Server MoTD

By, Dutch, posted 1 year ago

1 year ago - edited

# jhNscieUONRsjs3Y

Standard rules

  1. Do not be toxic or harass other players

  2. Do not disrespect any group or community of people

    • This includes bad-mouthing other servers

    • This includes anything that falls under Racism, Homophobia, Transphobia, or generally any sort of disrespect towards the LGBTQ+ community

  3. Do not diss other branches / factions

  4. Do not RDM players. Must have valid reasoning to kill at all times

  5. Do not metagame

    • Metagaming includes using out of character information your character would not normally have.

  6. Do not failRP

    • Fail roleplay is defined as doing unrealistic things that someone of your job’s role would not normally be able to do. (I.e non level 5 personnel would not know the names of the O5 council unless told)

  7. Do not mic spam or play loud noises through your microphone.

    • Music is allowed unless asked by staff to stop playing it.

  8. Do not power game. Power gaming is defined as committing unrealistic actions within roleplay to give a player an unfair advantage (i.e “/me Becomes SCP-106 & Kills you instantly”)

  9. Follow fearRP. FearRP is established when a single player has 2 or more guns pointed at them. 

    • To FearRP multiple players, there must 50% more guns pointed at the group according to the size of the group (i.e a group of 4 players would need 6 guns pointed at them in order to FearRP) 

    • While under fearRP, you must follow all orders from the captors. Must be within voice chat range of the player in order to establish FearRP. 

    • A single player with a gun out counts as 1 gun towards FearRP regardless of the appearance of the gun. There will be no dual wielding shenanigans

  10. Follow NLR.

    • The New Life Rule dictates you must wait the dictated amount of time after death before leaving your bunk room and rejoining the roleplay. After dying, you lose all relevant information you gained during that life (i.e you do not remember the position of an enemy after dying). The following dictates the standard NLR duration for each job type. This can change depending on the job's own rules.

    • Combatant jobs - 3 minute NLR

    • Non combatant jobs - 2 minute NLR

    • D-class personnel - No NLR duration. Still follows basic NLR rules

  11. Do not enter spawn areas (known as bunk rooms) unless you are actively on a job that is a part of the branch using said bunk room. 

  12. Do not spam jump or crouch during combat

    • Spamming is defined as jumping or crouching more then once every 2 seconds without trying to climb over or under an object

  13. Do not body block. Body blocking is defined as using your character’s physical body to prevent other players from moving somewhere

  14. Do not use props to block doors or halls

  15. Do not use prop climb. Prop climbing is defined as using props to access normally inaccessible areas.

  16. Do not use props that allow you to head glitch.

  17. Do not use props to build a combat defense unless your job SOP allows you to

  18. Do not spawn props during combat

  19. Do not use the phys gun to move props during combat to avoid taking damage

  20. Do not abuse exploits. Please report any discovered exploits to staff.

  21. Do not commit Erotic Roleplay. Erotic Roleplay is defined as any remotely sexual, romantic, or otherwise suggestively inappropriate roleplay.

  22. Do not abuse the /advert command. /advert should only be used for in-character announcements.

  23. Do not excessively minge.

    • Minging is defined as acting unseriously or “messing around”. Having fun is always encouraged, but not to the point where it ruins other player’s
      Experiences.

  24. Do not use the /demote command without valid reasoning

  25. Using alternate accounts for ban evasion is forbidden.

  26. Do not discuss on-going real life events.

  27. Do not discuss politics.

  28. Do not start or discuss drama.

  29. Do not disrespect staff.

  30. Do not make false reports. False reports count as the following:

    • Reports made for issues that don’t require staff

    • Reports made for someone’s actions that aren’t against the rules

    • Reports made for actions that have happened within a branch. Direct branch issues towards the branch’s respective command team. 

    • Reports made to waste staff time

  31. Do not argue with Staff members.

  32. Staff always have final say.

Roll rules (/roll)

  1. A “roll off” between players is when 2 players type /roll to decide the outcome of an action. The winner is decided by whoever rolls a higher number

  2. Faking rolls is not allowed

  3. “Assisting” roles are not allowed for actions between two players, such as interrogations or SCP contaminants. Assisting roles are allowed for purely roleplay actions that don’t affect other players directly.

    • To assist a player in rolling, you must be within close proximity to them and roll a higher number then the first player. Assist rolls do not stack to create a larger number. Example:

      Pablo: /me tries to pick up large box 

      Pablo: /roll 

      Pablo: ACEE rolled a 10 

      Pablo: /me drops box onto toe 

      John: /me Assists ACEE in picking up box 

      John: /roll 

      John: John rolled a 46

      Pablo: /me Manages to pick up box, barely holding onto it and wobbling

Interrogation rules

  1. Any player may be interrogated by another with valid reasoning

    • Valid reasoning includes suspicion of treacherous acts, or being an enemy of their faction

  2. A player may not interrogate someone of the same branch as them that is of a higher rank without permission from someone in the branch that is of an equal or higher rank of the interrogatee.

    • The SCP foundation counts as one whole branch in this situation

  3. Interrogations may last up to 15 minutes. After the 15 minute mark, interrogations may only continue with consent of the interrogatee.

