General Rules

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Your Right Sock

Head of Staffing
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Founder
Special uwu
SCP-RP Rule Set Sheet

General Rules


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AROUND 50 PERCENT OF THESE "RULES" ARE ONLY ADDED AS CLARIFICATIONS.
WE DO NOT AIM TO MAKE THIS SERIOUS, WE DO NOT PUNISH FOR SIMPLE SHIT, WE PUNISH FOR THINGS THAT WILL HARM THE EXPERIENCE OF OTHERS AND JOB PURPOSES.
UNDERSTAND THAT WE DO NOT INTEND TO SHOVE RULES STRIAGHT DOWN YOUR THROAT, THIS PAGE IS SIMPLY HERE SO YOU KNOW OUR BASIC RULES SHOULD YOU EVER HAVE QUESTIONS, AS WELL AS CLARIFICATIONS ON JOBS AND GAMEPLAY SO THAT WAY YOU DO NOT ACCIDENTALLY GET YOURSELF IN TROUBLE.


IF PEOPLE WOULD USE THEIR HEAD MORE THEN THIS PAGE WOULDN'T BE SO JAM-PACKED WITH BULLSHIT
n1. Do not loophole rules.
n2. Do not make false keypads/keycard scanners. In other words, do not make a keycard scanner/keypad lead to nowhere.
n3. Do not break NLR (see section below).
n4. Do not RDM (Random Deathmatch).
n5. Do not copy someone's name.
n6. Your name must contain characters typeable by an English keyboard.
n7. Only English is allowed.
n8. You can't have spaces in between each character in your name.
n9. Always follow Fear RP - the idea that you value your life and must act accordingly in dangerous situations to prevent death.
n10. Do not build props you have to crouch or jump over in the facility.
n11. Do not metagame. This includes but is not limited to:
n11-1. People talking to each other in OOC about in-game occurrences/situations.​
n11-2. Using other chat systems/PM's to give info about what's happening in-game.​
n11-3. If you are in a sit/hear one, using information from this is meta-game.​
n12. Do not Fail RP. This includes but is not limited to:
n12-1. Being mayor and holding an SCP and making people pay you for it back.​
n12-2. Being ANY job and letting out SCPs without proper tests in a plan is against the rules. (This means NO letting out SCPs to test how destructive/nice they are)​
n12-3. If SCP-131 is looking at SCP-173 and 173 is moving around, this is Fail RP.​
n13. Do not exploit/abuse any bugs or glitches, doing so will result in a punishment (depends on the situation), instead, report them on the forums.
n14. Do not build/kill in spawn.
n15. Do not prop abuse (this includes surfing, killing, spamming, climbing and blocking or any other type of prop abuse).
n16. Do not mic spam (whether it's music, voice or noise, any type of spam).
n17. Do not abuse the advert system. You may only advertise a shop and job service or use it as a type of "Alarm" (if you have the correct job).
n18. Do not spawn inappropriate structures.
n19. Do not block NPCs around the map.
n20. The roof of the tunnel at the end of town is normally used for Sits (Situations), so please do not get up there.
n21. No one way walk through props, (fading doors must have keycard scanner on both sides).
n22. Do not demote when staff are on.
n23. No self-supply.
n24. As foundation staff, you cannot be corrupt eg. Help class D’s, kill other staff.
n25. Only Field Agents may build in the tunnel/tunnel exit room.
n26. You may not prop block any exit/entrance to the facility.
n26-1. You may not prop block anywhere in the facility (even if there is another way).​
n27. SCPs can NOT drive Vehicles.
n28. Players may only push 173 to contain it. Do not sit there and shoot him/use explosives to move him.
n29. NLR stands for new life rule it is very important to follow this rule, or roleplay feels one-sided. This includes but is not limited to:
n29-1. NLR means you have no memory of your past life that you didn't know beforehand or considered basic knowledge.​
n29-2. After you die you can not interact with the area you died in nor the player that killed you for 2 minutes NO MATTER WHAT!​
n30. Owning a door grants you full power of that property.
n30-1. You must, however, own all doors to the property if it contains more than one ownable door to access it.​
n31. If you kill a person you can not interact with the person you kill for 2 minutes.
n31-1. If you happen to be shot at or get killed by the same person within 2 minutes please use the in-game report function or report them on the forums as this is (most likely) NLR.​
n32. You may pass through your NLR area but do not loiter/break NLR.
n33. You can not tell other players what happened in any previous lives. (Unless it is a sit, then after the sit the knowledge is forgotten again)
