In Character Rules

 Section 1 - In Character Rules 

1.1 - Character Names

1.1.1:  You must have a valid roleplay name. You must have a realistic first name and last name that is also not mingy e.g. Mike Oxmall.

1.1.2: Celebrity names and names based off of an existing character are not allowed.

1.1.3: Certain jobs are allowed to not follow theses rules. (Such as MTF Nu-7, O5, GOC, etc.)

1.2 - Metagaming

1.2.1: Do not metagame. Metagame is the act of using information gained OOC, IC e.g. looking at the scoreboard and knowing someone's job.

1.2.2: Communicating IC info using Discord or a similar chat program is also forbidden and counts as metagame.

1.2.3: You may use TS3 channels to communicate IC info.

1.2.4: You may not use players Keycards to know their identity. For example, seeing the color/keycard name to know if they are Foundation. Or looking at the name of the keycard to assume someone's name.

1.3 - FearRP

1.3.1: FearRP relates to anything which could unnecessarily endanger your life without a relevant RP gain.

1.3.2: FearRP is optional on this server

1.3.3:  You must listen to your kidnapper's orders while under gunpoint if and when you are cuffed.

1.3.4: If your kidnapper is forcing you to break rules you mustn’t obey their orders as you will be punished; call a staff member and inform them of your situation.

1.3.4: FearRP does not apply for SCP-016, SCP 008-II and SCP-049-II

1.4 - NLR

1.4.1 - General NLR rules

1.4.1.1: Do not break NLR. NLR is short for New Life Rule which in turn is how you will forget everything about your previous life. This means if you were to die, you will instantly forget everything which occurred during said life.

1.4.1.2: You must not return to the area of your death for 5 minutes (this is displayed as the NLR timer at the top of the screen) and your screen darkens when you reach said area.

1.4.1.3: If where you died is a common area to walk through, you are permitted to run through this area if you need to access another part of the map e.g. you died at LCZ/HCZ checkpoint and you need to get to EZ.

1.4.1.4: For the purposes of events, if you die, you may be able to retain certain pieces of information from your previous life in informed you can do by a member of the event team or a member of SMT

1.4.1.5: You can remember someone’s appearance/voice for as long as you or they remain alive

1.4.1.6: If somebody changes disguise, you cannot who they are based on appearance or voice unless you witness them change disguises.

1.4.2 - Raiding NLR rules

1.4.2.1: When a user has died during a raid, said user is not allowed to return to that raid and must wait until it is over; this includes any contribution to the raid such as providing sniper assistance down to just running straight back in.

1.4.2.2: During Foundation raids, any Foundation personnel that die may only rejoin the raid when it has reached another area of the site e.g. if you die at Gate A, you can only start defending again if they reach Glass Gate; this is only applicable to Foundation personnel.

1.5 - FailRP

1.5.1: Body climbing is allowed if done reasonably e.g. one person boosting you up to a location as this is appropriate IC

1.5.1.1: However stacking up more than one person is considered abuse and is a warnable offense.

1.5.2: Minging or trolling is not allowed; this is where you act in a way that ruins someone else’s gaming/roleplay experience.

1.5.2.1: Mass minging/trolling can be punishable by a permanent ban

1.5.3: Unrealistically interacting with SCPs is not allowed i.e. asking to be infected by SCP-049

1.5.4: Consistently hitting players with a stunstick is FailRP and is known as Stun Stick Abuse (SSA)

1.5.5: Lockpicking unrealistically i..e lockpicking a blast door is counted as FailRP

1.6 - Powergaming

1.6.1: Powergaming is where you use /me to perform unrealistic RP actions e.g. /me snaps your neck like John Wick

1.7 - Fake IDs

Fake IDs are not allowed under any circumstances

1.8 - Erotic Roleplay (ERP)

1.8.1: ERP is strictly forbidden.

1.9 - Demotion Rules

1.9.1: If you are demoted, you may not switch back to the job you were demoted from for 15 minutes.

1.9.2: Heads of Department/Jobs (e.g. mayor) may demote those who are below them but they must provide some sort of evidence to the staff member who claimed the sit

1.10 - RDM/RDA

1.10.1: You need a valid IC reason to attack/arrest/handcuff another player.

1.10.2: Attempted RDM and Accidental RDM (including crossfire)  also come under this rule

1.10.3: Valid kill reasons are listed under rule 1.14

1.11 - Raiding Rules

1.11.1: Hacking, shooting, lock picking, battering ramming a door are acts of raiding.

1.11.1: Kidnapping and entering an area without doing any of the acts in 1.11.1 is not considered raiding.

1.11.2: The raid cooldown timer is 20 minutes i.e. if you raid an area you must wait 20 minutes before raiding it again.

1.11.2.1: This applies to both solo and group raids i.e. if 3 CI raid site, no other CI can raid the Site

1.11.3: The raid timer begins when a raid has finished; a finished raid is defined as every raider being dead or have completely left the area

1.11.3.1: Hacking GA and then immediately moving to MT and vice versa does not count as a raid ending.

