3 weeks ago - edited
# 5xsNABJCDkEzXRChBlackout Networks | SCP-Roleplay: Rules & Information
Preface:
Welcome to Blackout Networks! Our SCP-RP server operates on a Semi-Serious Roleplay standard. What does that mean? It means we love good storytelling, but we also want everyone to have fun. When you're on the server, you should be actively playing your character, making choices that make sense for their role, and reacting to situations realistically. While the SCP universe is an open-source sandbox, we do our best to stick to the official SCP Wiki lore, blended with our own custom & ever-evolving server lore!
Essentially: respect the setting, stay in character, and don't ruin the experience for everyone else!
A Message from Management
The rules and guidelines below are put in place by the Senior Management Team to keep things fair, balanced, and fun for the entire community.
We're all here to have fun: Look, nobody is perfect, and mistakes are bound to happen. We aren't here to throw the book at you over minor, honest missteps. We trust our community & all its members to use common sense, respect fellow players, and learn from mistakes so we can keep the roleplay enjoyable for everyone.
Please take a few minutes to look over the sections below so you know the dos and don'ts. Thanks for jumping into Blackout Networks—let's make some chaotic memories in the Foundation!
Disclaimer:
All decisions & verdicts made by members of the Staff Team in-game are to be followed & respected in order to effectively resolve any and all situations. Just because you disagree, does not mean you should harass or target anyone in or out of the game. There is a place to handle those concerns, whether you believe the situation was handled incorrectly or if you disagree with the decision made by staff, you must submit aforum report,warn appeal, orban appeal on these forums.
All of these rules are written by the Senior Management Team as a General Guideline for the server, and should not be utilized as a way to create loop-holes or manipulate for your own benefit. Any punishment listed within Brackets is the listed MINIMUM punishment that will be given. (Ex. [Permanent Ban])
Members of the Staff Team are required to follow detailed written guidelines when applying any version of a punishment to players, those guidelines can be found here.
Section A: General Rules
A.01 - Age Rating : Blackout Networks is intended for players who are 13 years of age or older, anyone under this age is expressly prohibited from using Blackout Networks' or any of its related servers. Those found to be under the required age will be banned until they meet the minimum specified requirement.
A.02 - English Language : Blackout Networks' is an English Speaking Community, and while we understand that the English language may not be everyone's first language, please do your best to only use the English Language while within our community.
A.03 - Random Deathmatch ("RDM") : Random Deathmatch, or the act of killing someone without any roleplay justifiable reason to do so, is EXPRESSLY PROHIBITED. Players should be given reasonable time to comply with demands before being killed.
Examples of Justifiable Reasons to Attack Someone :
You or someone else is in a life-threatening situation.
You have given multiple clear verbal commands, with a reasonable amount of time to comply, and they fail to do so.
In regards to verbal commands, your first option should always be non-lethal. You should only resort to shooting should the individual clearly pose a serious threat to life, after being given a clear warning. Immediately resorting to lethal force is not justified unless absolutely necessary.
A.04 - Fail Roleplay ("FailRP") : Fail Roleplay, or the act of intentionally acting in an unrealistic way that their character would not, or purposefully disobeying demands and/or rules simply because they do not desire to is EXPRESSLY PROHIBITED. All decisions made by players must realistically follow their in-game character's identity.
Examples of FailRP:
Playing as a violent/hostile SCP and actively avoiding attacking other players.
Breaking Character or roleplay.
Actively interrupting on-going roleplay.
Ignoring clearly given commands and/or demands.
A.05 - Fear Roleplay ("FearRP") : Fear Roleplay, is the act of simulating being afraid or concerned for your life or the lives of others in a situation that would be realistic in the real world for the average Joe in your job. All actions taken must reflect this rule, where as possible
Examples of FearRP:
Unarmed personnel who are held at gunpoint, regardless of the number of aggressors.
Armed personnel who are held at gunpoint by aggressors with an advantage in numbers.
Any player who is cuffed, stripped of equipment, or restrained, is automatically under FearRP.
A.06 - Metagaming : Metagaming, or the act of using OOC info in-character, is EXPRESSLY PROHIBITED. Whether you utilize said information to gain an advantage over the roleplay scenario, or simply just for fun, all acts of metagaming are EXPRESSLY PROHIBITED.
Examples of Metagaming:
Using Discord or OOC/LOOC chat information in character.
Talking about Discord in character (Refer to it as your radio if you have to).
Using Voice clips or any form of recorded audio in character.
