they cannot reasonably guarantee that they can remove them from
2.9d High Health - Anyone with more than 300HP cannot be placed under FearRP unless outnumbered 2:1 (except in relation to their allies below this HP threshold being placed in danger).

2.10 LTARP - Leaving To Avoid RolePlay is forbidden - this means you cannot leave the server or purposefully respawn (e.g. via a job switch) to avoid the current RP situation they are in.

2.11 Body Boosting - This is only allowed if one person is boosting another. Using multiple people as a ladder/tower is not allowed.

2.12 Self-Supplying - Gun Dealers, Heavy Gun Dealers, and MC&D Salesmen may not self-supply, except for providing themself with 1 gun for self-defence.

2.13 SCP Sampling Limit - Players, per group, may only sample 3 liters from one SCP every 30 minutes. A group here refers to a Foundation department or regiment, or a faction like UNGOC or CI.

2.14 Human Sampling Limit - Human characters may only be sampled of up to 2 liters every 30 minutes. This limit applies to the player being sampled, meaning if one group samples them for 2 liters, nobody else can sample them for the rest of the cooldown.

2.14a Blood Loss RP - The base human sampling limit can be bypassed up to a limit of 5 liters during roleplay where the victim is being deliberately drained of a dangerous amount of blood, for example if the victim is an enemy that will be killed anyway, or during roleplay such as medical or torture roleplay.

If the base limit is bypassed, the victim must roleplay symptoms of severe blood loss, and must die at the conclusion of the roleplay unless they receive a blood transfusion to bring them back over the line for the base limit. If at any point the victim loses 5 liters or more of blood, they must die immediately. It may be prudent to request staff or a GM to enforce this if such a roleplay scenario is intended to take place, but without them, the victim must just be killed immediately.

2.15 Prop Blocking - Players cannot use vehicles, equipment or props to block off access to an area. This includes if such items are placed in a fashion that forces people to crouch-jump to access the area.

2.15a Prop Blocking during Roleplay - Areas can be blocked off for roleplay purposes when ran by or approved by SL, GMs, or RP Leaders. Such blockages must not affect regular combat such as raids or breaches, and staff may intervene at any point to remove them at their discretion, e.g. if it is detrimental to an uninvolved party's roleplay.

2.16 Loyalty to your team - You may not betray your own faction to assist another one unless forced to (e.g. under FearRP, brainwashing, torture, or if your faction was actively seeking to kill you). This restriction can be removed during a roleplay scenario with SL+ approval to do so.

2.17 Kidnapping - Kidnappers must have intentions for their hostage, such as execution, interrogation, or making demands of the hostage's faction/allies. The hostage's life must always be valued, and their allies must make a reasonable attempt to get the hostage back alive.

2.17a Kidnapping Time - A hostage may only be kidnapped for a total of 30 minutes if no action is taken. If action is being taken (such as ongoing negotiations or rescue attempts), the hostage may be held for longer.

2.17b Negotiation Guidelines - Hostages are to be negotiated for where possible. When negotiations take place for a hostage (human or SCP), the Hostage Negotiation Guidelines must be followed.

2.17c Revive Kidnapping - Reviving somebody with a defibrilator with the intention of kidnapping them is forbidden, unless done in conjunction with a Game Master conducting an event, or with the approval of SL+.

2.18 Interrogation - When interrogating a detainee, the interrogator must use a /me action to describe their interrogation method in detail for each question asked. The detainee must respond to this in-character, in a way that is consistent with the method described by the interrogator.

2.18a Interrogation Answers - Someone being interrogated is allowed to lie, withhold information, and/or negotiate information in exchange for their release. They must, however, roleplay their response based on the interrogation method used.

2.19 Trespassing as Surface Zone - By default, jobs accessed on a Civilian character cannot enter any of the three factions' bases without invitation from someone they believe in-character to be allowed to authorise them, unless forced to do so (e.g. under FearRP or brainwashing). The exception to this are the following jobs, who may enter if they have a valid RP reason to for their role:
  • MC&D Salesman
  • Parawatch
  • Ranger
2.20 Pausing RP - Only staff have the power to pause RP. If someone in an RP scenario breaks a rule, contact staff and carry on with the RP scenario until staff arrive and deem it appropriate to pause RP. This rule makes RP more enjoyable for everyone and gameplay becomes more fluent.

2.21 Codewords & Keypad Codes - Codewords and keypad codes may be created, modified and interrogated for. However, they may only be changed on Sundays after 8PM BST. Codewords must be disseminated through in-game methods, whether via documentation or direct interaction.

