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  1. Serious SCP-RP Rules
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  3. Last Updated: 10/21/17
  4. 035 cannot lure people while under 049’s robes.
  5. 682 is allowed to be aggressive and use harmful /me’s as long as it isn’t abused (judged by admins.)
  6. SCP-2337 added.
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  24. Welcome to Concordia Gaming’s Serious SCP-RP Server!
  25. We are a unique Serious-RP server that takes place within Area-XYZ, a Facility that is apart of the SCP Foundation. The SCP Foundation is an organization dedicated to containing the world’s anomalies and keeping them hidden from the public.
  26. Compared to other servers, we are rather serious when it comes to RP so here are a few pointers to know when coming in:
  27. /me - A command that is used to express your character through the chat, and roleplay various actions. Example: /me attempts to grabs the guard by the throat.
  28. Be aware that not responding to/ignoring a /me is considered FailRP.
  29. You have access to the following jobs which do not require a whitelist: D-Class, Security Trainee, SCP-173, SCP-131-A, SCP-131-B, and SCP-999
  30. Make sure to read up on an SCP’s lore and rules before playing as that SCP.
  31. A D-Class is a person typically from death row who has volunteered him or herself to scientific research. You will be used for testing on anomalies, and in exchange, after a full month of cooperation, you will be released into the world and pardoned of all charges. In character, you do not know what an SCP is. Therefore, you should not discuss them unless you hear Foundation staff talking about it. You also need a reason to escape the facility, not just because you want freedom; an example of this is discovering what SCPs really are, what D-Class are used for, Femur Breaker, etc.
  32. What is a Security Trainee? A Security Trainee is a Level 1 Personnel who has been selected due to his experience in firearms and/or military experience. Hand-picked, you will be trained by a Patrol Sergeant+ and taught the ropes of a Security Officer.
  33. SO doc: https://www.concordiagaming.com/index.php?threads/security-officer-training-document-7-26-17.19441/
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  35. If you would like to become an SCP, a member of the Chaos Insurgency, or a member of the Research Division, you may apply on the forums for the job at https://www.concordiagaming.com/index.php. You may also donate for certain jobs. You may contact a member of the staff team using the @ command, make sure to describe your issue when doing so.
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  39. Table of Contents
  40. Section A = General Rules
  41. Section B = The Roll System
  42. Section C = Server Occupations/SCPs Rules and Containment Rules
  43. Section C-00- General Rules For SCP Foundation Jobs
  44. Section C-01- Class D
  45. Section C-02- Security Staff
  46. Section C-03- Mobile Task Force
  47. Section C-04- Research Staff
  48. Section C-05- Area Director
  49. Section C-06- Chaos Insurgency
  50. Section C-07- CI Attack Dog
  51. Section C-08- SCP-035 (Possessive Mask)
  52. Section C-09- SCP-049 (Plague Doctor)
  53. Section C-10- SCP-049-2 (The Zombie of SCP-049)
  54. Section C-[EXPUNGED]- SCP-055 (UNKNOWN)
  55. Section C-11- SCP-076 (Able)
  56. Section C-12- SCP-079 (Old A.I.)
  57. Section C-13- SCP-096 (The Shy Guy)
  58. Section C-14- SCP-106 (The Old Man)
  59. Section C-15- SCP-131-A and SCP-131-B (The "Eye Pods")
  60. Section C-16- SCP-173 (The Sculpture)
  61. Section C-17- SCP-208 (Bes)
  62. Section C-18- SCP-263 (Cash or Ash)
  63. Section C-19- SCP-343 (God)
  64. Section C-20-SCP-397 (A Hominidae)
  65. Section C-21- SCP-426 (I am a Toaster)
  66. Section C-22- SCP-457 (Burning Man)
  67. Section C-23- SCP-682 (The Hard-To-Destroy Reptile)
  68. Section C-24- SCP-735 (Insult Box)
  69. Section C-25- SCP-912 (Autonomous SWAT Armor)
  70. Section C-26- SCP-914 (The Clockworks)
  71. Section C-27- SCP-939 (With many voices)
  72. Section C-28- SCP-999 (The Tickle Monster)
  73. Section C-29- SCP-1048 (The Builder Bear)
  74. Section C-30- SCP-1048-A (The Ear Bear)
  75. Section C-31- SCP-1316 (Feline Espionage Device)
  76. Continued on the Next Page...
  77. Section C-32- SCP-1370 (Pester Bot)
  78. Section C-33- SCP-1437 (A Hole To Another Place)
  79. Section C-34- SCP-2292 (Gorilla Beringei Necromantiae)
  80. Section C-35- SCP-2337 (Dr. Spanko)
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  83. Section D = Building Rules
  84. Section E = Etiquette Towards Administrators
  85. Section F = Roleplay Terms and Definitions
  86. Chat commands
  87. /me - Used to express your character through the chat, and roleplay various actions
  88. /it - Used for 3rd person /me’s, describing your surroundings or the situation.
  89. /roll - Used in the event that your action has a chance of being successful or a failure.(Each class has different roll bonuses. Refer to Section D)
  90. /ooc - Used for Out of character statements that all users within the server can see.
  91. /looc - Used for out of character statements that users in your immediate area can see
  92. /yell - Allows you to yell incharacter and have a larger radius for others to see incharacter.
  93. /w - Used to talk to players that are in your immediate vicinity.
  94. @ - Used to contact staff members.
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  96. In Character Advert Commands
  97. /advert - Used to announce events on a server scale, also for public radio use when able.
  98. /F - Sends a chat message to all Foundation Personnel.
  99. /SEC Sends a chat message to all Security.
  100. /MTF - Sends a chat message to all MTF.
  101. /RES - Sends a chat message to all Researchers.
  102. /CI - Sends a chat message to all CI.
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  112. Section A - General Rules
  113. Do not start Random Death Matches (RDM) with other players. RDM may include scenarios such as: Purposely attacking another player without an in-RP reason, or hitting another player in unintentional crossfire.
  114. You must follow the rules of the role you are playing. For instance, researchers should not exit the foundation without a valid rp reason.
  115. Purposely disconnecting, suiciding, or ignoring a roleplay situation is Fail RP.
  116. No Powergaming.
  117. When rping an action, use /me. Example: /me attempts to grabs the guard by the throat.
  118. Not responding to, or ignoring a /me is Fail RP.
  119. If you drop an item in RP, you must drop the weapon in game using /drop or it is Fail RP
  120. Do not run away from someone who is typing; they could potentially be typing a /me that could be used against you.
  121. If your /me affects another person and they attempt to counter you, participants will need to type /roll to decide the victor.
  122. Do not mic spam. Mic spamming is usually considered to be repeatedly saying a phrase without any in-RP reason, or playing sounds through your mic. What is and isn’t mic spam is decided by staff.
  123. Do not spawn kill or trap players in their spawn.
  124. Do not use emojis in the chat.
  125. You are to not speak or joke about the subject of DDoS or DOXXing, even in a roleplay situation.
  126. Players on the surface without a radio cannot hear public adverts (i.e. 076 wouldn’t hear MTF challenger advert when on the surface with no radio).
  127. You may not shoot through any gates, doors, or other props in general unless they are either invalid (not allowed to be there), no collided, or an admin says otherwise with valid reason.
  128. Do not encourage others to break the rules from any section.
  129. You must roleplay at all scenarios, unless you preface by announcing that you’re speaking in OOC via /looc or /ooc, and not via your microphone. Infringing this rule is FailRP.
  130. You must obey the NLR (New Life Rule) standard (see Section F for the definition).
  131. You must abide by FearRP (see Section F for the definition).
  132. You may not personally harass or attack other players, unless it is through roleplay.
  133. Do not bodyblock, D-Block and the CI Kennel are exempt (see Section F for definition)
  134. The only people who are allowed to switch On/Off the power are: MTF, Area Director, Area Managers, Security Staff, Class D, CI, SCP-049, SCP-1370 and SCP-035’s host provided a roleplay scenario.
  135. You are not to metagame under any circumstances. Metagaming is using OOC (Out of Character) information in-RP. For instance, dying by an SCP and then reporting that said SCP escaped containment is considered metagaming.
  136. RP situations can be affected by other RP situations. (You can get shot and killed during a RP situation by an outside force.)
  137. Do not perform fake rolls. Example (/me jack rolls 100 of 100 to 100.)
  138. You do not need to roll or /me to shoot.
  139. You must roll for hand to hand or melee combat.
  140. You CANNOT kidnap an afk player, that includes knocking them out.
  141. You cannot continuously lock doors while someone is battering ramming or lockpicking the door.
  142. All SCPs are allowed to enter D-Block.
  143. If something is not in the rules, or not clear enough, Admins have the final say.
  144. Lying about donating to the server will result in a permanent ban with no appeal.
  145. You must specify the action you’re attempting to perform in a /me. You cannot type something like “/me Knocks out guard.”
  146. No rping or creating fake factions or groups of interest on the server without direct approval from the server’s Director, Founders or DVL of that faction.
  147. It is FailRP to defect to another faction without a roleplay reason, people caught doing this will get their whitelist removed permanently.
  148. Explosives cannot be used to destroy things in RP or breach doors.
  149. You cannot have an improper name or the name of a “famous” person. Doing so will result in a ban if you refuse to change it.
  150. You cannot craft weapons.
  151. You cannot RP on/at/through a gate.
  152. If you Fail RP while playing a job your whitelist will be removed. Even if you are a donator.
  153. SCP’s need to roleplay the character, and not play to kill/wreak havok.
  154. SCP’s should advert every 3-5 minutes during their feeding timer.
  155. If you are OOC then you must use the chat (/ooc and /looc). Name changes and verbally saying that you are OOC does not count. This includes changing your name to ‘OOC Building’ and such.
  156. Speak proper english when in character, no “ayy lmao XD” or “lol lets go”, a proper sentence would be “I really hate that lizard, 682.”.
  157. Do not shoot at standard foundation doors. It is Fail RP and RDM if you kill a person who was behind them.
  158. You cannot use multi-binds. Example: /me Officer Smith attacked/detained/knocked you out.
  159. You cannot RP as a double agent, spy, rouge or anything like that without direct approval from the Server Director or a Founder. This includes living out in the desert.
  160. You cannot build, be or become any type of robot, cyborg, or android. (Unless it is an approved SCP.)
  161. You cannot RP being a clone or creating one, SCP or Human.
  162. You may not RP with or as an SCP or anomaly that is not officially located at this facility unless a server event is being directed with the SCP by staff.
  163. You are still under NLR, even if you switch jobs after dying.
  164. While playing as an SCP you are not permitted to use /name unless it is relevant to the SCP and you include the designation. Example: “SCP-1370” changes his name to “1370 Pester Bot”.
  165. SCPs and the SCP Foundation may not break down the 2nd CI door (black door at the bottom of the ramp), except for 096 during chase.
  166. All SCPs, except for 035 hosts, 076, and 049, may not use glow sticks.
  167. No robotic/cybernetic body parts, attachments, exosuits/exoskeleton, or augmentations of any kind. (Without Character Authorization)
  168. You may not use /advert unless you are describing a significant roleplay occurrence on the server. The only exclusion to this rule is when using /advert as a public radio channel which should always be prefixed with a [P] signifying it as a public radio communication. Examples of incorrect use:
  169. 56.A) [Advert] 457 The Burning Man: “Fiiiiiiiiiiiiiiiiire Fueeeeeeeeeeeel”
  170. 56.B) [Advert] SCP-1370 (Riley Phillips): “I am Killatron 5000, Let me out before I kill YOU and YOUR Family!”