  4. Every time the interrogatee is asked a question by the interrogator, the interrogatee has 2 options: 

    • Tell the truth

    • Lie. Lying requires a roll off between both players

  5. Should the interrogatee choose to lie at any point, the interrogatee must indicate this through rolling first. Interrogators may not start rolls.

  6. Do not force players to provide information they normally would not have at their in-RP ranking. Interrogatees may only be asked questions they would reasonably have the answers to, unless a specific RP situation has occurred that states otherwise. 

  7. You must have valid proof (told by other branch members in-RP or witnessed yourself) in order to do this

  8.  Regardless of the outcome, a question may be asked only once.

  9. If the interrogatee chooses to lie and loses the roll off, the interrogatee has the choice to  willingly give up the information, or refuse. Upon refusal, the interrogator may then torture the interrogatee.

  10. Torturing the interrogate should have some sort of painful action roleplayed out, followed by another roll off between players. If the interrogator wins this roll off, the interrogatee MUST surrender the requested information.

    • With each torture, the interrogation obtains 1 Torture Point. Reaching 5 Torture Points renders the interrogatee unconscious and unable to be interrogated again. Up to 5 torture points can be negated by medical personnel via a seperate roll.

    • Medical personnel are defined as any member of Utility’s Medical division, and any GOI sub-branch jobs that possess a medkit. This does not include high command jobs. (Must have a medkit with healing resources still available for this to be possible)

    • Medical personnel must roll a 60+ to negate a torture point. This may only be successfully done 5 times, making 10 tortures the absolute maximum possible tortures.

  11. Do not be overly descriptive with your torture methods to the point of causing discomfort for other players.

  12. Questions regarding non-public SOP rules are not allowed to be asked. 

    • Questions regarding lore for specifically Special Forces jobs may be asked, but must be specific questions (i.e you cannot ask “what is your entire SF’s lore”)

  13. All interrogation rules may be bent and/or ignored by both players if both players consent. (with the exception of private SOP questions) You are free to be creative with your interrogations as long as both players agree to it


Faction specific rules

All combatants

Night-vision rules

  • May only use with valid reasoning

    • Valid reasoning includes facility lights being turned off, or are about to be turned off with in-rp knowledge of this

Thermal goggle / sight rules

  • May only use with valid reasoning

    • Valid reasoning includes knowledge of cloaked enemies

      • Knowledge of cloaked enemies can be gained through directly being told about a cloaker's location, hearing footsteps without anyone around, doors opening/closing by themselves, bumping into invisible objects

  • Must advert when equipping. Advert must include reasoning for using thermals. Example: "/advert [MTF] Thermals activated. Reason: Cloaker spotted on surface"

  • May only use until cloaked unit is killed, or not sighted for 5+ minutes

SCRAMBLE gear

SCRAMBLE gear doubles as night vision and thermal goggles

SCRAMBLE gear is used to counter SCP-096

SCRAMBLE gear may only be used to intentionally counter SCP-096 under the following conditions

  • SCP-096 has been breached for 5+ minutes

  • SCP-096 is a part of testing

  • SCP-096 is about to be breached (this applied to both foundation and GOI personnel. Meaning personnel may bring SCRAMBLE gear in preparation of 096 breach)

    SCRAMBLE gear may only be used by the following factions

    Foundation

  • Security: Special Forces only

  • Nu-7: Senior command+ and Special Forces only

  • Theta-8: Senior command+ and Special Forces only

  • Any member of HCMD

    GOI

  • Chaos insurgency: Sergeant+ and Special Forces only

  • Any member of HCMD

GOI Rules

Commander+ of a GOI branch may void or lesson these cooldowns at any time with Syndicate approval; if cooldowns have been changed an announcement must be made by the approving Syndicate member.

Basic GOI raids

  • Raids may be hosted by individuals who have reached the rank of LCPL+. They must have 3 members to start a raid, unless they are SGT+, then they may solo raid.

    Raid cooldowns

  • 30+ Players | 12 Foundation Combatants - Every 10 Minutes

  • 20-29 Players | 10 Foundation Combatants - Every 15 Minutes (Must /advert Raid)

  • 10-19 Players - | 5 Foundation Combatants - Every 35 Minutes (Must /advert Raid)

GOI Collaboration Raids

GOI Collaboration Raids are raids involving 2 or more GOI, and must be hosted by individuals who have reached Command in their branch. You must have at least 3 members of each GOI participating in the collaboration raid.

  • There must be 30+ active players, and 10 Foundation Combatants to initiate a collaboration raid. - Every 3 Hours (Must /advert [Participating GOI] Collab Raid)

Ragnarök Raids

Ragnarök Raids are special raids organized by the Syndicate, more specifically the Destruction division of the Syndicate. Most likely involving all the GOIs, along with buffs for said GOI. Ragnarök raids must have a minimum of 15 GOI participants (This is subject to change at any time by the Sovereign of the Syndicate)

  • 45+ Players | 20 Foundation Combatants - Every Week

S.C.P Rules

Work in progress!

By playing on this server, you acknowledge that you have read the rules and will abide by them, or face the consequences.

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