Section 3: Combat Rules​

3.1 Don’t hitbox abuse - This includes spamming crouch, jump, or crouch jump, along with techniques such as head glitching.

3.2 Move realistically - You must move realistically during combat - this means, for example, no repeatedly jumping during combat for no in-character reason, even if you aren't necessarily hitbox abusing.

3.3 Spawn Camping - You cannot kill or detain someone inside, or directly outside, their spawn unless they interact with you within combat or RP. This protection applies to people that have just spawned, or people that are AFK, but not to people that are actively engaged RP or that have just returned to their spawn after previously having left it.

3.3a Base Camping - You cannot kill someone from another faction directly outside their base or within their compound/garage unless they interact with you in combat or RP, or your faction is raiding theirs. Nor can you fire any kind of weapon into these areas from outside.

3.4 Body Blocking - You may not body-block someone if you are any of the following:
  • Unarmed
  • Playing an immortal SCP
  • Currently contained as an SCP
  • Under the effects of a tranquiliser
3.4a Shields - You may body-block using a shield, but only against humans.

3.5 AA Equipment Use - Equipment obtained from a marked Advanced Armoury cannot be used against human targets. They can be used against SCPs, though the Foundation may only use them against breaches if at least 2 SCPs are breached. The in-character reasoning for this would be that it is too expensive to be wasted, or inhumane to use in such a way - in reality, this is for balance purposes.

3.5a Armoured Vehicle Targeting - Matadors may be used against armoured vehicles - no other AA equipment can be used against them.

3.5b Stolen Equipment - Stolen equipment, such as that acquired by D-class, raiders, or SCP-035 can be used without the above restrictions, as long as it makes sense in roleplay. This only applies if the equipment is stolen from a faction by enemies/hostiles to that faction - e.g. treasonous Foundation cannot steal AA equipment and use it like this, and neither could GOC if they were allies with Foundation at the time.

3.6 Juggernaut Equipment - Juggernauts cannot use any rare weapon that they don't spawn with (e.g. sniper rifles, LMGs, energy weapons, deagles).

3.7 Orange Suit Equipment - Orange Suits may only use weapons that they spawn with.

3.8 Combat Cuffing/Stripping - You may not strip, restrain, or cuff someone that is non-compliant unless at least one of the following are true:
  • The target is under FearRP
  • The target is under the effects of a tranquiliser

Section 3: Raiding Rules​

3.1 CI Main Raids - CI may raid Site-65 or UNGOC FOB when authorised by a CO+, once every 45 minutes. A raid starts once CI breaches the fenced compound of either base, or enters the Site-65 vents. A raid ends when all CI involved have died or left the site. The cooldown timer begins counting once a raid ends. Once CI members raiding die, they cannot return.

3.1a Vent Raid Limits - Only up to 8 CI may enter the vents into Site-65 during a single raid.

3.2 CI Deep Covers - CI Deep Covers may only raid Site-65 or UNGOC FOB when authorised by a CO+, every 30 minutes. If the Deep Cover job is used as part of a Main Raid, the Deep Cover raid cooldown also applies. Beginning a Deep Cover raid requires a valid reason, e.g. to use a recovered keycard to retrieve documents. Deep Covers may not re-enter the base they are raiding after death, unless a separate Deep Cover raid is authorised later on.

3.3 CI Base Raids - CI must remain in their spawn room for 1 minute upon death while being raided.

3.4 Foundation Raids - Foundation MTF/DEA personnel may raid the CI or UNGOC bases when authorised by an MTF MAJ+, DEA Manager+, or Site Administration+. They may raid once every 30 minutes. A raid starts once Foundation personnel start hacking the entrance, or otherwise enter either base. Once personnel raiding the base die, they cannot return. A raid ends when all personnel participating in the raid are dead or have left the base. The cooldown timer begins counting once a raid ends. Raiders must have a valid reason to raid, such as to retrieve a stolen SCP, retrieve stolen documents, or retrieve a kidnapped Foundation member.

3.5 Site-65 Raids - MTF Alpha-1 may not leave their spawn room for 1 minute upon death while a hostile group is raiding Floor 3. Similarly, MTF Omega-1 may not leave their spawn room for 1 minute upon death while a hostile group is raiding the Ethics Committee Offices.

3.6 GOC Raiding Site-65 - The UNGOC may not raid Site-65 unless approved by a UNGOC LT+, with a justified reason to do so. Raids begin when they enter the compound or vents, and end when all raiders have died or left the site. A cooldown begins upon a raid ending, where another raid cannot begin until one hour has passed.