Using the names above the heads of players to identify who they are;
This exclusively applies to Level-5, Classified Personnel, or Undercover Agents (Ie. Site Director, O5, Special Forces, Dr. Maynard)
All Non-classified personnel can be "visually" identified by their "Name Tags", therefor their names are valid in RP.
A.07 - New Life Rule ("NLR") : The New Life Rule is a standard across roleplay communities, meaning that when your character dies, you lose all knowledge from that life that pertains to how you died. You are expected to forget any and all information related to how you were made to respawn, pretend as if you just "woke up".
New Life Rules:
Upon dying you are no longer able to communicate any information you might have had from your previous life that is directly related to your death. Once you respawn, you will regain all memories related to your character's lore (Ie. Their job/role, RP Friends, long-term roleplay information).
Any information gathered during your previous life that occurred unrelated to your death is "remembered" in your next life
(Ie. If a researcher submits a report regarding an SCP they tested on, and then later dies to a CI raid, they are still able to speak about their SCP test).
(Ie. If an MTF operator dies in route to submit a report regarding a discovered Undercover CI Agent, they lose all info pertaining to said CI Agent).
Upon entering your New Life, you are prohibited from returning to the seen of your death for 3 Minutes, unless your job/role actively requires you be there.
(Ie. A medical officer returning to D-Block after their death, during riots to assist with healing GenSec).
All combatives who die during raids have an NLR timer of 3 Minutes.
Your New Life starts immediately upon respawning.
Special Rules & Circumstances :
If NLR is active, Your character does NOT remember any of the previous roleplay situations.
If NLR is active, Your character does NOT remember any information regarding who killed you.
If NLR is active, Your character may NOT return to the location of your death for at least 3 Minutes.
If NLR is active, Your character may NOT re-enter the roleplay that lead to your death.
(Ie. You may not return to an SCP breach if said SCP killed you [Exceptions below]).
NLR can be voided by Staff if your death occurred because of a rulebreak.
Personnel may return to an SCP Breach or Raid if made aware during their New Life.
(Ie. After respawning, a Nu-7 can return to a SCP-682 breach after a new announcement has been made regarding their breach).
A.08 - Random Arrest ("RDA") : Random Arrests, or the act of abusing your given arresting powers is EXPRESSLY PROHIBITED. Similar to RDM, you must have a valid roleplay reason to arrest someone, and must give them reasonable time to comply to your demands.
A.09 - Job/Kit Abuse : Abusing your job and/or its given kit, to give you any sort of advantage over the roleplay scenario is EXPRESSLY PROHIBITED. Job Abuse includes switching jobs to gain an unfair advantage, IE. switching to GenSec to stop an escaping D-Class, or switching to MTF to kill a hidden Chaos operative. (Both of these examples ALSO violate the New Life Rule.)
A.10 - PowerGaming : Any action or act of unfairly forcing a roleplay situation or disrupting realistic roleplay scenarios is Powergaming, which is EXPRESSLY PROHIBITED.
Examples of Powergaming:
Using /me to perform unrealistic actions to force a Roleplay outcome upon another player without consent.
(Ex. /me punches the GenSec guard, killing him).
Powergaming also includes forcing an RP situation by ignoring or preventing someone from resisting through a /roll.
(Ex. /me resists the motions of the GenSec guard, stopping him from breaking my leg. /roll)
The higher roll determines the outcome.
A.11 - Character Names : All players are expected to realistically follow the approved naming convention used on Blackout Networks'. Your name should be realistic, containing only alphabetical characters (No special characters, numbers, unnecessary letters, or other alphanumerical characters), and should not resemble a famous person/celebrity, another character, or another player. Avoid using any inappropriate names or terms.
A.11a - Code Names/Callsigns : Code Names or Callsigns can take the place of your name, or go between them, and are subject to the following rules;
Codename/Callsign Rules :
Players must earn the right to use a Code Name/Callsign, given to them by their Department High Command.
(Ie. Captain+ or Members of any Special Forces are automatically granted a Codename/Callsign).
(Ie. D-Class, Sarkic, CCs, Auxiliary MTF, & Non-Department Jobs are allowed to use Codenames/Callsigns at their discretion).
All Codenames/Callsigns are restricted to a Single Word, and must either be a real word or place that has some correlation to your character.
(Ex. Nu-7 Commander Black 'H.U.N.K.' Beard).
(Ie. Directors of Personnel and Members of any Special Forces are allowed to have longer Codenames/Callsigns in place of their real name).