n34. If you die during a raid as foundation staff, stay in your spawn for the NLR time. If you die as CI, stay outside of the facility for the raid time.
n35. The GLOBAL Raid Timer is 20 minutes. (After death or completion).
n36. No double layer doors/Airlock doors in D-Block.
n36-1. Meaning no more than 1 fading door per entrance/room in D-block.​
n37. All surface jobs (Unless stated in their job rules) are not allowed in the facility!
n38. If you are to use a keypad with a code, you must put the code in legible English numbers somewhere near it if it blocks a spawn area or a building/entryway into map areas.
n38-1. The smallest numbers being size 11, lowest opacity 39.​
n38-2. It must be within 12 feet of the fading door's keypad.​
n38-3. You can hide the code as long as you can view it within 3 feet of the keypad.​
n39. Only 5 Fading Doors per foundation personnel inside the facility and they must be spaced out 6 feet apart and comply with other fading door rules. (The height of a human player model)
n40. SCPs and MTF may not enter D block unless stated in their rules.
n41. No KOS/DOS/AOS signs keeping D class inside their cells unless there is a D block lockdown.
n41-1. You may only start a lockdown if there is CI near the Class D area or Class D have guns.​
n42. If you are using balloons, you may NOT make LARGE props float.
n43. You may not stand on any floating props/prop surf.
n44. You can only have keycard scanners in the facility.
n44-1. Field Agents may have keycard scanners at the Facility entrance, and the tunnel that goes to it.​
n45. You are allowed to scam people out of in-game money.
n45-1. You may NOT, however, offer/promise the granting of VIP or out-of-game items. You will be punished for this.​
n46. Do not spam the light buttons. Disco's are to be RP-only.
n47. Do not spam the camera.
n48. If you are killed during a raid, you must stay in your spawn until the your NLR timer is over.
n49. Adverting muggings is required.
n50. You cannot raid more than once every 20 minutes. (This applies globally).
n51. Do not build shops/homes/bases on the roads.
n51-1. You can build walls on roads, ONLY if you have a fading door or hole to allow people through FREELY.​
n52. You can build bases that are not directly on the ground, however, must be supported by either a map structure, or "attached" to a map structure and put on STILTS. (Trees count as natural support, just like roofs).
n52-1. You may not build your base to intentionally block/access someone else's base/apartment.​
n53. If you are going to raid, you MUST try to do it methodically.
n53-1. This means DO NOT blow up a base and say "raided xd", this means you MUST try and do it practically.​
n53-2. In addition, this means you must have a motive. (For weapons, money, utility, etc)​
n54. You can only make keypads with codes on the surface.
n55. Facility jobs & Class D cannot make meth.
n55-1. Class D can only make meth once on the surface.​
n56. You cannot kill someone if they have a building sign and are blatantly building, if you think their sign is to bypass being killed, report them.
n56-1. You may only have a building sign up for 15 minutes and may not put another up for 30 minutes.​
n57. Adverting raids is required.
n58. Keycard scanners/keypads must be within 3 feet of the fading door that it is used for.
n58-1. Keycard scanners/pads may not be materialized or invisible. They must be 100% visible.​
n58-2. You may "hide" the keycard scanners/keypads, however, only if they can be easily seen from the fading door.​
n58-3. You may not place keycard scanners/keypads where you have to jump to access them.​
n59. When switching jobs, you must remove your props.
n60. If you are being raided, you may not edit, remove, exploit, add, or spawn props to your base/"HQ".
n61. Any keycard scanners/keypads must have a minimum Hold Length of 3 seconds
n62. Your fading door/base may not be unlockpickable/unraidable.
n63. No job can be friends with SCPs except other SCPs.
n63-1. SCP-173 and SCP-131 in addition to SCP-682 (enraged) and SCP-999.​

SCP-Specific Rules

SCP-008 [not a job]
n1. You may not take SCP-008 as SCP or surface jobs (Excluding CI).
n1-a. You may only take SCP-008 as any facility jobs (janitors cannot grab 008) with clearance of a level 5 keycard job.​
n2. You may not take 008 out of its containment area if you are facility staff UNDER ANY CIRCUMSTANCE.
n3. You may not infect people randomly.