3.6a Assessment Team Raids - Assessment Team operatives may enter the site for espionage with approval from a UNGOC LT+ every 45 minutes. This cooldown is separate from the regular raid cooldown.

3.7 GOC Raiding CI Base - The UNGOC may not raid CI base unless approved by a UNGOC LT+. They must have a justified reason to do so, such as retrieving an SCP, or retrieving Foundation or GOC classified documents. Raids begin when they start hacking or otherwise enter the CI garage, and end when all raiders have died or left the base. A cooldown begins once a raid ends, where another raid cannot begin for ??????????

3.7a Assessment Team Raids - Assessment Team operatives may enter the CI base for espionage with approval from a UNGOC LT+ every 45 minutes. This cooldown is separate from the regular raid cooldown.

3.8 GOC Base Raids - UNGOC must remain in their spawn room for 1 minute upon death while being raided.

3.9 Surface Missions - If a mission requires you to enter another faction's base, the cooldowns and other requirements for raids may be ignored for the duration of the mission. You may re-enter the target base as long as the mission still requires you to enter the base.

3.9a Surface Mission RP - In-character, those taking part in surface missions might be considered "rogue", "fake" or "under the influence of an SCP" if a mission base raid does not align with regular RP/relations. These surface mission raids should not impact relations between factions, unless agreed upon by both factions involved.

3.10 General Raid Requirements - There must be at least 4 MTF/CI/UNGOC combat personnel online for a raid (including Deep Cover or Assessement Team raids) to begin on their respective bases. CL4 DEA count towards this requirement.

3.10a Requirement Exceptions - Cooldowns, along with the 4 MTF/CI/UNGOC limit, may be skipped if a member of the raiding faction has been kidnapped and is being held inside the kidnapping faction's base, in order to retrieve the kidnapped personnel. This will count as a normal raid, including resetting the cooldown, and you may not deliberately abuse this to bypass raid functionality (e.g. deliberately getting yourself kidnapped to allow a raid). After such a raid fails, negotiations must occur.

3.10b Raid Protections after RP Reset - You may not begin a raid on another faction's base for 10 minutes after an RP reset or server restart occurs (i.e. from nuke or SL authorisation). Additionally, D-class may not use 914 for 10 minutes after an RP reset or server restart occurs, in order to allow time for people to return to regular operations/locations.

3.10c Raid Authorisations - Those responsible for authorising raids must be in-game and use in-character methods. You cannot authorise a raid via TeamSpeak if you have had your comms stripped.

3.11 Document Protections - You may not destroy another faction's documentation during a raid - you can only destroy documentation by or relating to your faction. You may steal important documents for use by your faction.

Section 4: SCP Rules​

4.1 Never kill farm - Kill-farming is sitting in a spawn area or major corridor, e.g. D-block, security sector, or outside medbay, and repeatedly killing people when they spawn or try to get anywhere. SCPs are not mindless killing machines, and you should have more objectives than simply killing the most amount of humans, e.g. reaching surface, breaching other SCPs, interfering with SCP recontainment.

4.2 Roleplay during experiments - Don't instantly kill D-class introduced to your containment - this is poor RP and not fun for anyone. Instead, actually roleplay.

4.3 Surface SCPs entering bases - They may not enter any of the three factions' bases unless they are chasing a specific person who attacked them, or they have been restrained and moved into a base by someone else. They must, however, immediately make their way out of the base once they have killed their target.

4.4 Surface SCP Capture - Surface SCPs may be kept captured for up to 30 minutes - beyond this, they must be terminated. If the SCP is left alone for more than 5 minutes, the player may leave the job.

4.5 Surface Queue Acceptance - Do not accept a surface SCP queue offer while in RP. If the timer is about to end and you are still not able to get out of RP, send a message in /looc telling others before you accept it, otherwise it would be considered FailRP.

4.6 Teaming - SCPs may only team with humans with a specific RP reason that makes sense for the SCP, and it may only be temporary. If the humans in question do anything to go against their deal with the SCP, or do anything the SCP wouldn't accept, the agreement must end immediately.

4.7 Camping - SCPs may not camp any area for longer than 5 minutes unless they cannot feasibly move anywhere else without dying or becoming beamable, e.g. due to turrets or ERT shield.