(Ex. 'The Archivist', 'The Imperative', 'The Senator').
A.12 - Special Equipment & Explosive Use : Heavy and/or Specialized Equipment & Explosives are given to select jobs in order to advance the feeling of roleplay, and/or help improve the pace of the scenario. All given equipment should be used realistically in accordance with realistic Rules of Engagement.
Specialized Equipment Rules :
All Explosive Devices may be utilized against all non-anomalous humanoid entities (Ie. Non-SCP Humans).
( Ie. All RPGs & Similar equipment should be primarily utilized against vehicles, however are allowed to be utilized against non-anomalous humanoid entities)
Anti-SCP weaponry is ONLY allowed to be utilized against anomalous entities.
(Ie. The Nybras Laser Rifle is NOT allowed to be used against players unless they are on an SCP job).
Tranquilizers are ONLY allowed to be utilized against anomalous entities.
(Ie. The Tranq Pistol is NOT allowed to be used against players unless they are on an SCP job).
A.13 - Life & Position Limits : All Players are limited to the amount of lives & positons they may have at any given time, this is done in order to allow all players the opportunity to try out new positions & branches without be effectively "railroaded" by someone who can't effectively juggle multiple positions.
Life & Positions Rules :
All players are offered 2 lives, which allows them to be in up to two different departments at any given time.
You are limited to one Command position regardless of department (Assistant Supervisor/Warrant Officer/Provisional Delta+)
Members of High Command+ are not officially allowed more than their High Command Life.
(Ie. With permission from another Departments High Command, High Command may get on select jobs to assist & play with other units).
(Ex. Nu-7 Command 'H.U.N.K.' is only allowed a Nu-7 Life, however with Permission from GenSec Head of Security 'Guard', he can play on GenSec jobs).
A.14 - Spawn & Base Camping : Camping, or actively sitting outside the base or spawn of an enemy player with the intention of disrupting their Roleplay in any way, shape, or form, is EXPRESSLY PROHIBITED. You are not allowed to spend extended amounts of time outside of an enemy faction's base unless you are on a specified recon job. (Ie. This rule is voided during raid prep periods, where you are instead offered 5 minutes to prepare).
A.15 - Suicide & Cyanide : The only allowed way to suicide is through Cyanide, to which only players who hold the rank of Captain or an equivalent and higher have access to cyanide capsules, allowing them to commit suicide to avoid exposing detrimental information. (Ie. Using Cyanide when arrested is classified as FailRP, and will be treated as such).
Section B: Basic Rules
Ignorance of these Rules do not excuse you from punishment.
B.01 - Cheating :[Community Blacklist] - Blackout Networks has a Zero-Tolerance policy for Cheating. Anyone caught using any form of external software or exploiting unintended glitches to gain an unfair advantage, such as, but not limited to ESP/Wallhacks, Aimbot, Silent Aim, will be immediately Blacklisted from the Blackout Networks' Community.
B.02 - Disrespect, Discrimination, & Hate Speech :[Warn]- Any form of toxic, disrespectful, or discriminatory conduct is EXPRESSLY PROHIBITED. This includes using pejorative or derogatory language intended to emotionally harm another player, as well as any form of hate speech, racism, homophobia, transphobia, or offensive slurs. Masking this behavior as a "joke," claiming it was "ironic," or attempting to hide behind In-Character (IC) roleplay is not an exception.
B.03 - Harassment :[Warn]- Targeting any community member with sustained, unwanted attention, toxic behavior, or personal attacks is EXPRESSLY PROHIBITED. This includes doxxing, releasing personal information, witch-hunting, or stalking players across different map zones, Discord, or OOC channels. There is a strict zero-tolerance policy for creating an actively hostile environment for others; "just messing around" is not an exception.
B.04 - Ban Evasion & Alt Accounts :[Permanent Ban] - Attempting to bypass an active community punishment by utilizing alternative accounts, VPNs, or family-sharing features is EXPRESSLY PROHIBITED. Any alternative accounts caught evading a restriction will be permanently removed immediately, and the punishment duration on the player's original primary account will be severely extended or permanently upgraded at the discretion of Senior Management.
B.05 - Scamming & Fraud :[Ban] - Deceiving other players out of in-game currency, rare items, donor perks, or real-world currency through fraudulent agreements or broken promises is EXPRESSLY PROHIBITED. While sneaky In-Character deals are permitted within logic, any Out-of-Character agreements, false promises regarding real money/Tebex store items, or exploiting trading mechanics to rob someone blindly will result in an immediate administrative ban.