  171. No SCPs nor non-CI may run directly to/towards CI base, unless brought/lead there.
  172. NO Loot RP (i.e. People cannot take items off of dead bodies, except for 912-A, or pickpocket weapons).
  173. The dead cannot be brought back to life beyond normal modern day medical capabilities. (Example: Defibrillators, CPR, etc.)
  174. During a raid, you can not use a “raid name”, and must use the name that you are given upon spawning.
  175. Drinking a cup of god, unless aware of impending death in the next few moments is fail RP (i.e. A CI drinking a cup of god and then rushing into the foundation [Incorrect]. MTF Alpha using a cup of god right before CI bust down the door the the room he is locked in [Correct]).
  176. No cancerous groups in D-Block.
  177. There’s a 5-second delay between loading tranquilizers into your sidearm.
  178. If an SCP is tranquilized (whether or not they can be tranqed is in their MOTD section), they will be “unconscious” for 6 minutes.
  179. You cannot /me knocks out and disarms. You’re also not allowed to immediately disarm someone. You must first initiate the fight between you and a guard and must specifically say how you would knockout said guard.
  180. SCPs may not break down the D-Block gate.
  181. You are not allowed to use the same character for other factions / divisions. (i.e Operative Smith, Engineer Smith, Security Officer Smith, Dr. Smith)
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  188. Section B - The Roll System
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  190. A roleplay scenario occurs when a player approaches another player and performs a /me action.
  191. In a roleplay situation, the other player has a chance to counter, evade or defend themselves in a logical manner with their own /me.
  192. Both players then do a /roll and add their roll bonuses. Whoever rolls the higher number would be considered the victor and their action would be roleplayed out. This process continues until the roleplay scenario is complete.
  193. In the event both players roll the same number they have two options: Reroll or roleplay the situation like both player's actions were successful.
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  197. Section C-00- General Rules For SCP Foundation Jobs
  198. All players must follow the “Chain of Command” within the jobs.
  199. The higher the security clearance level, the more authority the job has.
  200. Only certain SCPs may help each other escape, such as, 049 and 035, 397 and 2292, or SCP-682 and SCP-079.
  201. You are roleplaying as a loyal member of the Foundation (unless you are a Class D/Insurgent) who has passed multiple mental evaluations and has received training of some kind relevant to your job. (Ex: A trainee has some kind of previous law enforcement or fire arms training, A researcher has a degree of some kind.)
  202. Any Foundation staff who release SCPs because they are being "Mind Controlled" will be banned from the server. The only exception to this is if they are the host of 035.
  203. Wandering the vents as Foundation aligned SCPs or foundation staff without clearance or reason is failRP.
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  213. Section C-01 - Class D
  214. Security Clearance - Level 0
  215. Class Ds are convicts, and therefore should have a story that includes how they got into the prison.
  216. Class Ds have NO IDEA that the SCPs exist until they are introduced to them, or are informed about them, and only know what they were told (This gets reset after death, NLR).
  217. Class Ds must follow orders unless trying to escape.
  218. Class Ds may not attempt to escape without a valid reason (REASONS: They were almost killed in an experiment and were not terminated, or administered amnestics. They have heard the screams from the Femur Breaker. They were clearly mistreated by Foundation (Verbal abuse is not a valid reason). They were rescued by CI)
  219. D-Class cannot put on 912’s PD Uniform unless given prior knowledge before hand IC.
  220. You may not take someone’s clothing as a disguise.
  221. D-Class must have a number designation in their name at all times.
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  226. Section C-02 - Security Staff
  227. Security Clearance - Level 1-4
  228. Security cannot enter the D Class cells without 1 or more accompanying security guards.
  229. You must do a /me to get rid of your firearms before entering D-block while doing lockdowns, example “/me hangs up rifle on wall.” You may only use firearms during a lockdown if a level 4 or above permits so.
  230. You cannot sacrifice yourself or fellow Foundation Staff for the Femur Breaker.
  231. You’re a member of the SCP Foundation, you’re aware of what these anomalies can do therefore.
  232. Intentionally releasing an SCP will lead to you getting warned for FailRP.
  233. General Security are not allowed to enter the LHCZ unless given permission, emergency situations, or in an RP situation.
  234. Security Staff are not allowed on the surface unless a roleplay situation occurs.
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  243. SCP Incidents Division
  244. Every SID Personnel is to stay behind if a Code Red Area evacuation/Facility Lockdown is issued deal with the containment breaches.
  245.  
  246. (SOC) SID Captain - Level 4 - Promotions/Elections: You are the highest command in command within the SCP Incidents DIvision, you are permitted to promote/deny any SID Personnel and may order them around the facility. You’re the one in-charge of the whole SID, therefore you are expected to act professional in the job. Just like the rest of the SID Team, you are to stay inside the Facility when a Code Black is declared to attempt and save the facility.
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  248. (SOC) SID Lieutenant - Level 3 - Promotions: You are the second in command within the SCP Incidents Division. You are to oversee the whole branch whenever the Captain isn’t available. You are expected to act professional as a secondary leader for the SID. You have the ability to order everyone below your rank that is within your division. Just like the rest of the SID Team, you are to stay inside the Facility when a Code Black is declared to attempt and save the facility.
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  250. (SOC) SID Supervisor - Level 3 - Promotions: You are a supervisor of the SCP Incidents Division and that allows you to order all SID members to posts/patrols. You are equal to the Patrol Sergeant, both of your roles receive orders from the Lieutenant. In the event a Code Black is declared you must remain in the facility during the last ditch effort to save it.
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  252. SID Heavy Containment Specialist - Level 3 - Promotions: You are a heavily armed Containment Specialist that mainly deals with SCPs that require heavy suppression such as SCP-076, SCP-682, and/or SCP-939. In the event a Code Black is declared, you must remain in the facility during the last ditch effort to save it.
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  254. SID Biohazard Containment Specialist - Level 3 - Promotions: You are a Containment Specialist with the ability to handle SCPs that are considered “Biohazardous.” Technically you are an advanced Containment Specialist and are a higher rank, this does not mean you may issue orders. In the event a Code Black is declared you must remain in the facility during the last ditch effort to save it.
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  256. SID Containment Specialist - Level 3 - Trainings: Unlike Security Officers, you’re devoted to our motto Secure, Contain, Protect, and you intend to enforce the very idea. An SID member is expected to remain in Lower Heavy Containment Zone guarding the most dangerous SCPs in the facility. You should almost always be in Heavy Containment Zone unless assisting the the re-containment of an SCP. In the event a Code Black is declared you must remain in the facility during the last ditch effort to save it.
  257.  
  258. SID Ranks continued on next page...
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  260. SID Recruit - Level 2 - Promotions/Tryouts: Being a trainee Containment Specialist, you are in a trial/probation period. You duties are entirely the same as a Containment Specialist with the exception of the rank. As a Recruit you are expected to learn the entirety of Lower Heavy Containment Zone (LHCZ) before you can achieve the rank of Containment Specialist. In the event a Code Black is declared you must remain in the facility during the last ditch effort to save it.
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  264. General Security
  265. Security Chief - Level 4 - Promotions/Elections: You are the highest ranking position within the whole Security Division. You may give orders to every Security Personnel on the area, regardless of branch. As the Security Chief, you are expected to make sure that the Security does well with their job and you are also expected to be professional with your job.
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  267. (SOC) General Security Captain - Level 4 - Promotions: You are the highest ranking position in the General Security. You may give orders to every General Security Officer, including the Sergeant. As a General Security Captain, you are expected to keep the Security Officers in check and demote/promote them if you see that they fit the position or not. You are expected to be professional at all times.
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  269. (SOC) General Security Lieutenant - Level 3 - Promotions: You are the Second-In-Command within the General Security Branch. You are expected to assist the Security Captain on taking care of the General Security branch. You are to oversee the branch if no Security Captains are available to do it. You have the ability to order everyone below your rank that is within your division, though you are permitted to order other branches only if completely necessary.
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  271. (SOC) Patrol Sergeant - Level 3 - Trainings/Promotions: You are a General Security Officer with a decent ranking position and are considered a supervisor in the General Security force. You have the ability to order any member of “General Security” to do certain tasks/patrols. You are equal to the SID Supervisor, both of your roles receive orders from the Lieutenant. General Security Officers are not permitted in Entrance Zone or Lower Heavy Containment Zone.
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  273. Senior Security - Level 2 - Trainings/Promotions: (See below, Security Officer) You are technically the highest ranking General Security member under the Patrol Sergeant, this does not mean you may issue orders. You may train new Security Personnel (Security Trainees). General Security Officers are not permitted in Entrance Zone or Lower Heavy Containment Zone.
  274.  
  275. Foundation Medical Officers - Level 2 - Tryouts/Promotions: (See below, Security Officer) Your duty entitles you to engage in Medical RP, therefore if someone becomes injured it is expected that you give aid. AT NO POINT should you pick and choose who gets saved and who doesn’t, you heal all Foundation members.
  276. General Security Officers are not permitted in Entrance Zone or Lower Heavy Containment Zone.
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  278. Administrative Security Guard - Level 2 - Tryouts/Promotions: At all times you should be accompanying an Administrator, this includes any Level 4 clearance role that requests your presence. You may not handle general security duties unless ordered by an administrator.
  279. General Security Ranks continued on next page...
  280. Security Officer - Level 2 - Trainings: The workhorse of the Security Staff, Security officers should be capable of handling their duties without supervision. A Security officer should be patrolling the facility, escorting D-Class personnel, and aiding the overwatch of any testing. During a testing period you should be listening to orders from the researcher unless the facility will be at risk from any actions committed. Anything not listed with specialized Foundation Security Roles is what you'll be handling. General Security Officers are not permitted in Entrance Zone or Lower Heavy Containment Zone.
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  283. Security Trainee - Level 1: Trainees should almost always be awaiting training in D-Block. You should also be supervising the D-Class personnel ensuring they do not escape, you should not show any D-Class favoritism either. In the event it is decided you’re unfit for Security training or are minging, you may be job banned and never achieve training. You have permission to kill D-Class outside of their cells if there is a KOS sign present, any D-Class past D-Block is KOS always.
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  308. Security Defensive Unit
  309. SDU Initiate - Level 2 - Tryouts -
  310. You are the first level of the SDU.
  311. You must stay at Gate A if no other SDU are on/No SDU is there
  312. You may patrol EZ with any rank partner
  313. You may not patrol without a partner
  314. You may not Exit EZ Into HCZ
  315. You may enter Upper EZ with a partner to place down a camera
  316. Once you have proven yourself you will be promoted to Sentinel
  317.  
  318. SDU Sentinel - Level 3 - Promotion/Trainings -
  319. You are a step above Initiate.
  320. You must stay at Gate A if no other SDU are on//No SDU is there
  321. You may patrol EZ alone
  322. You may exit EZ into HCZ if you are going with a Specialist+
  323. You may enter Upper EZ with a partner to place down a camera
  324. Once you have proven yourself you will be promoted to Specialist
  325. You may order the SDU ranks under you as long as you follow the SDU Protocols and there is no higher up on.
  326.  
  327. SDU Specialist - Level 3 - Promotions/Tryouts -
  328. You are a step above Sentinel
  329. You must stay at Gate A if no other SDU are on//No SDU is there
  330. You may patrol EZ alone
  331. You may exit EZ into HCZ and LCZ as long as you have a good reason
  332. You may enter Upper EZ alone to place down a camera
  333. You may order the SDU ranks under you as long as you follow the SDU Protocols and there is no higher up on.
  334.  