SCP-035
n1. You may infect players after they RP put on the mask. (/me puts on mask)
n2. If someone is around you for more than 10 seconds without a box, they must put on the mask.
n3. You can make infected players kill people/follow your commands.
n4. You may not make infected players break rules from this page.
n5. You may not open doors, however, your host can.
n6. If you're SCP 035, then you need a host to do stuff if you don't have a host then you cannot go out of your cell.
n7. If you are out of your cell, someone has to come with a box and RP putting the mask (035) into the box and then take you back. (/me puts mask into box).
n7-1. As SCP-035 you may kill yourself to get back to your cell if you don't want to wait for someone, or if you have been contained.​
n8. You cannot infect randomly.
n9. Only the host may have a gun.

SCP-049
n1. You may attack any players with your SWEP if there are no guns pointed at you.
n2. You may not abuse your attack to make it impossible for players to move.
n3. You have to listen to people with guns out!
n4. You don’t have to listen while in your holding chamber.
n5. You can have a max of 3 zombies
(049 Zombies)
n1. You may not attack during a sit.​
n2. You can kill yourself after 1 minute of being a zombie, but may not interact with 049 for 2 minutes.​
n3. You may not attack SCPs.​
n4. You must listen to SCP 049.​
SCP-066
n1. You may only kill someone if they get near you. (Within 1 foot).
n2. You may NOT kill someone if you chase them in order to get close.
n3. You may NOT open doors.
n4. Do not spam your scream, do not use it more than once every 2 seconds, use it only when someone is NEAR you.

SCP-073
n1. People can not randomly shoot you for no reason.
n2. You may Attack if harmed/If you can attack CI whenever.
n3. You work with the facility and must follow orders from the MTF.
n4. You may wander freely around the facility.

SCP-076
n1. You can leave your cell every twenty minutes to go on a killing rampage.
n2. If you die during that time you must sit in your cell and wait out the three minutes.
n3. You may not attack any other SCPs other then SCP-073.

SCP-096
n1. You may attack any players with your SWEP but they have to either insult you or stare at you.
n2. You may not ever enter class d block.
n3. You can not attack SCPs.
n4. You have to comply with orders from MTF/Researchers if there is a bag over your head.
n5. If not 'enraged', you may only slowly crouch-(alt)walk through-out a room/area, sticking close to the walls, as well as not blocking doorways. In addition, you may not exit the room or hallway unless being re-contained or enraged at the person/people who looked at your face.
n6. You may not continue to be enraged after everyone in the general vicinity/room has been killed.

SCP 106
n1. You may not kill people outside of the pocket dimension.
n2. You may not abuse your attack to make it impossible for players to move.
n3. You can not take the same person in a row into the pocket dimension.
n4. You are re-contained when a Class D is put in your cell and the femur breaker is adverted.
n4-1. A Class-D only has to be present if there are researchers online, otherwise, only the femur breaker has to be adverted.​
n5. You must only kill your victims in the pocket dimension.
n6. You may only take one person into the pocket dimension at one time.
n7. A victim within the pocket dimension may not kill themselves within 60 seconds of being initially taken into it.
n8. You cannot kill your victim as soon as you are in the pocket dimension unless they are AFK.
n9. You may not phase out of your cell. (You will be warned and/or job banned if it becomes an on-going issue)

SCP-131 A / B
n1. You creep people out by following them and staring into their souls. (discretionary)
n2. You can not escape the facility or assist in any escapes.n3. You must stare at SCP-173 if you are near him.

SCP-173
n1. You may not move while within a direct line of sight.
n2. You may only attack by snapping someone's neck.
n3. You may not kill other SCPs.
n4. You can only be cuffed if 3+ people or SCP-131 is watching you.
n5. You may open doors only if no one is looking at you.

SCP-343
n1. Be a good Jesus.
n2. You do not help other SCPs escape.
n3. You do not choose bias over one person/faction over another.
n4. You can open doors, but cannot open them to help anyone escape.
n5. You must listen to MTF or Field Agents.