B.05 - Hitbox Abuse & Body Blocking :[Warn] - Deceiving other players out of in-game currency, rare items, donor perks, or real-world currency through fraudulent agreements or broken promises is EXPRESSLY PROHIBITED. While sneaky In-Character deals are permitted within logic, any Out-of-Character agreements, false promises regarding real money/Tebex store items, or exploiting trading mechanics to rob someone blindly will result in an immediate administrative ban.
B.06 - Staff & Player Impersonation :[Warn] - Falsely representing yourself as a member of the Administration Team, a Faction Leader, or another specific player within the community is EXPRESSLY PROHIBITED. This includes copying staff usernames, utilizing unauthorized Steam avatars, changing your In-Character (IC) name to match another user, or using Out-of-Character (OOC) chat to trick players into believing you hold official administrative authority.
B.07 - Prop Abuse & Prop Blocking :[Warn] - Spawning, moving, or placing props to completely seal off map areas, trap players, or gain an unfair tactical advantage is EXPRESSLY PROHIBITED. Props may not be used to block spawn zones, vital doorways, checkpoint lines, or objectives without an approved administrative or engineering roleplay context. Using props to float around the map (Prop Flying) or killing players with physics objects (Prop Killing) will result in an immediate escalation to a ban.
B.08 - LTAP & LTARP :[Warn] - Disconnecting from the server, switching jobs, or intentionally crashing your game to escape an active administrative sit or an ongoing roleplay scenario is EXPRESSLY PROHIBITED. If you are involved in a critical scene (such as a containment breach, raid, or arrest) or have been called to a staff sit, you must remain on the server until the situation is fully resolved. Leaving prematurely to avoid consequences will result in an immediate extension of your punishment.
B.09 - Erotic Roleplay (ERP) :[Ban] - Engaging in any form of sexually explicit, suggestive, or inappropriate roleplay, whether through text chat, voice communication, custom decals, or player animations, is EXPRESSLY PROHIBITED. Blackout Networks maintains a strict zero-tolerance policy regarding sexual harassment and adult content.
Section C: Raiding Rules
C.01 - Faction Raiding : The Foundation & the Chaos Insurgency are able to conduct a variety of raid types against their opposing faction. Each raid type comes with their own cooldowns & requirements.
Generic Raid Rules:
There must be a minimum of 5-Active/Non-AFK Combative personnel on to raid a faction.
(Ie. There must be 5 MTF/GenSec/Combative Foundation Personnel in order for CI to Raid the foundation).
Site Admin+ do NOT count towards a Factions Combative Count.
Chaos Insurgency Mimic & Chiron Agents are allowed to enter the foundation prior to a raid to gather intelligence.
(Ie. These jobs do NOT count towards CI's Raid Count if they are actively within the facility during a raid).
(Ie. These jobs may NOT be in the facility for more than Five Minutes before a raid).
(Ex. If CI Chiron Agent 'Chavis' has been within the facility for 6 minutes, CI is NOT allowed to raid until Chavis leaves).
(Ie. The cooldowns for these jobs do NOT count towards Faction Raid Cooldowns).
(Ie. CI Mimics & Chiron Agents may freely enter & leave the foundation without resetting CI's raid Cooldowns).
All Raids start when the FIRST combative player enters the opposing factions base.
(Ie. Once a raid starts, no new players are allowed to enter the opposing factions base to join the raid).
(Ex. If CI are raiding the foundation, once the raid starts, no new CI are allowed to Join the raiding party).
All Raids end when the LAST combative player that attended the raid has died, upon which time the raid cooldown starts.
Once a Player dies, they may not rejoin the raid.
(Ex. If CI Pvt Timmy Johnson dies during a raid against the foundation, he is not allowed to re-raid the foundation until the next raid).
Chaos Insurgency's Typhon Regiment are able to host any style of CI raid regardless of rank.
Mobile Task Force Nu-7's S.S.F. unit are able to host any style of Foundation Raid regardless of rank.
The Raiding faction is NOT allowed to kill any non-combative members of the opposing faction.
(Ie. Chaos Raids override this and give CI the ability to kill non-combative Foundation Personnel).
(Ie. Sarkic are allowed to kill anyone at their discretion during raids).
C.02 - Information Raids : Information Raids are raids conducted by CI with the intention of gathering actionable intel on The Foundation.
Information Raids :
Hostable by any Raid Host, with no necessary approvals.
(Ie. Information Raids may NOT result in the breach of an SCP).