  335. SDU Overseer - Level 3 - Promotions -
  336. You should already know what to do.
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  343. Prison Guard Staff
  344. Deputy Wardens Can…
  345. promote security personnel to the rank of Z-Unit (via trainings).
  346. only demote Z-Units.
  347. order any level 3 personnel and below out of D-Block.
  348. grant permission for Z-Unit(s) to exit D-Block with a valid reason.
  349. grant permission for Engineers to build in D-Block.
  350.  
  351. Deputy Wardens Cannot…
  352. Leave D-Block without a valid reason.
  353. Order around other Deputy Wardens.
  354.  
  355. Z-Units Cannot...
  356. Help a prisoner escape in any way.
  357. Kill or harm a prisoner without a reason.
  358. Leave D-Block without permission from the Wardens, Chief, Manager, or Director.
  359. Build without approval from a Warden.
  360.  
  361. Z-Units Can…
  362. Kill D-Class while they are typing.
  363. Shoot through fences they can see through.
  364. Punish or kill prisoners who have disobeyed orders or broken rules.
  365. Call lockdowns. (No longer than 10 minutes at a time unless it is a Code Orange/Red or an SCP is in D-Block.)
  366. Search cells / prisoners.
  367. Call for assistance from other branches of Security (With a Valid Reason). [SCP in D-Block, Massive Riot, Escaped Prisoner(s), CI Raid, etc.].
  368. Order non Z-Unit Security to leave D-Block.
  369.  
  370. Z-Units Must…
  371. Follow orders from Wardens.
  372. Treat D-Class like prisoners.
  373.  
  374.  
  375.  
  376.  
  377.  
  378. Rules to enforce on Prisoners:
  379. No running, jumping or using a loud tone of voice.
  380. No disrespecting Z-Units.
  381. No going past the cafeteria/cell block line.
  382. No harming Z-Units or fellow prisoners.
  383. Do not enter the kitchen without Z-Unit permission.
  384.  
  385. Reasons to Punish Prisoners:
  386. Prisoner attacked another prisoner.
  387. Prisoner damaged Foundation property.
  388. Prisoner disobeyed orders.
  389. Prisoner has broken a rule.
  390. Disobeying Z-Units orders.
  391. Sexual Assault on another Prisoner.
  392.  
  393. Reasons to Kill Prisoners:
  394. Prisoner has a deadly weapon.
  395. Prisoner is attempting to, or has just committed murder.
  396. Resisting Arrest.
  397. Conspiring against the foundation.
  398. Prisoner is making an escape attempt.
  399. Prisoner is a major threat to the facility.
  400. Entering an Unauthorized area.
  401. Prisoner has contraband.
  402. Prisoner attacked a guard.
  403.  
  404. Valid reasons to leave D-Block:
  405.  
  406. SCPs in D-Block:
  407. If an SCP that does not have a Reference Name enters D-Block or prisoners have information on them do not open any cells and tell all exposed Prisoners to get on a wall and await Class-A amnestics, if none are available execution is authorized. Once one of two options are fulfilled get GenSec or SID to deal/escort the SCP out of D-Block.
  408.  
  409. If an SCP that has a Reference Name enters D-Block tell all prisoners their reference name and get them out of D-Block immediately with the help of GenSec. The only exception is SCP-912 but the handler must be a Z-Unit.
  410.  
  411. List of SCPs that may be shown to prisoners and how to reference them:
  412. SCP-131 a/b - Roomba.
  413. SCP-208 - The Midget.
  414. SCP-912 (If Handler is a Z-Unit.) - Advanced Riot Unit.
  415. SCP-1370 - Toy Robot.
  416. SCP-076 - Muscular Tattooed Man.
  417.  
  418. If their is a mass information breach in D-Block with Deputy Warden's permission lethal measures may be authorized on all prisoners (Mass Termination).
  419.  
  420.  
  421.  
  422.  
  423.  
  424.  
  425.  
  426.  
  427.  
  428.  
  429.  
  430.  
  431.  
  432.  
  433.  
  434. Section C-03 - Mobile Task Force
  435.  
  436. General Rules
  437. MTF cannot patrol the desert without a valid reason.
  438.  
  439. MTF must follow the Chain of Command.
  440.  
  441. MTF may not build without Commander approval.
  442.  
  443. SCPs should not be searched for on the surface unless they are spotted or reported missing.
  444.  
  445. Vehicles/Supplies should not be crashed or abandoned.
  446.  
  447. MTF must remain in the Exit Zone, MTF base, or Gate A unless an RP scenario takes place.
  448.  
  449. Don’t pick a fight you can’t win. Be strategic.
  450.  
  451.  
  452.  
  453.  
  454.  
  455. Valid RP Scenarios For Entering The Facility
  456. A code Orange or Red is initiated.
  457.  
  458. Needing to return an SCP you captured and the security are not responding when asked to pick it up.
  459.  
  460. A level 4 or higher personnel requests the MTF.
  461.  
  462. Reports are received that multiple SCPs have breached and do not seem to be getting handled by security.
  463.  
  464. 5. You are training.
  465.  
  466.  
  467.  
  468.  
  469. NLR RULES
  470. While under NLR, MTF must stay inside their spawn and cannot interact with others in character.
  471.  
  472. If an MTF dies while the CI are attacking, they may not interact with any CI until the raid / Raid NLR is over. The raid is over when they get back to their base or the last CI dies.
  473.  
  474. MTF cannot join back into a raid they were killed in until Raid NLR is over, MTF or CI.
  475.  
  476.  
  477. SCP RULES
  478. If an MTF sees an SCP, it is their job to recontain it unless another RP scenario prevents them from doing so. They must deal with the SCP when able.
  479.  
  480. SCPs must be recontained by following their appropriate containment procedures.
  481.  
  482. SCPs may not be weaponized or used to assist the MTF in their duties, excluding SCP-999 and SCP-131.
  483.  
  484. SCPs may not be killed or destroyed by the MTF (excluding 049-2/SCP-939/SCP-2292-2/076)
  485.  
  486.  
  487.  
  488.  
  489. CI RULES
  490. MTF may shoot any CI who have left the CI base area.
  491.  
  492. MTF may only shoot CI at the CI base area when they are raiding or preparing to raid.
  493.  
  494. MTF may only raid if they know the CI have taken an SCP, kidnapped Foundation Personnel or have Commander approval.
  495.  
  496. MTF should not go near the CI base, unless there is an RP scenario.
  497.  
  498.  
  499.  
  500.  
  501.  
  502.  
  503. How to Get Demoted 101
  504. Failure to follow the other rules in the MOTD will result in a demotion.
  505.  
  506. Failure to maintain professionalism will result in a demotion.
  507.  
  508. Failure to follow orders will result in a demotion.
  509.  
  510. Lack of common sense will result in a demotion. This will be judged by your superiors.
  511.  
  512. Displaying any mental instability will result in a PK and demotion.
  513.  
  514. Alert Levels
  515.  
  516. Code Green (Threat: None): The current status on the facility is considered "safe," general activity is to be continued.
  517.  
  518. Code Yellow (Threat: Low): A low level SCP has breached containment, all testing is to be terminated and Security Teams are to handle the issue promptly. This is considered a General Alert.
  519.  
  520. Code Orange (Threat: Medium/High): A Facility Raid is occurring, Mobile Task Force will be dispatched along with Security Teams. All Testing is to be terminated during this period.
  521.  
  522. Code Red (Threat: High): Multiple SCPs have breached containment, a state of emergency is issued. It is common during this alert that an evacuation may be issued.
  523.  
  524. Code Black (Threat: Very High): The Facility is entirely compromised, remaining Security Teams and MTF members will evacuate at this point along with any remaining staff. SID Specialists are to stay in the facility in an attempt to save the facility. It is at this point that the facility is to be destroyed by on site warheads in order to prevent additional escapes. All SCPs within the facility are to be considered terminated until proven otherwise.
  525.  
  526. I wonder what aler
  527.  
  528.  
  529.  
  530.  
  531.  
  532.  
  533.  
  534. Section C-04 - Research Staff
  535. Security Clearance - Level 2-4
  536. Researchers are to take Class Ds and use them for experiments, or test SCP’s in some other safe fashion.
  537. Researchers may use test subjects for their experiments, but it is not recommended to use themselves.
  538. Researchers may only do experiments involving SCPs.
  539. Researchers may not help SCPs escape.
  540. Researchers must only keep their experiments within the chamber of the SCP they are testing on, unless permitted by the Head Researcher/Area Director.
  541. Researchers+ may go to the surface if abiding by FearRP, if it’s a Code Black, a lockdown occurs, or if they have permission to test on SCP-1437. Anything else is not permitted.
  542. Researchers may not use the control room.
  543. Researchers may take up to 3 Class Ds. All others will be considered escaping, and will be killed. The exception to this is when they have authorization from the Head Researcher.
  544. Researchers may not help the Class Ds escape.
  545. Researchers are to follow all orders given to them by Head Researcher and Area Director.
  546. Researchers are to follow all orders given to them by a MTF commander (In case of emergency like Code Red or Code Black.)
  547. Researchers should not be loitering/doing nothing, they should be doing research.
  548. Do not allow Class D special privileges for being a friend in character or out of character.
  549. During Code Oranges all research staff must stay in research wing to await escort by Level 3+ personnel to the Security Barracks.
  550. Researchers cannot enter the Entrance Zone or the Lower Heavy Containment Zone unless testing on an SCP that requires entering these areas.
  551. Senior Researchers cannot go past the cafeteria.
  552. Researchers are permitted to enter the Entrance Zone in the event of a Facility Lockdown/Code Red situation.
  553. Researchers cannot carry weapons unless they are the Head Researcher.
  554.  
  555.  
  556.  
  557.  
  558.  
  559.  
  560.  
  561.  
  562.  
  563.  
  564.  
  565.  
  566. Code Green (Threat Level: None): Researchers are expected to always be testing during a Code Green.
  567.  
  568. Code Yellow (Threat: Low): Testing may continue however any Level 3+ Personnel can stop the test should the need arise. Orders from Level 3+ Personnel must be followed during this time. Failure to comply with orders to stop a test can and most likely will result in a demotion.
  569.  
  570. Code Orange (Threat: Medium/High): Testing is to be completely halted. Research staff are to wait in Research Wing for escort to the Security Barracks by Security Personnel. If you are seen wandering the HCZ or EZ without reason during this time, you will be detained and possibly demoted.
  571.  
  572. Code Red (Threat: High): Testing is to be completely halted. Research staff are to await escort to the EZ Offices / EZ Cafe by Security Personnel in the Research Wing. Failure to comply with orders can and most likely will result in a demotion.
  573.  
  574. Code Black (Threat: Extremely High): Testing is not possible. Full site evacuation. All Research Personnel are to evacuate to the surface with Security Personnel.
  575.  
  576. Researchers may only test, interview, or observe Safe and Euclid class SCPs. They do not need permission to do so, but bringing along a Senior is always encouraged.
  577.  
  578. Seniors may test, interview, or observe any SCP they wish (Except SCP-106). Cross-testing (A test involving 2 or more SCPs) involving Keters must be approved by an Area Manager, Head Researcher or the Area Director. Seniors may bring Juniors with them on any test, but are responsible for watching over them. For more specific details regarding testing requirements: https://www.concordiagaming.com/index.php?threads/scp-testing-requirements.12251/
  579.  