SCP-372
n1. You follow one and only one person around until they die, you die, or you are shot/hit.
n2. If shot/hit immediately start following and attempting to kill the attacker. (You may kill one time)
n3. You can only leave the facility if your target has left to the surface.
n4. Type your target in advert chat so it is in the logs.
n5. Do not intentionally make yourself be harmed to be able to kill the person you are stalking.

SCP-682
n1. SCP-682 hates living things. (But will not kill until enraged)
n2. You get pissed easily.
n3. You can only break down doors/kill people when you are enraged.
n4. You must kill everyone in your sight when enraged.

SCP-999
n1. You can go anywhere besides the surface (unless 682 is there)
n2. You tickle people to calm them down. (But only if they're angry or sad)
n3. You must listen to all Foundation members (except for D-Class)
n4. SCP 682, when enraged, is your first priority to tickle.
n5. You may not spam your tickle on ANYONE.


Job Specific Rules: Foundation Jobs:

\n\nBubba\n1. You can only rape other Class Ds.\n2. You are not allowed to leave the class d block.\n3. You can only rape once every 2 minutes.\n\nBiohazard Containment\n1. You guard 008. And Co-Operate with the MTF Leader.\n2. You may not leave 008’s cell unless 008 has been taken or 049 has escaped.\n2-1. You may leave the facility if 049 or 008 is on the surface.\n\nClass-D\n1. You can only befriend other Class-D’s\n2. You can raid/KOS other Class-D\n3. You may not help SCPs escape\n4. You can raid the facility.\n5. You can’t build anywhere in the facility.\n6. You can attack anyone you choose.\n6-1. You may NOT randomly punch other Class-D/Security in D-block.\n7. You may not make meth in the facility.\n\nField Agent\n1. You may NOT go down into the SCP foundation.\n2. Your objective is to protect the facility and to re-contain any SCPs that try to escape.\n3. If you re-contain an SCP, you may go down to Gate A but you must leave the SCP at the gate for the MTF to pick them up.\n3-1. You must advert to the MTF that there is SCPs waiting at Gate A to be re-contained. (Only once).\n4. You may create a barrier that protects the facility however, you MUST make sure that there is at least one way to get inside or outside.\n5. If an MTF member gets outside, you must ask him/her to return to the facility. If they refuse, you may kill them.\n6. Field Agents may raid the Chaos Insurgency base to get back captured SCPs.\n7. Raiding the Chaos Insurgency may only take up to 5 minutes to complete. (Raid Cooldown timer of 20 minutes STARTS ON DEATH).\n8. You may only build structures that will benefit the defense of the facility entrance/exit.\n8-1. You can build these anywhere as long as they have a direct line of sight of the entrance/exit zone.\n8-2. These structures do not need to be a wall/door/checkpoint blocking the entrance/exit.\n9. You do not respond to bank robberies/crimes. You are not law enforcement.\n10. You may cook meth, however, may not commit any other crimes.\n10-1. Although you are allowed to cook meth, you must not make it blatant and can have your equipment confiscated by the police/mayor. The second time you are caught by police/the mayor, you will be subject to arrest.\n\nMobile Task Force Leader\n1. You help MTF get into certain places with your keycard.\n2. You may not aggravate SCPs so they attack others.\n3. Follow every rule listed under Mobile Task Force. (Except rule 3).\n\nMobile Task Force\n1. When free you assist researchers with class D’s\n2. You may leave the facility if 3+ SCPs escape.\n3. Listen to your leader!\n4. You may not aggravate SCPs so they attack others.\n5. You can be in the security room if no security is on.\n6. MTF are NOT allowed on the surface if there are ANY Field Agents online.\n7. If Field Agents advert there is an SCP down at Gate A, you must do your best to immediately report to Gate A to re-contain it.\n\nMobile Task Force Medic\n1. When free you assist researchers with class D’s\n2. You may leave the facility if 3+ SCPs escape.\n3. Listen to your leader!\n4. You may not aggravate SCPs so they attack others.\n5. You can be in the security room if no security is on.