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SCP RP Rules

By, Teh-9, posted 3 years ago

3 years ago - edited

# _ql3XNhEpNs8TDBQ
  1. General Rules

  2. Use Common Sense

  3. Staff is here for your assistance if you are unsure they can assist you at any time.

Staff have a final say if you do not approve of their final

you can report it to the current HoS                   

  1.  Abusing Loopholes will not be allowed.

  2.  Do not abuse players. 

Don't disrespect staff

Don't bully people

Don’t target people

  1. 5. Don’t RDM

Don’t MRDM

Don’t ARDM

  1. Don’t RDA

  2. Don't Discriminate 

Don’t be racist

No Sexism

Don’t be Homophobic

  1. Don’t Metagame

  2. Don’t Micspame or Chat Spam

  3. Don’t Minge

  4. Don’t LTAP or LTARP

  5. Don't break NLR

  6. Don’t break Fear RP

  7. Don’t FailRP

  8. Don’t Bait

  9. Don’t Hack

  10. Don’t Job Abuse

  11. Don’t abuse the taser in combat or on an SCP

  12. Don’t Body Block

  13. Follow Raid and Breach rules

  14. Don't advertise

  15. ERP Is not allowed

  16. Server Downtime only happens when 3 people or fewer are on

  17. You can't heal/repair armor, Defib, or Bhop during combat

  18. Everyone is given only 2 lives only 1 can be Officer+

  19. Don't Camp Spawns

  20. Cuffs may not be broken out unless.

  21. Must follow rules given by GMs or Staff.

  22. Only GM can only do events like traitors on Departments.

  23. No Combat healing

  24. Don't beg for anything.

  25. Don't RP something that ain't in our RP system.

  26. Don't request things from staff like a model or weapons. (914 has an exception)





NLR Rules

  1. General NLR is 2 minutes (120 seconds)

  2. SCP NLR Rules are in SCP Section

  3. NLR includes a hard memory reset from your previous life.

  4. Any and all RP communications during your NLR timer are not allowed.




Fear-RP Rules

  1. Fear-RP occurs when 2 or more people have a gun pointed at the target

  2. All SCP’s are exempt from these rules except SCP-049




Raid Rules

  1. Raids only can occur every 30 minutes (1800 seconds)

  2. Raids may only last for no longer than 15 minutes.

  3. Raider(s) only have 1 life during the raid and cannot come back from death.

  4. Raiders may sell or RP further with captured personnel/SCPs if they choose to.

  5. Only CI and Class-D escapees can raid.

  6. Raiders may not open SCP Doors that are not online

  7. Raiding the CI base when CI isn’t on is not allowed

  8. E-11 base is not a radiable area and is considered spawn camping

  9. Raiders must advert the raid (/advert Raiding) 30 seconds or a minute after.

  10. CI can have 50% of GENSET/MTF raiding at one time.

  11. Randomly killing unarmed and innocent personnel is RDM.

  12. PKs or Player Kills



D-Class Rules

  1. D-Class can kill anyone for any logical reason

  2. NLR still applies to the D-Class. (2 minutes)

  3. Riots can only happen every thirty minutes.



SCP Rules

General SCP Rules

  1. All SCPs that breach must wait a time after a successful/unsuccessful breach. (NLR really)

Successful Breach = 10 minutes (600 Seconds)

Unsuccessful Breach = 5 minutes (300 Seconds)

  1. SCPs cannot abuse the Omni Keycard.

  2. SCP’s cant use vents

  3. All SCP adverts are heard through the facility

  4. SCPs don't have comms

  5. SCP may not use other SCPs unless allowed for testing.

  6. SCP’s must advert Breach (/advert I am SCP. Breaching)

  7. Safe Class SCP can roam freely but cannot go to the surface.

  8. All Safe classes must listen to foundation personnel.

  9. Safe SCP cannot help during combat, but heal personnel during combat.

  10. Safe Class cannot help Class-D

  11. SCPs cannot turn off the lights.

  12. SCPs cannot use any other equipment only their SWEP



SCP-173 “The Sculpture”:

  1. To breach SCP-173 you must “/advert Requesting CC Cleaned ⅓”

With a 3 minute interval between each request

  1. SCP-173 Spares nobody and cannot be weaponized

  2. To be contained personnel must retrieve a cage from an armory or 173 CC and roll.

  3. If the capturer wins they can cuff you and bring you back to your cell. If you win you get to eliminate them

  4. There have to be 3 or more staring at 173 to cage 173.

  5. 131 is hard to counter to 173



SCP-076 “Able”:

  1. To breach as 076 you must announce each limb forming. “/advert LIMB Forms ¼” each 5 minutes

  2. If 076 hears or sees 073 he must enter a raging form and kill everyone including 073

  3. If someone pulls out a weapon or threatens 076 he can kill them.

  4. The only way to contain 076 is to gun him down till he “dies”. 

SCP-049 “Plague Doctor”:

  1. To breach you must request a D-Class for curing “/advert Requesting personnel for curing ⅓” you must wait 3 minutes per advert.

  2. 049 can cure all he touches except SCPs and Anomalies

  3. 049 cannot run

  4. To contain him either use lavender from the surface or get 2 or more to aim guns and he will fall to the ground he must pick up his gloves and wear ‘em then brought back to his CC

  5. 049 cannot use any weapons.






SCP-106 “The Old Man”:

  1. To breach 106 must advertise with a 5-minute timer between each one.

/advert [RP] Wakes up from his slumber ¼

/advert [RP] Starts to walk around his CC 2/4

/advert [RP] Begins pooling acid to the bottom of his CXC ¾

/advert [RP] Phases through the bottom of his CC 4/4

  1. 106 spares no one and cannot pocket SCP or anomalies 

  2. 106 can only follow the same person shooting at him

  3. Femur Breaker isn't a soft or hard pk

  4. 106 must go docile after 20 minutes out of his cc

  5. 106 must go back to his cc when femur breaker is hear




SCP-131 “The Eye Pods”:

  1. 131 is allowed to free roam the facility

  2. 131 cannot open keycard doors

  3. 131 is a hard counter to 173

SCP-966 “Sleep Killer”:

  1. 966 is to breach but has to request a personnel “/advert 966 needs a D-Class to feed on ⅓” they have to advert each per 5 minutes.

  2. 966 needs to be killed to contain it.

  3. 966 can be seen with thermal goggles.




SCP-999 “Tickle Monster”:


  1. 999 can free roam anywhere

  2. 999 is hard to counter to 682

  3. 999 cannot open any doors but can sleep under them

  4. 999 cannot be cuffed just ask it to move

  5. 999 cannot use any weaponry



SCP-527 “Mr. Fish”:

  1. 527 can roam anywhere

  2. 527 cannot hold any weaponry

  3. 527 can hold healing items

  4. 527 cannot be cuffed

  5. 527 cannot leak info

  6. 527 cannot hurt anyone



SCP-096 “The Shy Guy”:

  1. 096 must advert “/advert Tears begin to break the doors ⅓” must do it with a 3-minute interval.

  2. 96 doesn’t spare anyone

  3. To contain 096 you must bag 96 but doing “/me bags 96” and rolling. If the capturer wins they can cuff you and bring you back to your cell if 96 wins they get to kill you.

  4. Only hold alt and walk when you're not triggered. Don’t kill people who looked at your knee due to the SWEP.

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