  580. All Research personnel must read the Researcher Guide, as it covers pretty much everything: https://www.concordiagaming.com/index.php?threads/researcher-guide.15963/
  581.  
  582.  
  583.  
  584.  
  585.  
  586.  
  587. Section C-05 - Area Director & Manager
  588. Security Clearance - Level 4
  589. +10 roll bonus towards humans & SCPs
  590.  
  591. Area Director
  592. The Area Director is in a sense, the administrator of the SCP facility. Therefore, may give out orders and make rules for the foundation.
  593. He may check up on the Security, the SCPs, or the MTF.
  594. He cannot do anything that will harm the SCP Foundation in any way, unless role play scenarios occur.
  595. He may use the control room, however, he must have a legitimate reason to do so.
  596. He cannot be given any weapons except for his starting gear.
  597. He must only make reasonable rules and give out reasonable orders (determined by an admin) unless roleplay scenarios occur.
  598.  
  599. Area Manager
  600. He cannot be given any weapons except for his starting gear.
  601. He may only be ordered around by the Director and MTF Commander
  602. All orders made by the manager must have a valid RP reason to go along with it.
  603. The Manager may only call a code black if security and MTF forces have attempted recontainment and failed, they must also consult all other level 4’s before carrying out the decision.
  604. The Manager cannot make new rules for the foundation, they however may suggest some to the director.
  605. He can use the control room if they have a legitimate reason to do so.
  606. He may check up on the Security, Researchers, or the MTF.
  607.  
  608.  
  609.  
  610.  
  611.  
  612.  
  613.  
  614.  
  615.  
  616.  
  617.  
  618.  
  619.  
  620. Section C-06 - Chaos Insurgency
  621. Roll Bonus: CI +15 against humans, +15 Against SCPs
  622. Any CI breaking rules will be demoted or kicked out of the faction.
  623. CI are encouraged to use Teamspeak for easier communication. A link to the forum section containing all the links down below can be found in the CI rooms.
  624.  
  625. Do not raid without at least a Beta Level Operative.
  626. If a Gamma level is available, they must approve raids, if not ask a beta lead, and if not then, just get 3 betas minimum.
  627. Insurgents may steal SCPs during raids, and hold them for RP purposes.
  628. Do not ransom SCPs.
  629. No beta level or lower personnel should be in the research room without reason.
  630. Do not leave the gas on in an empty chamber. If you see this, turn it off.
  631. Neither betas nor alphas should be in possession of weapons outside of their rank and/or tier without permission from a gamma (i.e. medics with M82s).
  632. Insurgents may let Class Ds free during a raid.
  633. Insurgents may kidnap any foundation staff, except for Area Management.
  634. If you die during a raid, you cannot re-enter the SCP Foundation until the rest of your group has either died or exited.
  635. When the raid is over, from either dying or leaving, you must wait at least 30 minutes between each raid.
  636. Grapple hooks should only be used for scaling enemy walls or otherwise impassable terrain, not for pulling other operatives, climbing random walls, or grappling drones.
  637. No drone pilots should be bringing out attack or defense drones when no raids are going on without gamma permission.
  638. If an SCP shows up to base, do not take them in without permission from a gamma or beta lead.
  639. CI Infiltrators may enter the facility when not raiding, but if it is not code green, must have permission if a Gamma is online. They cannot kill unless compromised or instructed by a Gamma. If discovered they must attempt to escape.
  640. Infiltrators should only use their bludgeons to capture foundation personnel.
  641. Infiltrators should not release SCPs unless in a life or death situation.
  642. Only approved CI are authorized train new CI.
  643. Insurgents may give Class Ds guns and make them part of the militia without training them.
  644. Insurgents must follow the CI Chain of Command
  645. Insurgents must obey the CI Articles of Conduct
  646. Always follow the appropriate CI Capture Procedures. These are updated frequently.
  647. Insurgents may kill any MTF on the surface who get near the CI base or attacks them first without it counting as a raid.
  648. CI Researchers cannot raid.
  649. CI Rules continued on next page...
  650. Do not capture any SCPs or take any prisoners just to leave them inside a cell. Give them RP or do not capture them at all.
  651. Insurgents must follow and memorize the CI Emergency Codes
  652. Insurgents may use CI Attack Dogs to help them raid or defend. See section below for how to handle them.
  653. Any Class Ds within the Insurgency Base are CI Property and are not to be fired upon by outside forces.
  654. Drone pilots may only use drones spawnable through f4 menu.
  655. Heavies may only be flagged up during a raid, be it offensive or defensive.
  656. Infiltrators may not turn on RDC whilst infiltrating.
  657. Infiltrators must wait 5 minutes between the beginnings and ends of infiltrations.
  658. A CI Raid should be no longer than a half hour, upon extending beyond the half hour all Foundation Raid NLR is up.
  659. CI must wait 30 min after a server restart/crash to raid. No exceptions.
  660. There can only be a maximum of 2 heavies flagged up at a time.
  661. The Infiltrator suit breaks as it is tampered with, immediately killing the wearer. Tampering with the suit that can break it involves things such as breaking the glass, attempting to open / rip the suit, and etc. If capture is possible, they can be captured.
  662. Infiltrators cannot release or arm Class D personnel without Gamma permission.
  663. Infiltrators cannot use any weapon larger than an SMG while infiltrating.
  664.  
  665.  
  666. For other information regarding the CI, visit: CI DVL Sub Forum
  667.  
  668.  
  669.  
  670.  
  671.  
  672.  
  673.  
  674.  
  675.  
  676.  
  677. Section C-07 - CI Attack Dog
  678. Dog Handling Guide
  679. The dogs should be walked or brought outside at least every 15 minutes. (This is so they don't just sit locked in a cell.)
  680. Barking that is a good indication the dogs should be let out.
  681. Open the door and stand in front of it so the dogs cannot escape. Pull out elastic restraints and use them as a leash to move the dog outside. Once there they may be attached to something if being left unattended or follow around an operative on or off the leash in the area around the base.
  682. If a dog is disobeying, move it into a holding cell and leave it there. (After that call an admin as it breaks the CI dog rules.)
  683. If a dog runs away execute it.
  684.  
  685. Attack dogs must obey all CI.
  686. Dogs cannot raid unless a Beta level operative or higher allows them to.
  687. Dogs cannot talk.
  688. Dogs cannot run away unless they are abused.
  689. Dogs cannot attack a CI unless they are abused.
  690. Only physical damage counts as abuse.
  691. Purposefully trying to get hurt so they can kill / run away is Fail RP.
  692. Dogs may only advert barking if there is actual danger.
  693. Dogs may only spam their bark when they need to get someone’s attention. (Do not spam it for a stupid reason.)
  694. All CI Dogs are neutered, no leg humping.
  695. Dogs cannot defect under any circumstance.
  696. Dogs Must attack all Foundation members unless told otherwise by a CI member.
  697. CI Attack Dogs do not attack SCP-1316 as it is aligned with the CI.
  698.  
  699. Additional information about the CI Attack Dogs: CI K9 Unit Information
  700.  
  701.  
  702.  
  703.  
  704.  
  705.  
  706.  
  707.  
  708. Section C-08 - SCP-035 ”Possessive Mask”
  709. Security Clearance - Level 0
  710. Roll Bonus - +20 to possession rolls - point blank range rolling
  711. Recontainment
  712. In order to re-contain SCP-035, an authorized Containment Specialist (or CI) must spawn in a containment cube from the F4 menu and /me putting SCP-035 into the box unless using a drone. You must roll to perform this action. After it is put into the box, you would return it to the case in its cell. (You may not use *Headphones* to block out SCP-035’s mind control.)
  713.  
  714.  
  715. SCP-035 cannot move at all whatsoever, unless someone moves it.
  716. SCP-035 may not use acid to move itself.
  717. Other players must roll to attempt to resist SCP-035 if in the same room. 50+ to resist, if they roll below 50 they must approach 035 and roll against it again. If they lose they must obey SCP-035. If within a few feet they only do one roll.
  718. SCP-035 acquires a host by using their SCP-035 swep on their target.
  719. Once SCP-035 manipulates someone, he basically becomes them. The host must then follow every command SCP-035 gives them.
  720. The host of SCP-035 must be with SCP-035 at all times.
  721. The host cannot kill or perform an action such as speaking without SCP-035’s consent.
  722. SCP-035 cannot control any SCP.
  723. 035’s host keeps their original roll bonus.
  724. SCP-035 is not allowed to break out of its glass case. The case prevents needing to roll to resist when closed.
  725. SCP-035 cannot break out of its re-containment cube unless release by someone.
  726. SCP-035 cannot manipulate people from inside its re-containment cube.
  727. SCP-035 cannot control anyone that is not, at the time in RP, wearing 035, except for possessing a new host.
  728. SCP-035 can only have 1 host at a time.
  729. SCP-035 should have a 3-second cooldown after their host dies before luring someone else.
  730. SCP-035 can release SCP-049 and 1 other SCP at a time to benefit escape.
  731. 035 cannot lure people while under 049’s robes.
  732.  
  733.  
  734.  
  735.  
  736.  
  737.  
  738. Section C-09 - SCP-049 ”Plague Doctor”
  739. Security Clearance - Level 0
  740. Recontainment
  741. In order to re-contain SCP-049, two or more armed personnel are to keep their guns aimed at SCP-049 and then escort it back to containment. SCP-049 is not to be terminated for any reason.
  742.  
  743. SCP-049 must speak in a sophisticated voice. (The best you can do)
  744. SCP-049 must attempt to cure anyone who has the pestilence.
  745. SCP-049 cannot decide that everyone it sees has the pestilence (this would be judged by an admin).
  746. SCP-049 may /me touching someone’s skin and force them to rp being dead (not suicide) if 049 wins the roll.
  747. SCP-049 must operate on the person that they touch before curing them.
  748. SCP-049 is a very passive character, therefore he is to abide by the FearRP rule set (see Section F for more information). Also because of his passive nature, 049 must not attempt to escape the facility consistently (this would be judged by an admin).
  749. SCP-049 cannot make any more than 4 zombies at any time. (Saying “I wasn’t keeping track” is not an excuse.)
  750. SCP-049 cannot use any weapons, they may only use their hands / syringe.
  751. SCP-049 can be searched for objects hidden in its robe, barring its tools.
  752. SCP-049 cannot make a 035 host into a zombie.
  753. SCP-049 cannot state that SCPs have the Pestilence.
  754. SCP-049 can only release SCP-035. They cannot release any other SCPs.
  755.  
  756.  
  757. Section C-10 - SCP-049-2 ”SCP-049 Zombies”
  758. Security Clearance - Level 0
  759. Recontainment
  760. SCP-049-2 is to be executed when an experiment for SCP-049 is completed.
  761. 049-2 must attack anything living they see, except for SCP-049.
  762. They must follow SCP-049.
  763. They cannot run until they have spotted a human.
  764. They cannot attack 049 or it is Fail RP.
  765. SCP-049-2 cannot release SCPs.
  766. SCP-049-2 cannot use door controls.
  767. SCP-049-2 cannot use weapons.
  768.  
  769.  