\n6. MTF are NOT allowed on the surface if there are ANY Field Agents online.\n7. If Field Agents advert there is an SCP down at Gate A, you must do your best to immediately report to Gate A to re-contain it.\n8. Heal other MTF/Facility staff.\n\nRequis\n1. You can only kill foundation staff.\n1-1. You may kill anyone that isn\'t foundation staff ONLY if they are actively trying to harm you.\n2. You aren\'t allowed to have a different gun.\n3. You can only kill security/researchers if they are assaulting a class D (cuffing, shooting, etc).\n4. You need 1 or more Class D with you to escape.\n5. You are a Class D, however, may not kill anyone you please.\n6. NLR Still applies to Requis.\n7. Requis may only go on a killing spree every 10 mins.\n\nSecurity\n1. You listen to your leader!\n2. You cannot escort people to SCPs (MTF handle this)\n3. You keep the class D’s in check and you do not assist in containing SCPs as you are not equipped or trained for that.\n4. You may not go after class Ds out of D block. That’s MTF’s job.\n5. You can not leave d block.\n6. You do not have to abide by the NLR timer unless the CI is raiding and kills you.\n7. You may not lockdown the cells that\'s the Security Leaders job.\n\nSecurity Leader\n1. You must follow every rule under Security. (Except 1c-Sec.).\n2. You may call a lockdown for D-block ONLY if there is chaos.\n2-1. Lockdowns may not last for over 5 minutes.\n3. You are the only one that can call lockdown not other security.\n4. You must advert that you are starting a lockdown.\n\nHeavy Nine Tailed Fox\n1. Your job is to contain SCPs.\n2. You don\'t have to listen to the MTF Leader but do try to work with him.\n3. Don\'t kill SCPs(except for SCP 939).\n4. Follow containment procederes for SCPs.\n5. Listen to the Site Director.\n6. You may leave the facility if 3 or more SCPs have escaped.\n7. You may not enter D-Block no matter what.\n8. Your job is to re-contain SCPs.\n\nHead Researcher\n1. You do tests on the Class D\'s.\n2. You can only escort Class D\'s to testing labs with a MTF guard.\n3. Class D\'s can escape from your escort, the MTF guard is there to stop Class D\'s from escaping.\n4. You cannot kill Class D\'s. You experiment on them.\n5. You can not be above ground. Remain in the SCP foundation at all times.\n6. You may not aggravate SCPs so they attack others.\n7. You decide where the other researchers test.\n\nResearcher\n1. You do tests on the Class D\'s.\n2. You can only escort Class D\'s to testing labs with a MTF guard.\n3. Class D\'s can escape from your escort, the MTF guard is there to stop Class D\'s from escaping.\n4. You cannot kill Class D\'s. You experiment on them.\n5. You can not be above ground. Remain in the SCP foundation at all times.\n6. You may not aggravate SCPs so they attack others.\n7. Listen to your leader\n8. Don\'t enter the HCZ without an escort.\n\nSite Director\n1. You can have printers (in your office)\n2. You set the rules for your workers\n3. You can not make it so SCPs can be free from their cells\n4. You can make the KOS lines and people have to ask you before making their own\n5. You may not aggravate SCPs so they attack others.\n6. You can only command people with a lower keycard access level than you.\n7. You can\'t leave the facility. (Unless CI KIDNAP you).\n\nSite Director Guard\n1. You protect site director guards at all costs.\n2. You HAVE to be with the site director at all times.\n3. You enter rooms before the director to ensure his safety.\n4. You are KOS if walking around without the Site Director unless there is no one on the job.\n\nJanitor\n1. You need permission to clean cells.\n2. On free time you sit around whacking shit with your crowbar.\n3. You can’t attack people.\n4. Don\'t enter the HCZ without an escort.\n\nJob Specific Rules: Surface Jobs:\n\nBank Robber\n1. You rob the bank (2 police need to be on).\n2. You can mug (20,000$ max).\n3. You can break into banks.\n4. You can break into people\'s bases.\n5. You cannot raid the facility (Warn (x1) Kick (x2) Ban (x3+).\n6. You may attack SCPs if they pose a threat to you.\n7. You may only break into people\'s bases every 10 minutes.