4.8 SCP-Specific Rules - The following rules apply to the individual SCPs described:


SCPCan speak?Other rules
SCP-008 (Syringes/Spores)N/A
  • To breach SCP-008, there must be at least 12 MTF units active
  • Picking up a syringe, holding a syringe, and injecting someone with a syringe all count as breaching SCP-008
  • Other SCPs and MC&D may not breach SCP-008
  • D-class may not remove a syringe from SCP-008's containment chamber, though they may breach it if found elsewhere and they don't have in-character knowledge of what it is
  • Other SCPs may not break the furthest airlock door within SCP-008 containment unless they are chasing someone who enters it.
SCP-008-2To make zombie noisesN/A
SCP-035Yes, when it has a host body
  • May silent breach if a host is obtained outside of the auto-breach system
  • When "possessing" a person prior to them wearing the mask, may only bring the person directly to the mask to breach it - delaying or doing anything else with the person is not allowed
SCP-049Must 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-049-2To make zombie noises
  • Must follow orders of SCP-049
SCP-073Yes
  • May not deliberately get involved in combat
  • May not cooperate with GOIs or D-class, only Foundation staff
  • May not deliberately infoleak
  • May not be used in raids or breaches
  • Should only follow reasonable orders (e.g. being told to stand in the way of bullets is not a reasonable order)
  • Must attempt to avoid physical pain or injury - 073 feels all pain, even if it cannot cause it actual injury
  • Foundation may not use SCP-073 for combat purposes, e.g. telling it to stand in a corridor they know CI is going through
SCP-076YesN/A
SCP-079Yes
  • May not interact with things physically (e.g. may not break people out of restraints)
SCP-082YesN/A
SCP-096No
  • Cannot deliberately cause people to view its face, e.g. purposefully looking at people
  • Must sit down (crouching) when not in an aggro state
  • Must only kill those that look at its face or purposefully block its path, e.g. body blocking a door
  • Whilst breached, may roam when left undisturbed for more than 60 seconds. If not already breached, must remain in the inner containment chamber room.
  • Other players may not drag SCP-096 out of its containment chamber without it being breached (e.g. by hacking the containment box)
SCP-106YesN/A
SCP-173NoN/A
SCP-323May only grunt or make breathing soundsN/A
SCP-457May only use text chatN/A
SCP-682YesN/A
SCP-860-2NoN/A
SCP-912YesWhen not breached:
  • Must follow all orders from uniformed security personnel (including CI and IA)
  • Must arrest any dangerous individuals that pose a threat, with the exception of security personnel
  • Must protect itself and other security personnel
  • May only use lethal force against those that have themselves used lethal force - otherwise, it should attempt to injure and detain them
  • May only enter inner D-block if a riot is ongoing and it is ordered to enter by security personnel
  • May not be used in raids or breaches to the advantage of any side
SCP-939Yes, when mimicking voices they have heardN/A
SCP-966May only make breathing soundsN/A
SCP-999No
  • Cannot enter other SCP's chambers without an RP reason
  • Cannot enter inner D-block without an RP reason
SCP-2295No
  • Cannot enter other SCP's chambers without an RP reason
  • Cannot enter inner D-block without an RP reason
  • Must heal any injured players they see (of any faction or job)
SCP-7722Yes
  • Must stand on the containment chamber podium until disturbed (may move around if undisturbed for 10 minutes or more, but must return to this idle state after a reasonable amount of time)
SCP-8837YesN/A
SCP-8854NoN/A
SCP-9000To make zombie noisesN/A
SCP-22415Yes
  • May not directly assist in the harm of any living thing, including SCPs (e.g. cannot assist combatives in their duties in any way, except to get them to a safe location)
  • May not intervene in hostage situations (though if the person is not being held to hostage, and is simply being harmed or killed, may still interfere)
  • Shares Foundation's goal in relation to SCPs (Secure, Contain, Protect)
  • May not commit or assist anything considered "immoral"
  • May support Foundation personnel in breaches, as long as it doesn't directly harm anyone (including SCPs)
  • May assist anyone (human or SCP) with morally good acts
  • If asked to leave their dimension by friendlies, must do so to help
  • If on surface, must avoid being seen
SCP-22415-2See SCP-22415
  • May not give their helper ability to combatives, unless as part of a test
TYPE-GREENYesN/A





Section 5: PAC3 Rules​

Abuse of the PAC3 editor will result in your PAC3 access being revoked.

5.1 Sensible PACs - All PAC3 creations must make sense within RP. PACs that are considered "excessive", e.g. in what they contain, or in a questionable connection to RP, must be justified and approved in the Character Bios section of the forums, using the PAC request tag.