  770. Section C-11 - SCP-076 ”Able”
  771. Security Clearance - Level 0
  772. Recontainment
  773. To contain SCP-076 you must kill him or convince him to calm down causing him to return to 076-1.
  774. SCP-076 may only kill anything that they see as a challenge or in their way.
  775. SCP-076 can break out every 15 minutes.
  776. SCP-076 MUST advert breaking out of SCP-076-1.
  777. SCP-076 cannot open their door, until 15 minutes of containment.
  778. SCP-076 must attempt to kill SCP 682/SCP-939 if they see it.
  779. SCP-076 cannot free SCPs.
  780. SCP-076 cannot be challenged or recruited to defend against, or attack the Chaos Insurgency or the Foundation.
  781. SCP-076 cannot turn on RDC for any reason.
  782. SCP-076 cannot be challenged to do anything (Has to be legitimate challenge e.x - A fight)
  783. SCP-076 can attack those with their weapons on safety.
  784. SCP-076 must attack those with challenge swords.
  785. SCP-076’s challenge swords cannot be held for more than 30 seconds without being engaged in combat with 076.
  786. SCP-076 cannot KOS people with guns out, it must have a reason before attacking (Ex. Wouldn’t put weapon away, challenged and/or shot Able).
  787. After SCP-076 confirms that a subject isn’t a challenger, Able must leave the subject to look for other challengers.
  788. SCP-076 cannot hear adverts unless he is near someone with a radio.
  789. SCP-076 must ask if someone is a challenger before killing them. (Except when it is being shot already.)
  790. SCP-076 cannot use firearms or explosives.
  791.  
  792. Extra Information
  793. Left Click to attack using the sword.
  794. Right Click to throw the sword.
  795. You may give a sword to a challenger via the shop in the F4 menu.
  796.  
  797.  
  798.  
  799.  
  800.  
  801.  
  802. Section C-12 - SCP-079 ”Old A.I.”
  803. Security Clearance - Level 0
  804. Recontainment
  805. In order to disable 079’s access to the doors and controls switch the Remote Door Control lever to “Off”.
  806.  
  807. SCP-079 can only release up to 3 SCPs at a time when given RDC.
  808. To request for someone to give them access to the controls, SCP-079 must communicate by speaking as if they’re are the actual A.I. (Ex: Insult. Deletion Of Unwanted File.)
  809. SCP-079 should unlock all doors when they flag down. Failure to do so will result in whitelist being removed.
  810. SCP-079 may not work with the foundation without a valid RP reason.
  811. Can only lock 2 doors at a time, five minutes per door.
  812. SCP-079 cannot be placed on a storage device of any kind, and cannot have copies of them be made for any reason.
  813. SCP-079 may only speak to you through adverts (which are limited to those currently in the foundation) or if there are speakers on the walls nearby.
  814. SCP-079 can only use info if it is within hearing range and in the field of view (does not include those directly under a camera) of a wall mounted camera.
  815. SCP-079 cannot assist the foundation for extended periods of time.
  816.  
  817.  
  818.  
  819.  
  820.  
  821.  
  822.  
  823.  
  824.  
  825.  
  826.  
  827.  
  828.  
  829.  
  830. Section C-13 - SCP-096 ”The Shy Guy”
  831. Security Clearance - Level 0
  832. Recontainment
  833. In order to re-contain SCP-096 a personnel with the bag swep must (without looking at 096) type /me puts bag on head and drag 096 back into its cell (assuming everyone that has seen its face is dead).
  834. SCP-096 cannot do anything except sit in corners or pace around the current room it is in if the door to that room is closed.
  835. If the door to the room is open SCP-096 may walk through.
  836. If someone views the face of SCP-096, it must chase the viewer(s), and kill them.
  837. SCP-096 is allowed to attack SCP: 049, 076, and 397. SCP-096 may not attack any other SCPs.
  838. Cannot open doors UNLESS it is chasing after the person who saw its face.
  839. The person who sees 096’s face must report its position to 096 if they cannot find them.
  840. Making someone see your face intentionally is Fail RP.
  841. SCP-096 cannot team up with anyone, SCP or human.
  842. SCP-096 cannot speak.
  843. SCP-096 walks in a huddled position and looks down unless in chase.
  844. SCP-096 may not go to the surface without a valid RP reason.
  845. If SCP-096’s target is put in the pocket dimension, it must give up on chasing that target.
  846. An 096 chase cannot take any longer than 10 seconds to begin after his face has been seen.
  847. SCP-096 cannot use weapons as they do not know how to use them.
  848.  
  849.  
  850.  
  851.  
  852.  
  853.  
  854.  
  855.  
  856.  
  857.  
  858.  
  859. Section C-14 - SCP-106 ”The Old Man”
  860. Security Clearance - Level 0
  861. SCP-106 does not need to roll in order to kill/put someone in their pocket dimension.
  862. Recontainment
  863. In order to re-contain SCP-106, you must get a Class D, and have someone else activate the femur breaker. Upon activating the femur breaker, the player must then put “/advert Femur Breaker Activated” in chat.
  864.  
  865. SCP-106 must always alt-walk, and can’t jump/run outside of his pocket dimension.
  866. SCP-106 may kill or pocket without /Me-ing.
  867. SCP-106 may kill anyone that enters his pocket dimension.
  868. SCP-106 may kill a person outside of his pocket dimension once every 15 seconds.
  869. SCP-106 may only have up to 3 people in their pocket dimension at a time.
  870. SCP-106 cannot put SCPs in their pocket dimension, simply ignore them.
  871. SCP-106 cannot corrode door controls of any kind.
  872. SCP-106 must attempt to avoid SCP-173.
  873. SCP-106 cannot fight 096.
  874. SCP-106 cannot team up with any SCP.
  875. SCP-106 cannot go to the surface.
  876. SCP-106 must return to his containment cell and kill the D Class inside when the femur breaker is activated / adverted.
  877. SCP-106 can ignore the femur breaker while he is in his pocket dimension.
  878. SCP-106 cannot hide in his pocket dimension to avoid the femur breaker (will be determined by staff.)
  879. SCP-106 should walk over to his containment cell, killing their self will be counted as FailRP.
  880. SCP-106 cannot free any SCPs.
  881. SCP-106 cannot use weapons.
  882.  
  883. Extra Information
  884. Left click with swep "SCP-106" while right against a door pointing around the center of it to fade through it.
  885. Right click with swep "SCP-106" while right against a wall to fade into it and enter pocket dimension.
  886. Left click with swep "SCP-106 Hands" to deal damage.
  887. Right click with swep “SCP-106 Hands” to bring someone to your pocket dimension.
  888. You can do “+walk” in console to turn on ALT Walk.
  889.  
  890.  
  891.  
  892. Section C-15 - SCP-131 A and B ”The Eye Pods”
  893. Security Clearance - Level 0
  894. Recontainment
  895. Do not contain. Personnel caught abusing or mistreating SCP-131’s will be reprimanded.
  896.  
  897. SCP-131 cannot encourage or assist in the death of any living being.
  898. SCP-131 doesn’t ever have to blink.
  899. SCP-131 may “bond” with any personnel, which means it follows them around and warns them of danger.
  900. SCP-131 cannot leave the facility unless bonded to a person.
  901. SCP-131 cannot open any doors or use anything that requires the use of the “Use” key.
  902. SCP-131 may roam around the Foundation as it pleases.
  903. SCP-131 must run away from all keter SCPs.
  904. SCP-131 cannot speak, they may, however, produce sounds like ‘Meep’.
  905. SCP-131 can only stare down 173 if protecting someone. Sitting there for an extended period of time while 173 is not about to harm anyone is fail rp.
  906. SCP-131 cannot use weapons because they are passive and do not have arms.
  907. SCP-131 cannot resist being picked up.
  908.  
  909.  
  910.  
  911.  
  912.  
  913.  
  914.  
  915.  
  916.  
  917.  
  918.  
  919.  
  920.  
  921.  
  922. Section C-16 - SCP-173 ”The Sculpture”
  923. Security Clearance - Level 0
  924. Recontainment
  925. In order to re-contain SCP-173 you must stun stick the SCP back into its cell and close it (It is recommended to have more than 1 person help with the re-containment to minimize the risk of getting killed by SCP-173).
  926.  
  927. SCP-173 is not allowed to camp spawn locations or hallways. They must constantly search for necks to snap.
  928. SCP-173 cannot speak.
  929. SCP-173 cannot open any doors or use anything that requires the “Use” button.
  930. SCP-173 may use vents.
  931. SCP-173 cannot kill or attack: SCP-131 A/B, SCP-106, SCP-999, SCP-1048, SCP-1048-A, SCP-079, SCP-096, SCP-343, or SCP-735.
  932. SCP-173 cannot move when SCP-131-A or SCP-131-B are looking at him.
  933.  
  934. Extra Information
  935. Left click to snap neck.
  936. Right click to teleport.
  937. Use E to auto lock and R to remove target.
  938.  
  939.  
  940.  
  941.  
  942.  
  943.  
  944.  
  945.  
  946.  
  947.  
  948.  
  949.  
  950.  
  951.  
  952. Section C-17 - SCP-208 “Bes”
  953. Security Clearance - Level 1
  954. Recontainment:
  955. SCP-208 may free roam the facility, but should not be in the LHCZ without an escort.
  956. Any level 3 or higher can command SCP-208 to return to his cell if needed.
  957.  
  958. SCP-208 cannot release any SCPs.
  959. SCP-208 cannot use any weapons.
  960. SCP-208 cannot encourage or cause the death / harm of any living being (except snakes).
  961. SCP-208 may not work against the Foundation.
  962. SCP-208 cannot leave the facility without an RP reason.
  963. SCP-208 cannot heal someone in combat.
  964. SCP-208 may not participate in Foundation vs CI battles or any other surface warfare.
  965. SCP-208 cannot regrow people’s missing limbs.
  966. SCP-208 cannot revive the dead.
  967. SCP-208 cannot treat serious injuries. (Bullet wounds, etc.)
  968. Any form of ill intent towards SCP-208 is considered Fail RP (verbal/physical harm).
  969. CI cannot kidnap SCP-208, as it counts as ill intent.
  970. SCPs cannot harm SCP-208 (yes, this includes 682).
  971.  
  972.  
  973.  
  974.  
  975.  
  976.  
  977.  
  978.  
  979.  
  980.  
  981.  
  982.  
  983.  
  984.  
  985. Section C-18 - SCP-263 (Cash or Ash)
  986. Security Clearance - Level 0
  987. SCP-263 does not need to roll.
  988. Recontainment:
  989. SCP-263 cannot leave containment. If the SCP somehow ends up outside of its containment, it may be carried back.
  990.  
  991. SCP-263 must talk in a charismatic and upbeat voice, like a host, while the game is happening, and can only discuss things related to the game.
  992. SCP-263 must refuse or ignore all SCP contestants .
  993. SCP-263 must explain the game to new players. A simple explanation would be, “Welcome to Cash or Ash! If you answer my 3 questions correctly you get a prize! If you answer one wrong though...you get the ash!”
  994. When someone enters the room SCP-263 is in, SCP-263 must start their game show.
  995. SCP-263 can only ask 3 questions per gameshow.
  996. SCP-263 can only ask questions about things inside, near, or relevant to the facility or people within it.
  997. SCP-263 cannot ask a question they do not know the answer to.
  998. SCP-263 must burn anyone who answers one of their questions wrong.
  999. SCP-263 may burn anyone they think is cheating. Cheating can include getting outside help.
  1000. If the contestant does not answer within 45 seconds, SCP-263 may burn them.
  1001. SCP-263 may burn the player if they leave the room during the game.
  1002. If a contestant refuses to play, SCP-263 can choose to ignore them, or start the game show anyway.
  1003. SCP-263 may advert while a game show is in progress, but only about the show.
  1004. If a contestant answers all 3 questions correctly, SCP-263 must give them a reward. The reward can be cash (/dropmoney [amount]), a prize item (spawned via the q menu), or an item from your inventory.