(Ie. Information Raids may result in the rescuing of D-Class/Class-D personnel).
(Ie. Information Raids may result in the theft of information from the Administration Wing).
Information Raids have a Raid Cooldown of 30 minutes.
(Ie. This cooldown can be shortened to 15 minutes at the discretion of Site Administration).
C.03 - SCP Raids : SCP Raids are raids conducted by the Chaos Insurgency with the Intention of Capturing/Stealing or testing on various SCPs held within The Foundation.
SCP Raids :
Hostable by any Raid Host, however all SCP raids must have a minimum of One Chimaera Agent in attendance.
(Ie. SCP Raids may result in the breach of an SCP).
(Ie. SCP Raids may result in the rescuing of D-Class/Class-D personnel).
(Ie. SCP Raids may NOT result in the theft of information from the Administration Wing).
SCP Raids have a Raid Cooldown of 30 minutes.
(Ie. This cooldown can be shortened to 15 minutes at the discretion of Site Administration).
C.04 - Counter Raids : Counter Raids are raids conducted by the Chaos Insurgency with the Intention of Rescuing Captured CI held within The Foundation.
Counter Raids :
Hostable by any Raid Host, however there must be a CI who has been confirmed Captured by The Foundation.
(Ie. SCP Raids may NOT result in the breach of an SCP).
(Ie. SCP Raids may result in the rescuing of D-Class/Class-D personnel).
(Ie. SCP Raids may NOT result in the theft of information from the Administration Wing).
Counter Raids have a Raid Cooldown of 30 minutes.
(Ie. This cooldown can be shortened to 15 minutes at the discretion of Site Administration).
C.05 - Chaos Raids : Chaos Raids are raids conducted by the Chaos Insurgency with no discernable intention other than to ruin The Foundation as much as humanly possible.
Chaos Raids :
Exclusively hostable by Omega Command within the Chaos Insurgency, with approval from the Engineer & Site Admin.
(Ie. Chaos Raids may result in the breach of an SCP).
(Ie. Chaos Raids may result in the rescuing of D-Class/Class-D personnel).
(Ie. Chaos Raids may result in the theft of information from the Administration Wing).
(Ie. Chaos Raids have no limitations on what CI can and can't do during the raid, the goal is to cause as much Chaos as possible).
Chaos Raids have a Raid Cooldown of 60 minutes.
(Ie. This cooldown can be shortened to 15 minutes at the discretion of Site Administration).
C.06 - Retrieval Raids : Retrieval Raids are raids conducted by The Foundation with the sole goal of Rescuing Captured Foundation Personnel from the Chaos Insurgency.
Retrieval Raids :
Exclusively hostable by Officers within the General Security Department or Mobile Task Force Nu-7.
(Ie. Retrieval Raids may result in the re-capturing of D-Class/Class-D personnel).
Retrieval Raids have a Raid Cooldown of 60 minutes.
(Ie. This cooldown can be shortened to 30 minutes at the discretion of Site Administration).
C.07 - Asset Raids : Asset Raids are raids conducted by The Foundation with the sole goal of Rescuing Captured SCPs from the Chaos Insurgency.
Asset Raids :
Exclusively hostable by Officers within the General Security Department or NCOs within Mobile Task Force Nu-7.
(Ie. Asset Raids may result in the re-capturing of D-Class/Class-D personnel).
Asset Raids have a Raid Cooldown of 60 minutes.
(Ie. This cooldown can be shortened to 30 minutes at the discretion of Site Administration).
C.08 - Raid Respawning : When being raided, the defending faction has the ability to re-join the raid at the penalty of having to wait their standard NLR timer before being allowed to leave their bunks.
(Ie. Unlike the standard NLR rule of not being allowed to return to your point of death for 3 minutes, during raids players are not allowed to leave their bunks for the entire duration instead).
C.09 - Kidnapping & Negotiating : During raids, players or SCPs may end up getting kidnapped by the raiding faction, during which case they have to either be rescued or negotiated for.
Kidnapping & Negotiating Rules :
In order to kidnap someone you must effectively FearRP them, and have the intention of either executing, interrogating, or negotiating with them for profit. Any player taken hostage should always be valued by the kidnapping faction, and the rescuing faction must make a plan to get them back.
(Ie. When a player is kidnapped they MUST be rescued, whether that is through counter/rescue-raiding or negotiating).
(Ie. Kidnapping is NOT allowed against AFK players).
Once Kidnapped, you are not allowed to be revived if you die.