5.2 Offensive Components - Creations must not contain anything that would reasonably cause offense or harm to others.

5.3 Player Height - You may only change your height using the "Size" value, and these values may only be:
  • Between 0.9 and 1.1 for non-combatives (defined in 2.3b)
  • Between 1 and 1.1 for anyone else
5.4 Realistic Proportions - PACs may have modified sizes of different components, but body proportions must be realistic. For example, excessively large arms, or a tiny head would not be permitted.

5.5 Fitting the Role - All PACs must fit the role they are used on and the RP they are used in. For example, a regular D-class would not wear a tuxedo, and a researcher would not wear rags.

5.5a SCPs - SCP PACs are allowed, but they must maintain the logic and integrity of the character being portrayed. For example, SCP-999 would not appear humanoid. PACs that make notable changes to how an SCP appears, sounds, etc. must be approved either on the forums or in-game by SL if part of an RP scenario.

5.5b D-class Risk Levels - Players cannot change their D-class uniform skin to alter their risk level using PAC3, unless in conjuntion with a GM or staff member running an event.

5.6 Sound - PACs may use sound as long as it makes sense within roleplay, is not spammed, doesn't cause issues with volume or content, and has a reasonable sound distance - no sounds should be heard map-wide, or through multiple floors or walls.

5.7 Lag - PACs may not be massively oversized, or have excessive animations or other components that noticeably contribute to lag.

5.8 Weapon Reskinning - Weapons may not be reskinned, or changed to look like a different weapon.

5.9 Lights - PACs may use lights, but they cannot be excessively bright, and may not have shadows enabled.

5.10 Authorisations - If a PAC has been approved for one player, this does not mean it is automatically approved for everyone. "Excessive" PACs must be authorised for each individual player that uses it.

5.11 Guidance - Generally, the following guidance should be followed when considering whether a PAC needs approval. Even if a PAC isn't indicated to need approval here, it may still need approval if staff consider it to be potentially inappropriate or excessive. If you aren't sure, ask staff in-game for advice.

Does not require approval​

Requires approval​

  • Items that are attached to the player outside of their model, e.g. glasses, watches, radios, weapons, ID cards
  • Hair changes
  • Changes of clothes or materials that fits the character in RP
  • Ghillie Suits (only permitted for MTFs, CI, and GOC)
  • Animalistic traits (i.e. animal body parts, or accessories that appear so)
  • Capes
  • Changes to the base (entity) model
  • Prosthetics or robotic traits
  • Pets, though they must always be statically placed on the person and not "following" them





---- UNCHANGED BELOW, IN PROGRESS -----

3.3(b) GOC CI Raiding - The UNGOC may not raid the Chaos Insurgency unless approved by a UNGOC LT+ to retrieve an SCP, or classified documents belonging to the Foundation or GOC, except that Assessment Team Operatives may enter for espionage once every 45 minutes with approval from a UNGOC LT+.

6.7 Rift Bridges & Dimensions:
6.7(a): You may not use 914 while inside the dimension.

6.7(b):
The use of dimensional travel has to make sense and have a reason. eg. Going into a dimension as a tech expert, and going up to Floor 3 is FailRP and makes no sense.

Section 7: Group Rules


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.

7.1 Rank skips - Are not allowed unless approved by SSL.

7.2 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

7.3 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.

7.4 Regiment Hard Caps -The following regiments have a hard limit imposed on them to prevent over recruitment;


RegimentPlayer Cap
MTF Omega-125
MTF Alpha-125
Global Occult Coalition65

7.5 Promotion cooldown guidelines:

GroupFoundation Ranks InvolvedCooldown
EnlistedPrivate
Specialist
Lance Corporal
3 days
Non-Commissioned OfficersCorporal
Sergeant
Command Sergeant
5 days
Commissioned OfficersLieutenant
Captain
Major
7 days


GroupChaos Insurgency Ranks InvolvedCooldown
Chaos InsurgencyAlpha
Beta
3 days
Chaos Insurgency NCOGamma
Delta
5 days
Chaos Insurgency OfficersDelta Commander
Brigade Commander
Major Commander
7 days


GroupGlobal Occult Coalition Ranks InvolvedCooldown
EnlistedPrivate
Specialist
Lance Corporal
3 days
Non-Commissioned OfficersCorporal
Sergeant
First Sergeant
5 days
Commissioned OfficersLieutenant
Captain
Major
7 days
 
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