\n\nChaos Insurgency\n1. You may raid the SCP labs to break out the SCPs and Class D\'s.\n2. You may attack SCP security research personnel.\n3. You may not attack Class D\'s (unless attacked by them). You help them escape.\n4. You cannot build in the Foundation.\n5. You may only base in the Chaos Insurgencies spawn base.\n6. You may only raid every 20 minutes. (TIMER STARTS ON DEATH)\n7. You may not spawn camp.\n8. You can only raid the facility.\n9. Listen to the CI Leader.\n10. If you are caught by an enemy when using your disguise swep, you must revert within 5 seconds and engage in combat. (If combat is to ensue at all).\n11. Once you die in a raid if you come back there will be severe punishment.\n\nCitizens\n1. You can have printers.\n2. You live under the mayor\'s power.\n3. You can not rp with anyone but other citizens.\n4. You cannot raid.\n5. You cannot mug.\n6. You may attack SCPs with a valid reason. (killing others, hurting you, threatening you.).\n\nFreerunner\n1. You run and climb around because you are the parkour god.\n2. You can assist in raids.\n3. You cannot raid the facility (Warn (x1) Kick (x2) Ban (x3+).\n4. You may attack SCPs if they pose a threat to you.\n\nGangster\n1. You listen to the godfather.\n2. If there is no godfather you mug people and raid with other gangsters.\n3. You cannot raid the facility nor facility related jobs/areas. (Field agents, CI) (Warn (x1) Kick (x2) Ban (x3+).\n4. You may attack SCPs if they pose a threat to you.\n\nGodfather\n1. You set the agenda for your gang.\n2. You raid bases.\n3. You control sections of territory.\n4. You cannot raid the facility (Warn (x1) Kick (x2) Ban (x3+).\n5. You may attack SCPs if they pose a threat to you.\n\nGraffiti Artist\n1. You spray paint because fuck the system.\n2. You may attack SCPs if they pose a threat to you.\n\nGun Dealer\n1. You can not self supply\n2. You can not give guns away for less than the price they cost.\n3. You can only sell to jobs of crime and government (no fucking hobos because no shirt, no shoes, no service.).\n4. You cannot raid the facility (Warn (x1) Kick (x2) Ban (x3+).\n5. You must purchase from other Gun Dealers for guns.\n6. You can not raid.\n7. When selling guns you must sell the guns at least 10,000 about their original price.\n\nHobo + Hobo Ninja\n1. You build structures out of wood/cardboard in hope to get extra $$.\n2. You may not have printers.\n3. You cannot own doors.\n4. You cannot raid.\n5. You cannot mug\n\nPolice\n1. You may arrest people if they are wanted.\n2. You may raid people if you have a warrant.\n3. You listen to the mayor.\n4. You may attack SCPs if they pose a threat to you.\n5. Don\'t want people/ warrant peoples houses randomly.\n6. Don\'t randomly arrest. (and sorry "xD" isn\'t a proper reason to arrest.).\n\nMayor\n1. You can’t make random rules (jaywalking, breathing, kill hobos).\n2. You can’t KOS jobs.\n3. You can start a lockdown but you need a valid reason.\n4. You may attack SCPs if they pose a threat to you.\n\nThief\n1. You can mug (20,000$ max).\n2. You can break into people\'s bases.\n3. You cannot raid the bank but you can assist.\n4. You cannot raid the facility (Warn (x1) Kick (x2) Ban (x3+).\n5. You may attack SCPs if they pose a threat to you.\n6. You may only break into people\'s bases every 10 minutes.\n\nDLC Rules\nExplosives DLC\n\n1. You may only use explosives in raids.\n2. Using explosives, you must actually blow them up and get raidables/ scout out the base for any.\n3. You can sell guns to people without the DLC.\n4. If you are blowing YOURSELF up with C4, you don’t have to get raidables or scout the base (you have to be a gangster kind of job like thief etc..).\n5. You may not blow up people\'s bases/walls/entrances unless you are READY to raid and go into the base.\n\n
VIP RELATED RULES
\nRadios:\n\n1. Do not play ear rape.\n2. Radios can be asked to be removed and/or turned down by staff discretion. (If you believe the request to be unfair, report it on the forums).\n3. Glitching the radio underneath the map/into doors, etc. Is a bannable offense of AT LEAST 3 days, up to 2 weeks.\n4. Do not play songs with extremely high bass.
 
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