  1005.  
  1006. Extra Information
  1007. Right Click: Lock on to a player.
  1008. Left Click: Burn the player you are currenty locked on.
  1009. R key: Clear lock on.
  1010.  
  1011.  
  1012.  
  1013.  
  1014.  
  1015. Section C-19 - SCP-343 ”God”
  1016. Security Clearance - Level 0
  1017. Recontainment
  1018. In order to re-contain SCP-343, personnel of Security Clearance 3+ must ask SCP-343 to return to containment.
  1019.  
  1020. SCP-343 cannot use his powers to directly affect SCPs.
  1021. SCP-343 must return to containment if asked by personnel Level 3+.
  1022. SCP-343 may use his abilities to escape containment every 5 minutes.
  1023. SCP-343 cannot release SCPs.
  1024. SCP-343 cannot go to the surface unless an RP scenario takes place.
  1025. SCP-343 cannot interact with 682 in any way. You must RP not being able to sense, see, hear, feel, touch, smell, or taste him.
  1026. SCP-343 should be unfriendly towards SCP-076 “Able,” and is to never be allies of any kind.
  1027. SCP-343 may not harm living beings.
  1028. SCP-343 cannot encourage violence directly or indirectly.
  1029. SCP-343 may respond to prayers, but cannot give “blessings” in the forms of boosts or items of any kind. (weapons and key cards included).
  1030. SCP-343 cannot ask to be worshipped.
  1031. SCP-343 cannot enter D-Block.
  1032. SCP-343 cannot name themselves as any religious god.
  1033. May not possess any weapons.
  1034. SCP-343 should not intentionally fly in front of D Class, as it would both reveal the existence of anomalies to them, as well as cause them to ask questions as to 343’s existence.
  1035. SCP-343 cannot fly into the skybox. Anyone seen doing this will be PERMABANNED.
  1036. SCP-343 cannot “shapeshift” to look like anything other than it’s original model.
  1037. SCP-343 does not have unlimited knowledge/does not know everything.
  1038.  
  1039.  
  1040.  
  1041.  
  1042.  
  1043.  
  1044.  
  1045.  
  1046. Section C-20 -SCP-397 “A Hominidae”
  1047. Security clearance: 0
  1048. No roll bonus
  1049. Recontainment
  1050. In order to recontain SCP-397, you must either tranquilize it or subdue it with physical force (non-lethal) and return it to it’s cell.
  1051.  
  1052. SCP-397’s ultimate goal is to escape the facility.
  1053. SCP-397 cannot team up with any foundation personnel level 1 clearance or higher.
  1054. SCP-397 may manipulate D-Class to help it escape (Will not side with humans otherwise).
  1055. SCP-397 may only free SCP-2292, nothing else.
  1056. SCP-397 may speak.
  1057. SCP-397 may not side with any factions or participate in surface warfare (Except for D Class).
  1058. SCP-397 must abide by FearRP (2+ people with guns aiming at it).
  1059. SCP-397 may use weapons.
  1060. SCP-397 may not team up with any SCPs except for SCP-2292.
  1061.  
  1062.  
  1063.  
  1064.  
  1065. Section C-21 - SCP-426 ”I am a Toaster”
  1066. Recontainment
  1067. Incase I ever breach containment, a Class-D is to carry me back to my cell while a Security Officer is watching from the distance to avoid taking my secondary effect.
  1068.  
  1069. Anyone that refers to me must speak about me in the first person
  1070. Those that speak about me cannot acknowledge that they are speaking about me in the first person.
  1071. If you are physically near me for longer than 5 minutes you will attempt to do my secondary effect (You will act like a toaster usually resulting in death from electrocution, Internal bleeding from a bursted stomach, craving for toast, etc.)
  1072.  
  1073.  
  1074.  
  1075.  
  1076.  
  1077.  
  1078. Section C-22 - SCP-457 (Burning Man)
  1079. Security Clearance - Level 0
  1080. SCP-457 does not need to roll.
  1081. Recontainment
  1082. SCP-457 gets stronger and faster as it burns things. To recontain SCP-457, you must spray it with a fire extinguisher until it shrinks down to a small flame. It is then under FearRP and can be threatened with an extinguisher to force it back to its cell.
  1083.  
  1084. SCP-457 must obey when it is small and has a chance to be extinguished. (1 Fire Extinguisher.)
  1085. SCP-457 may burn anything that can be ignited.
  1086. SCP-457 must speak very simply EX: “Want fuel. Must burn.”
  1087. SCP-457 cannot release any SCPs.
  1088. SCP-457 cannot team up with anyone, SCP or human.
  1089. SCP-457 cannot use any weapon or tool besides fire.
  1090. You may not split into two separate entities.
  1091. SCP-457 may not use control panels (i.e. levers, RDC, CC controls)
  1092. SCP-457 may only open a door when it has reached normal humanoid size to simulate RP burning through a small part of the door.
  1093. SCP-457 may not camp one area with props and use it to grow.
  1094. SCP-457 cannot stand still longer 1 minute near any objects.
  1095.  
  1096.  
  1097.  
  1098.  
  1099.  
  1100.  
  1101.  
  1102.  
  1103.  
  1104.  
  1105.  
  1106.  
  1107.  
  1108.  
  1109. Section C-23 - SCP-682 ”The Hard-To-Destroy Reptile”
  1110. Security Clearance - Level 0
  1111. +30 Roll Bonus
  1112. Recontainment
  1113. SCP-682 may be re-contained by being tickled by SCP-999 and then leading SCP-999 back to 682’s cell. Another option is for the MTF/Security to shoot SCP-682 until it ragdolls, afterwards SCP-682 must obey personnel above the security level of 2 or more (for 10 minutes).
  1114. SCP-682 cannot do anything while inside their acid. [Unwhitelist if they breach acid via movement without grate]
  1115. SCP-682 cannot request food in acid, and if not in acid, must wait 3 minutes after having been lifted out before requesting food.
  1116. SCP-682 cannot break outside of its cell unless it is enraged by either not being fed, being shot at, or a roleplay scenario takes place.
  1117. SCP-682 MUST do “/advert SCP-682 has been enraged” or something similar if it has not been fed within 15 minutes of adverting for a maximum of 3 Class Ds.
  1118. An example of an advert would be: /advert demands a Class D within the next 15 minutes or rage!
  1119. SCP-682 can only rampage for 10 minutes and then must calm down when inside the facility. (If you are outside, you may continue to rampage until re-contained properly)
  1120. While SCP-682 is enraged it must kill any living being it encounters during its 10 minutes.
  1121. SCP-682 cannot harm the SCPs: 079, 106, 035, 096, 131, 208, 263, 426, 457, 735, 912, 999, 1025, 1048/-A, 1370, 2292 or 173.
  1122. SCP-682 has 5 minutes to eat their class ds before they must get back on their grate when a feeding occurs.
  1123. SCP-682 cannot hold SCP-035 In their mouth due to SCP-035’s acid tears.
  1124. SCP-682 cannot interact with 343 in any way. You must RP not being able to sense, see, hear, feel, touch, smell or taste him.
  1125. If someone insults 682, it may mini-enrage for 15 seconds and kill them alone, if they are shot in the fifteen second mini-rage or 5 seconds after they cannot kill the person who shot them or go into a full enrage.
  1126. SCP-682 cannot use door’s, levers, buttons, and etc while enraged and must only bash door’s open.
  1127. SCP-682 cannot team up with any sort of sentient or autonomous being, whether they be artificial or not, except SCP-079
  1128. .If SCP-682 is tickled by SCP-999, it goes into a calm state for 3 minutes where it must obey all nonviolent orders while being happy.
  1129. SCP-682 does not need to roll to kill, but may be required to roll in certain rp scenarios.
  1130. SCP-682 may not use any elevators while enraged.
  1131. 682 must eat 3 people to evolve.
  1132. Continued on the next page...
  1133. SCP-682 may continue to be enraged after evolving.
  1134. During an enragement state, SCP-682 shouldn’t pick targets/run away from enemies.
  1135. SCP-682 cannot go into the vents.
  1136. SCP-682 cannot /roll against SCP-999’s tickles.
  1137. 682 is allowed to be aggressive while not enraged and use harmful /me’s but cannot abuse this (determined by staff.)
  1138.  
  1139.  
  1140.  
  1141.  
  1142.  
  1143.  
  1144. Section C-24 - SCP-735 ”Insult Box”
  1145. Security Clearance - Level 0
  1146. Recontainment
  1147. Recontainment is not needed for SCP-735, as it cannot breach in the first place by itself. If an outside force steals SCP-735, simply place it back onto its pedestal.
  1148.  
  1149. SCP-735 must insult anything and everything.
  1150. SCP-735 cannot take a liking towards anything or anybody.
  1151. SCP-735 can enrage 682 by insulting it.
  1152. If someone has been exposed to SCP-735 directly for over 5 minutes, will attempt to destroy SCP-735, failing because it’s indestructible, after 10 minutes they will resort to killing themselves in RP (gun to head, hanging, etc).
  1153. SCP-735 may be carried around anywhere.
  1154. SCP-735 cannot advert.
  1155.  
  1156.  
  1157.  
  1158.  
  1159.  
  1160.  
  1161.  
  1162.  
  1163.  
  1164.  
  1165.  
  1166.  
  1167.  
  1168.  
  1169. Section C-25 - SCP-912 ”Autonomous SWAT Armor”
  1170. Security Clearance - Level 0
  1171. +30 roll bonus against humans, +20 against SCPs.
  1172. Recontainment
  1173. In order to re-contain SCP-912, you must get the handler of SCP-912 to order it back to its cell.
  1174.  
  1175. SCP-912 must obey their handler regardless of the order unless it involves breaking a rule.
  1176. SCP-912 can only arrest people if their handler provides a legitimate reason for their arrest.
  1177. SCP-912 cannot arrest more than one person at a time. They must be detained in a cell or interrogation room before moving on to the next.
  1178. SCP-912 cannot speak.
  1179. SCP-912 cannot arrest any SCPs or assist in their recontainment.
  1180. By default SCP-912 must arrest those who brandish weapons as well as disarm them as they make visual contact with the weapon brandisher and the weapon. (handler may override this)
  1181. SCP-912 must attack/arrest those who attack them or their handler.
  1182. SCP-912 may betray their handler if they interfere with any of their actions.
  1183. SCP-912 must kill or arrest their handler if they order them to commit murder.
  1184. SCP-912 may beat people to death with /me’s and /rolls IF they resist arrest.
  1185. SCP-912 must give someone a chance to resist arrest by performing a /me, attacking, or running away before deciding they are resisting arrest.
  1186. To become the handler, someone must “/advert PD uniform on” near SCP-912.
  1187. SCP-912 cannot make an SCP their handler.
  1188. SCP-912 can only have one handler at a time.
  1189. SCP-912 is not allowed to use any guns.
  1190. SCP-912 cannot join the Security force, MTF or CI.
  1191. SCP-912 cannot be recruited to take part in any surface warfare.
  1192. SCP-912 may arrest CI who are raiding so long as they are still following their other rules.
  1193. SCP-912 CANNOT release any SCPs from their containment, even if told by a handler.
  1194. SCP-912 cannot be told to arrest a (or multiple) faction (s).
  1195. SCP-912 walks in a normal manner unless in chase.
  1196.  
  1197.  
  1198.  
  1199.  
  1200.  
  1201.  
  1202.  
  1203. Section C-26 - SCP-914 ”The Clockworks”
  1204.  