1.11.4: During a raid, you may kill unarmed foundation personnel if they:

- Witness you kill another foundation member

- Are Site Administration (you must confirm they are administration)

- Threaten to/are reporting you on comms as hostile

- Witness you hacking/lockpicking any foundation door

- Do not comply with orders when you threaten them (with weapon out)

1.11.5: Raiding someone and then camping the area you raided will not be tolerated

1.12 - Taking matters into your own hands

1.12.1: Do not, under any circumstances, take matters into your own hands to deal with someone breaking rules by breaking rules yourself.

1.12.2: Ensure that you contact staff whenever you suspect/see someone breaking rules.

1.13 - Player Made Events (PMEs)

1.13.1: PMEs are strictly forbidden and can range from starting a cult to making up an SCP object; ensure you contact staff if you are unsure if something is a PME.

1.14 - Reasons to shoot players

1.14.1: The following reasons are circumstances when you can shoot a player:

- You have a valid reason to feel threatened (Having holstered weapons around you is not a reason for this).

- They opened fire on you first.

- You have warned the person before shooting them (countdown from 5 given)

- Witness you hacking/lockpicking any foundation door

- The person is trespassing whilst refusing to identify themselves; refusing implies that you asked them, trespassing is not simply someone that you’ve never seen before in the Foundation.

- Someone is hacking a fading door and you 100% know it's him/her. If you are not sure, detain and question them first.

- Anyone damages significant personnel in regards of combat engagement. This means - You may not shoot someone who shot a Class-D, but you may shoot someone who shot a MTF.

- Playermodels such as SCP-016, SCP-008-II and SCP-049-II may be immediately fired upon.

- They attempt to cuff you.

1.15 - Reasons to not shoot players

1.15.1: The following are circumstances where you should not shoot a player:

-  They break rules; you don't fight fire with fire; always report to staff.

- You suspect them for WHATEVER reason.

- A person your clearance or below gives you an order (not that in regards of same clearance you DON'T HAVE TO)

- They threaten you whilst they are unarmed.

- They threaten your friends, unless you are certain they would be capable of doing so (you saw them with weapons before, etc)

- You have not warned the person you aim to kill beforehand.

1.16 - Reasons to find players suspicious

1.16.1: The following circumstances is when you can find a player suspicious

- They are near (20 m radius MAX) a keycard scanner being hacked

- They behave suspiciously (Easily said - very primitive. Use common sense for this, suspicious is not wearing uniform that you’ve never seen or them being someone you’ve never seen before)

- They are walking around with their guns un-holstered.

- You are Foundation and you witness them change into a Foundation disguise.

- You directly witness them speak into the communication channels of a known GOI. You may not hold suspicion on someone if they speak in comms that you do not own.

- They have a playermodel that is completely out of the ordinary (See below 6.6. for a full list)

- You hear their radio beep when a message is relayed through comms you own and belonged to a hostile/known GOI/Foundation(If a GOI).

- If your suspicions are correct and the person is unarmed, refrain from shooting on sight, opt instead to restrain the person who is suspected of being a threat.

- Cloaked GOC, anomalies, Civilians/Police Uniforms in HCZ/LCZ are considered suspicious.

1.17 - Reasons you cannot find people suspicious

1.17.1: You cannot find someone suspicious based on their weaponry e.g. Nu-7 Recruit has an AR-15 - need to confirm.

1.17.1.1: However, if you said on comms “an A-1 with a UMP hacked MT” this would be acceptable and said A-1 would be suspicious and could be arrested.

1.17.2: This doesn’t apply to jobs that cannot purchase weapons from weapon lockers e.g. a researcher with an AK-47 is suspicious.

1.18 - Consequence RP

1.18.1: Consequence RP is defined as “Your actions have consequences which you cannot evade”

1.18.2: The following are circumstances of Consequence RP:

- You may not try to rescue a unit that is higher clearance level than you if you are not sure that you will be able to rescue him without getting him killed. You must be 100% sure!

- Higher clearance units than the one being kidnapped can order you to do a rescue operation even if you are not 100% sure.

- If the kidnapped unit is a Site Director or the O5 you cannot try to rescue them without permission from another member of Site Administration

- You may not do anything that would not be beneficial to the foundation and harm it at the same time! (As Pro Foundation)

1.18.3: Common sense applies when considering situations where Consequence RP is involved.

1.18.4: Consequence-RP applies no matter what.

1.19 - Racism IC

1.19.1: IC Racism is acceptable as long as it is executed in a professional and non-exaggerated/mingy manner e.g. spamming the n word is not considered professional.

1.20 - Bodyblocking

1.20.1: Bodyblocking whilst unarmed is not allowed; you can only bodyblock if you have a gun out (on or off safety) or you have a stunstick out.

1.20.2: You are not allowed to bodyblock as SCP-999, SCP-1048, and SCP-2295

1.21 - Kidnapping Rules

1.21.1: Do not kidnap other individuals as they spawn

1.21.2: Surface armoury is not considered a spawn zone nor is it an OOC zone, thus you may kidnap people inside of it.

1.22 - Radio Comms Rules

1.22.1: You cannot use radio comms as a means of knowing someone’s voice

1.22.1.2: If somebody says something on a radio and then later speaks around you, you cannot know that their voice was used on the radio

1.22.2: You can know that someone has spoken on comms if you witness them directly doing so

1.22.2.1: This can only be done if you strip comms off of a confirmed CI member and see somebody speak on CI comms.