(Ie. This rule can be voided by Staff in the event of a Rulebreak or accidental death).
Players are only allowed to be held hostage by an opposing faction for a max of 30 Minutes.
(Ie. Once starting any sort of rescue action this time is paused).
C.10 - Sarkic Raids : Sarkic Cultists apart of the Solomonari Cult are hellbent on following the teachings of their Grand Karcist Ion. With no goals other than to sacrifice everyone and everything to honor their teachings, these raids are full of chaos, and a lack of rules.
Sarkic Raids :
Hostable by any Sarkic Cultist.
(Ie. Sarkic Raids may result in the breach of an SCP).
(Ie. Sarkic are allowed to kill whomever, and whatever they might find during their raids.).
Sarkic Raids have a Raid Cooldown of 15 minutes.
Section D: SCP & Anomaly Rules
D.01 - Combat Rules & Kill-on-Sight (KOS) Bounds : SCPs must follow their specific anomaly's target selection criteria and are EXPRESSLY PROHIBITED from blindly wiping the map without a lore reason. Aggressive SCPs must attack targets actively within their line of sight, while specialized SCPs must follow their unique triggers. Wiping rooms of players who have not triggered your anomaly is treated as FailRP.
D.02 - Intentional Cross-Teaming & Grouping : SCPs must act as independent, isolated anomalies and are EXPRESSLY PROHIBITED from intentionally teaming up, communicating, or coordinating attacks with other SCPs unless a specific server event or lore-consistent relationship explicitly allows it. You cannot form "SCP squads" to clear the facility; each anomaly operates purely on its own instincts and standard behavior.
D.03 - Roleplay Intent & Intentional Throwing : Playing an SCP role requires you to actively fulfill that anomaly's purpose within the round; intentionally refusing to participate or "throwing" your role is EXPRESSLY PROHIBITED. This includes aggressive SCPs actively hiding to avoid combat, friendly SCPs refusing to interact with staff/D-Class, or intentionally letting yourself be re-contained easily just to switch to a different job.
D.04 - Map Exploitation & Zone Restrictions : SCPs must remain within the playable boundaries of the facility and are EXPRESSLY PROHIBITED from camping or entering forbidden map zones. This includes camping directly inside spawn rooms, trapping players at the Surface elevator exit, or escaping to out-of-bounds areas where foundation personnel cannot physically reach you to attempt re-containment.
D.05 - Slot Hoarding & AFK Restrictions : Away-From-Keyboard (AFK) behavior while occupying any SCP slot is EXPRESSLY PROHIBITED. Because anomaly slots are limited and highly requested, you must be actively playing your role from the moment you select it. Sitting idle in containment cells, hiding in quiet map zones to passively farm time/rewards, or failing to respond to staff or gameplay prompts will result in an immediate administrative demotion from the job, with repeated offenses escalating to a server ban.
D.06 - Area Camping Restrictions : Intentionally delaying the round by camping specific map zones, choke points, or doorways—for any reason—is EXPRESSLY PROHIBITED. Once you have breached containment or cleared an area of active threats, you must actively move to hunt, explore, or fulfill your anomaly's objectives. Sitting indefinitely at spawn entrances, surface elevators, heavy containment checkpoints, or narrow hallways to repeatedly ambush players as they pass through is treated as FailRP and a disruption of the game loop.
D.08 - Breach Cooldown : Unless expressly stated otherwise, all SCPs have a natural 15 minute cooldown before they are allowed to breach again, or leave their containment after dying. Leaving your containment prior to the 15 minutes ending is considered violating your breach cooldown, and is EXPRESSLY PROHIBITED.
(Ie. The door to your containment being open does NOT void your cooldown, you are still required to wait the 15 minutes regardless of your door being open or not).
Section E: Department Rules
E.01 - Combative Personnel : Combative Personnel, the security guards, executioners, and personnel within your department that are specifically tasked with handling guns. These individuals have increased rules when it comes to FearRP, along with during Raids.
Combative Units :
General Security Department
Mobile Task Force Nu-7 'Hammer Down'
Chaos Insurgency
Chaos Insurgency's Typhon Regiment
Sarkic
E.02 - Non-Combative Personnel : Non-Combative Personnel, the cooks, armorers, and personnel within your department that pretty much make sure everything else is running. These individuals have decreased rules when it comes to FearRP, along with during raids.
Non-Combative Units :
Logistics Department
Research Department
Chaos Insurgency's Chimaera Regiment
| SCP-RP Server Manager |
| Director of the Brigade of Balancing Weapons |