  1205. SCPs cannot put themselves into 914 or put another SCP into 914.
  1206. It is Fail RP for D-Class to put themselves or guns in 914 without prior knowledge of it’s abilities.
  1207. Only Senior Researchers are permitted to test on SCP-914 with approval from the Head Researcher.
  1208.  
  1209.  
  1210.  
  1211. Section C-27 - SCP-939 ”With many voices”
  1212. Security Clearance - Level 0
  1213. Recontainment
  1214. SCP-939 may be re-contained by either terminating the 939s on an active hunt, or sedating them then escorting it back to their cell. Personnel who are feeding SCP-939 must '/advert turns on gas’' (or something along those lines) to make the 939's become sluggish. Only lasts for 5 minutes.
  1215.  
  1216. SCP-939 must stay with other 939s when out of containment.
  1217. SCP-939 can only hunt alone when they are the only 939.
  1218. SCP-939 can only assist and cooperate with their fellow SCP-939s. Assisting other SCPs or humans is Fail RP.
  1219. SCP-939 cannot go to the surface without at least 1 other pack member.
  1220. SCP-939 can only say the final phrase they heard their last victim say. SCP-939 cannot speak freely, and cannot piece together different phrases of speech.
  1221. SCP-939 may kill any human or living SCP.
  1222. SCP-939 may /advert for a class d every 15 minutes after being fed or re-contained. SCP-939 may then breach containment if not fed in 10 minutes.
  1223. SCP-939 must advert when Breaching.
  1224. SCP-939 cannot attack or escape for 5 minutes once the gas in their cell is activated.
  1225. SCP-939 cannot release or team up with any SCP's by any means.
  1226. SCP-939 cannot be tamed.
  1227. Cannot be pregnant, a cub, alpha|beta|gamma etc., or male.
  1228. SCP-939 cannot go into the vents.
  1229.  
  1230.  
  1231.  
  1232.  
  1233. Section C-28 - SCP-999 “The Tickle Monster”
  1234. Security Clearance - Level 0
  1235. SCP-999 only rolls if the opposing player /me’s trying to avoid 999. Higher roll wins.
  1236. Recontainment
  1237. SCP-999 may roam the facility as it pleases. If it leaves the facility, escort it back in. (Unless SCP-682 is present on the surface).
  1238.  
  1239. SCP-999 must /me to tickle someone.
  1240. SCP-999 may tickle anyone who seems upset.
  1241. SCP-999 must /me before tickling someone and win a /roll if they resist.
  1242. SCP-999 must tickle 682 if they are enraged or are posing a threat to the foundation, however the effect only lasts for 3 minutes starting from the moment the tickling stops.
  1243. SCP-999 does not need to roll to tickle 682.
  1244. SCP-999 cannot tickle if there is no reason to.
  1245. SCP-999 may not encourage the death of ANY living thing.
  1246. SCP-999 must follow someone if they say they need help.
  1247. SCP-999 is not able to leave the facility unless they are escorted by the MTF.
  1248. SCP-999 can be used as a shield for bullets or other projectiles.
  1249. SCP-999 may be taken out of the facility by the Chaos Insurgency
  1250. SCP-999 cannot operate door controls.
  1251. SCP-999 must follow someone who offers it candy.
  1252.  
  1253.  
  1254.  
  1255.  
  1256.  
  1257.  
  1258.  
  1259.  
  1260.  
  1261.  
  1262.  
  1263.  
  1264.  
  1265. Section C-29 - SCP-1048 ”The Builder Bear”
  1266. Security Clearance : Level 0
  1267. No roll bonus.
  1268. Recontainment:
  1269. To re-contain SCP-1048 you simply need to pick SCP-1048 up and carry it back to its cell.
  1270. You must beat 1048 in a /roll to pick it up, unless it doesn’t resist.
  1271.  
  1272. SCP-1048 can only attack when alone. (As in, only 1048 and the victim)
  1273. If there is more than one person / SCP in a room, then SCP-1048 must pretend to be friendly.
  1274. SCP-1048 is allowed to escape the facility, but only when armed with a knife or with 1048-A.
  1275. SCP-1048 may steal a knife off someone who has one or loot the armory.
  1276. SCP-1048 may communicate through gestures and pictures.
  1277. SCP-1048 cannot cut SCP’s ears off.
  1278. SCP-1048 must roll for all actions affecting another player.
  1279. SCP-1048 cannot pickpocket or disarm without winning a /roll.
  1280. SCP-1048 can only release 1 SCP at a time. He cannot release another until that SCP has been re-contained.
  1281. If SCP-1048 is shot repeatedly, he must run away and attempt to evade the shooter.
  1282. SCP-1048 Cannot wiggle out of one’s grasp right after being picked up. They must wait 1 minute before attempting to break free. SCP-1048 must go with them and cannot stall out that minute.
  1283. SCP-1048 should avoid the CI as he knows they want to destroy them.
  1284. Once re-contained (aka set down in the containment cell) SCP-1048 cannot run out of their cell until 10 seconds have passed.
  1285. SCP-1048 must collect 14 ears to make SCP-1048A and must advert it.
  1286. SCP-1048 cannot heal 1048-A.
  1287. SCP-1048 is not allowed to cut off more ears once SCP-1048-A has been made. They have to wait until it dies to collect more.
  1288. SCP-1048 can only make 1048-A in a secluded area.
  1289. SCP-1048 is only allowed to use a Knife as a weapon.
  1290.  
  1291.  
  1292.  
  1293.  
  1294.  
  1295.  
  1296. Section C-30 - SCP-1048-A ”The Ear Bear”
  1297. Security Clearance - Level 0
  1298. Recontainment
  1299. There is only 2 ways to re-contain SCP-1048A. One way is to terminate it by shooting it until it is dead. Another way is to not scare it and for one person to approach it slowly and try to /me picks up 1048A carefully and whoever wins the roll decides the outcome. After picking up 1048A, bring it to SCP-1048’s containment cell carefully. SCP-1048A is provoked by weapons/gunshots and large crowds of people (3 or more)
  1300.  
  1301. SCP-1048-A cannot be played unless SCP-1048 has gathered 14/14 ears and has adverted it.
  1302. SCP-1048-A must be with SCP-1048 at all times.
  1303. SCP-1048-A must act as a scared animal, run away when threatened and only attack when it feels cornered or surrounded.
  1304. If a group of 3 or more people approach at once, it may scream.
  1305. If abused, verbally (Yelled at) or physically (shot or kicked) SCP-1048-A may scream. (Being picked up is not abuse.)
  1306. SCP-1048-A cannot run towards the person who shot them to scream. They must scream in place or while running away.
  1307. SCP-1048-A may scream at any SCP that scare them while, running away. They cannot chase or seek them out.
  1308. SCP-1048-A cannot release any SCPs.
  1309. SCP-1048-A cannot run into a room full of people just to scream. (This will be judged by an admin)
  1310. Do not run towards noises of gunfire or explosions.
  1311. Once re-contained (aka set down in the containment cell) SCP-1048-a cannot run out of their cell until 10 seconds have passed.
  1312.  
  1313.  
  1314.  
  1315.  
  1316.  
  1317.  
  1318.  
  1319.  
  1320.  
  1321.  
  1322.  
  1323.  
  1324.  
  1325.  
  1326. Section C- 31 - SCP-1316 ”Feline Espionage Device”
  1327. Chaos Insurgency
  1328. No roll bonus.
  1329. Recontainment
  1330. In order to re-contain SCP-1316 a Beta-Level+ must order it back to the drone room. Foundation Personnel must pick it up and take it to an unused Containment Chamber.
  1331.  
  1332. SCP-1316 can only follow orders from a Beta-Level+.
  1333. SCP-1316 cannot leave the CI base / enter Area-XYZ without permission from a Beta-Level+.
  1334. If SCP-1316 dies, it cannot infiltrate Area-XYZ for 10 minutes.
  1335. SCP-1316 cannot use voice chat, they may only type in the radio to communicate. (Using /CI)
  1336. SCP-1316 may only use the SWEPs and weapons that it spawns with.
  1337. SCP-1316 must attempt to escape Area-XYZ if discovered by Foundation personnel.
  1338. If SCP-1316 is captured by the Foundation, they are not allowed to flag down. (Without Staff Permission.)
  1339. Cannot release SCPs.
  1340.  
  1341.  
  1342.  
  1343.  
  1344.  
  1345.  
  1346.  
  1347.  
  1348.  
  1349.  
  1350.  
  1351.  
  1352.  
  1353.  
  1354.  
  1355.  
  1356. Section C-32 - SCP-1370 ”Pester Bot”
  1357. Security Clearance - Level 0
  1358. -50 Against Everything.
  1359. Recontainment
  1360. SCP-1370 must be picked up by level 2 personal only through rolling. SCP-1370 can be picked up by anything if it can physically. SCP-1370 may use its pincers to distract humans or scps. Zip ties can be used to close SCP-1370’s pinchers. You have a -50 Roll Bonus in any RP situation. This includes someone picking you up.
  1361.  
  1362. SCP-1370’s goal is to be annoying and hateful towards any living thing but utterly fail in any act of aggression.
  1363. “If SCP-1370 encounters an object it believes to be sapient, it will attempt to engage the object in combat while introducing itself with a variety of elaborate titles which appear to be selected at random. Examples: DoomBot 2000, RoboLord the Destructor, Prime Minister Sinister, WALKING ROAST BOX and Darth Claw Killflex.”
  1364. If SCP-1370 gets knocked over he cannot get up for at least 10 seconds.
  1365. SCP-1370 cannot use weapons or computers.
  1366. SCP-1370 may not use guns.
  1367. SCP-1370 may not use any melee/thrown weapon larger than a knife.
  1368. SCP-1370 may not carry 513 (due to weight imbalance).
  1369. SCP-1370 is required to use the /me command if they’re attacking someone.
  1370.  
  1371.  
  1372. Section C-33- SCP-1437 ”A Hole To Another Place”
  1373. Recontainment
  1374. Anything that comes out of the hole must be quarantined immediately.
  1375.  
  1376. Do not throw random items in.
  1377. A member of the Foundation throwing an SCP in the hole is FailRP.
  1378. Anything that falls into the hole dies.
  1379.  
  1380.  
  1381.  
  1382.  
  1383.  
  1384.  
  1385.  
  1386. Section C- 34 - SCP-2292 “Gorilla Beringei Necromantiae”
  1387. Security Clearance - Level 0
  1388. Recontainment
  1389. SCP-2292 can be calmed when it is by itself. When by itself and not angered by the death of SCP-397 or harm of SCP-1048, it must follow the orders of armed personnel. When calm, it can be escorted back to its cell.
  1390.  
  1391. SCP-2292 cannot help other SCPs breach.
  1392. SCP-2292 and SCP-397 can work together to escape.
  1393. SCP-2292 cannot talk. He must communicate by using sign language or by writing.
  1394. Tranqs do not work on SCP-2292 whatsoever.
  1395. SCP-2292 may kill armed personnel who threaten it or SCP-397 and SCP-1048. Threats will not fully enrage SCP-2292, it will only kill the person who gave the threat.
  1396. Guns on safety are not considered threats.
  1397. SCP-2292 will “baby” SCP-1048 and SCP-1316 (picking them up when he sees them, recontaining them when they attack someone, protecting them otherwise from physical/verbal harm).
  1398. If SCP-2292 sees SCP-1048 or SCP-1316 harm a living person, it will recontain the SCPs itself.
  1399. If itself, SCP-1048, SCP-1316, or SCP-397 is harmed, SCP-2292 will become enraged for 4 minutes. During this time, it will kill any living person in sight.
  1400. If 2292 is shot while it is enraged, it may not re-enrage.
  1401. SCP-2292 cannot not run from personnel when enraged.
  1402. SCP-2292 must advert when it is enraged and when it becomes calm after enragement.
  1403. SCP-2292 can only bash open doors when enraged. When calm, it must use buttons.
  1404. SCP-2292 can only use buttons/levers when calm.
  1405. SCP-2292 would stay away from dangerous SCPs such as 173, 106, and 682.
  1406. SCP-2292 is typically passive, and will not constantly try to breach.
  1407. SCP-2292-2 (zombies) must attack any living person they see.
  1408. SCP-2292-2 cannot attack SCPs.
  1409. SCP-2292-2 cannot talk.
  1410. SCP-2292 shouldn’t intentionally get shot to become enraged, as this would be fail RP.
  1411. SCP-2292 may not use weapons of any kind besides its own fists.
  1412.  
  1413.  
  1414.  
  1415.  
  1416.  
  1417.  
  1418.  
  1419.  
  1420.  
  1421.  
  1422. Section C- 35 - SCP-2337 “Dr. Spanko”
  1423. Security Clearance - Level 0
  1424. Recontainment
  1425. SCP-2337 can be recontained by anyone giving it direct orders as it must follow all orders from any humans.
  1426.  
  1427. Dr. Spanko must speak/type gibberish and cannot communicate any other way. (SCP-2337: Cack! Am christened Herr Doktor Spankoflex. Am colloquially nameslapped with Essy-Pee toothreethree and Steven, am complicate across the state.
  1428. Dr. Spanko must exlaim “CACK!” at least once every few sentences.
  1429. Dr. Spanko may ask for “stranglefruits” (Gummy Worms) every 10 minutes.
  1430. Dr. Spanko may NOT play music or sound boards.
  1431. Dr. Spanko must stop spamming if given gummy worms.
  1432. Dr. Spanko may communicate with all SCPs, whether they can speak or not.
  1433. Sentient SCPs such as 035 and 682 may not harm SCP-2337.
  1434. Foundation and CI Personnel may not harm SCP-2337.
  1435. Dr. Spanko must use /y any time they type in character (except /me).
  1436. Dr. Spanko may not escape the Foundation.
  1437. If taken, Dr. Spanko may stay with the CI until retrieved or attempt to escape.
  1438. Dr. Spanko must return to the Foundation if on the surface and not being held captive.
  1439. Dr. Spanko must obey the orders of any human unless it would cause harm to itself or another living thing (unless in a Stranglefruit freak out or hurt by the human).
  1440. Dr. Spanko may form an alliance with anyone / anything it wants.
  1441. Dr. Spanko may not cause harm to any living thing, encourage violence, or release SCPs.
  1442.  
  1443.  
  1444.  
  1445.  
  1446.  
  1447.  
  1448.  
  1449.  
  1450.  
  1451.  
  1452.  
  1453.  
  1454.  
  1455. Section D - Building Rules
  1456. Do not prop minge. This includes prop spamming, prop killing, prop climbing, prop surfing and prop blocking.
  1457. Any placed text screens must be relevant to the RP at hand. Examples being a 'PTS Is Active' sign during a meeting.
  1458. While you are building, you must place a text screen that reads “BUILDING” to let others know that you cannot be killed. While you are building, you should not interact with other players. Once you are finished, you must remove your sign.
  1459. In regards to rule #3, do not interfere with people who have a “BUILDING” sign.
  1460. Do not build in SCP-106’s pocket dimension.
  1461. The use of key cards require the keycard scanner to be within 5 meters of the fading door.
  1462. You can only use Fading Doors in specific areas which are D-Block, Checkpoints (HCZ-LCZ or HCZ-EZ), Gate A, or an Office.
  1463. Do not use keyboard bindings to activate fading doors.
  1464. Kill On Sight (KOS)/Arrest On Sight (AOS) lines may be placed by MTF and Security Officers. These lines allow these jobs to freely kill (for KOS line) or arrest (AOS line) any player that passes it.
  1465. Do not build keycard checkpoints in the middle of hallways unless approved by a Super Admin+.
  1466. Don’t build something that prevents you from being shot while still allowing you to shoot (Don’t build with one-way props).
  1467. Do not build any dumb, unrealistic vehicles or buildings.
  1468. Constructing defenses during a Raid is considered FailRP unless the materials are present in the general area (I.E. There are desks and filing cabinets and you move them around to be defenses).
  1469. Only engineers may construct gates inside the foundation (you may build it yourself if there are no engineers on), unless you are a trained technician. D-Block must always have a gate, therefore anyone can build said gate.
  1470. If a head engineer tells an engineer to take down a building/gate, they must remove it unless ordered otherwise by a Level 4 Official.
  1471. Do not build around SCP-019.
  1472. Fading doors must have at least one keycard scanner linked to them at all times.
  1473. No one can build from gate A to the Power Room without the Head Engineer’s permission.
  1474.  
  1475.  
  1476.  
  1477.  
  1478.  
  1479.  
  1480. Section D-1 - Roll Bonuses For SCPs
  1481. SCP 173: Does not need to roll.
  1482. SCP 096: Does not need to roll.
  1483. SCP-1370: -50 for all rolls.
  1484. SCP 106: Does not need to roll.
  1485. SCP-912: +30 roll bonus against humans, +20 against SCPs
  1486. SCP 682: +50 against humans, +30 against SCPs
  1487. 049-2/2292-2 (Zombies): Does not need to roll.
  1488. SCP-035 Possession: +20 against humans.
  1489. SCP 035: Gets the bonus its host would normally have.
  1490. SCP-939: +30 against humans.
  1491. SCP-076: +40 against humans, +40 against SCPs
  1492.  
  1493. Section D-2 - Roll Bonuses For Humans
  1494. Internal Security Division (ISD): +40 against humans, +40 against SCPs, +30 to everything
  1495. All Mobile Task Force: +30 against humans, +30 against SCPs, +15 to everything
  1496. Area Director/Area Manager: +10 against humans +10 against scps
  1497. Security Chief/Security Captains: +20 against humans, +20 against SCPs
  1498. Patrol Sergeant/Lieutenant: +20 against humans, +15 against SCPs
  1499. SID Members: +20 against humans, +20 against SCPs
  1500. SID Heavy: +20 against humans, +25 against SCPs
  1501. Senior Security: +15 against humans, +15 against SCPs
  1502. Engineer: +15 against SCPs, +30 to TechRP/Engineering
  1503. FMO/MRU: +15 against humans, +15 against SCPs, +30 to MedRP
  1504. Security Officer/Admin Guard: +10 against humans, +10 against SCPs
  1505. Security Trainee: +10 against Class Ds
  1506. CI Grunt: +10 against humans, +10 against SCPs
  1507. CI Soldier/Sniper/Infil/Bomb Spec: +15 against humans, +15 against SCPs
  1508. CI Medic: +15 against humans, +15 against SCPs, +30 to MedRP
  1509. CI Drone Pilot: +15 against humans, +15 against SCPs, +20 to Engineering
  1510. CI Heavy: +30 against humans, +10 against SCPs
  1511. CI COP: +20 against humans, +20 against SCPs
  1512. CI Colonel: +25 against humans, +25 against SCPs
  1513. CI Commander: +30 against humans, +30 against SCPs
  1514. SDU Initiate: +15 Against Humans, +15 Against SCPS
  1515. SDU Operative: +20 Against Humans, +20 Against SCPS
  1516. SDU Specialist: +25 Against Humans, +25 Against SCPS
  1517. SDU Overseer: +25 Against Humans, +25 Against SCPS
  1518. Z-Unit: +25 Against D-Class, +15 Against other Humans
  1519. Warden: +30 Against D-Class, +20 Against other Humans
  1520.  
  1521. Section E - Etiquette Towards Administrators
  1522. You must treat the administrators with respect.
  1523. If you require an admin type “@ <message>” in chat and we will be right with you.
  1524. Trolling admins is strictly prohibited.
  1525. It is recommended that you have proof or witnesses when you accuse someone of infringing a rule.
  1526.  
  1527.  
  1528. Section E-1 - Etiquette During An Admin Sit
  1529. If you are pulled into an admin sit, you may not leave for any reason.
  1530. You must not lie during an admin sit.
  1531. You must holster your weapons during an admin sit.
  1532. Killing/attacking during an admin sit is strictly prohibited.
  1533. Do not mic spam during a sit.
  1534. Do not yell if it is not your turn to speak.
  1535. You must obey what the admin tells you to do.
  1536. Try not to have an attitude when you are dragged in. It won’t help your case.
  1537.  
  1538.  
  1539.  
  1540.  
  1541.  
  1542.  
  1543.  
  1544.  
  1545.  
  1546.  
  1547.  
  1548.  
  1549.  
  1550.  
  1551.  
  1552.  
  1553.  
  1554.  
  1555.  
  1556.  
  1557.  
  1558.  
  1559.  
  1560.  
  1561. Section F - Roleplay Terms and Definitions
  1562.  
  1563. RDM - RDM stands for Random Deathmatch and it is when a person kills another person for a reason that was not for intended for roleplay.
  1564.  
  1565. FailRP - FailRP is when a person fails to act out their job properly/doing something that is against their rules. (i.e Foundation Personnel freeing all SCPs on the area/SCP-173 talking).
  1566.  
  1567. Powergaming - Powergaming is when you try to act out something that is impossible to do or doing it without meeting the proper circumstances (i.e Punching an Officer once would immediately ‘knock’ them out.)
  1568.  
  1569. NLR - NLR stands for the New Life Rule and it is a standard that prevents a person that has died in the past 3 minutes to go back to the same area that they died in. If you die in your spawn area you may not interact with anyone who is attacking for 3 minutes. It is a very commonly broken rule but it is still enforced.
  1570.  
  1571. Raid NLR - This is only called when the Chaos Insurgency is actively raiding the SCP Foundation. It is the same as NLR but with the timer of 30 minutes or until the raid is over. Flagging up after the Insurgency has cleared your spawn would automatically put you under ‘Raid NLR’ status. This rule is heavily enforced so abide by it at all times.
  1572.  
  1573. Metagaming - Metagaming is when game information outside of what is available in-game is used to give a player an advantage in-game. An example of breaking this rule is when a Class D walks up to a SCP and knows all about them. [Number, Name, mood.]
  1574.  
  1575. RDA - RDA stands for Random Arrest and it is when a person with handcuffs detains another person without a legitimate reason to do so.
  1576.  
  1577. FearRP - FearRP is where you fear for your life, or someone else’s life, as in you’re actually scared, or willing to do anything to save your life. And example would be: If you had a gun to your head, you would do what the person says to not get shot.
  1578.  
  1579. Authority RP - Anyone with higher authority than you, (in this case, security clearance) is above you, and may order you around, you must listen to orders, unless roleplay circumstances take place (such as the Director SEEN wearing SCP-035).
  1580.  
  1581. Bodyblock - Blocking someone’s path (mostly doors) in order to prevent the players from going through. (i.e A Researcher standing in the door of the Firing Range which prevents the Security Officers from leaving.)
  1582.  
  1583. Perma Kill / Player Kill - Known as a PK for short, meaning that you (the character) has died within RP. If you are PK’d in character, you cannot play as that character again. You cannot be PK’d without your own consent, unless your own DvL (or staff, in certain scenarios) overrides this. Do not change your name to one that is obviously similar to your previous one, in the event that you are PK’d.
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