2 weeks ago - edited
# jrTEtrV-L7boXtWMBlackout Networks | SCP Roleplay: Rules & Information
Preface to the Anomalies
Playing as an SCP is a privilege and a vital component of the server's ecosystem. You are the driving force behind the facility's chaos and storytelling. Because our server relies on a Semi-Serious standard, you are expected to portray your chosen anomaly accurately according to its official wiki profile and our custom server mechanics. Treating an SCP slot as a generic "deathmatch class" or ignoring your anomaly's psychological constraints is treated as FailRP.
Review the core operational directives below to understand how your specific SCP is permitted to interact with human personnel, the environment, and fellow anomalies.
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!
Section A: SCP & Anomaly Rules
A.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.
A.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.
A.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.
A.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.
A.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.
A.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.
A.07 - 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 B: Safe-Class SCP Rules
B.01 - SCP-131 ‘Eye Pods’ :
(Ie. SCP-131-A & SCP-131-B are allowed to be utilized to assist in containing or re-containing SCP-173-J).
(Ie. SCP-131-A & SCP-131-B are considered not-hostile and are freely allowed to roam around the facility. They do however require an escort should they wish to leave the Light Containment Zone).
[SCP-131 does NOT have a breach cooldown, and may leave their spawn after waiting the standard 3 minute NLR.]
B.02 - SCP-999 ‘The Tickle Monster’ :
(Ie. SCP-999 is allowed to be utilized to assist in containing or re-containing SCP-682).
(Ie. SCP-999 is considered not-hostile and is freely allowed to roam around the facility. They do however require an escort should they wish to leave the Light Containment Zone).
[SCP-999 does NOT have a breach cooldown, and may leave their spawn after waiting the standard 3 minute NLR.]
B.03 - SCP-1424 ‘Patches’ :
(Ie. SCP-1424 is considered not-hostile and is freely allowed to roam around the facility. They do however require an escort should they wish to leave the Light Containment Zone).
[SCP-1424 does NOT have a breach cooldown, and may leave their spawn after waiting the standard 3 minute NLR.]
B.04 - SCP-9643-BN ‘Eric’ :
(Ie. SCP-9643-BN is allowed to be utilized to assist in containing or re-containing SCP-066).
(Ie. SCP-9643-BN is considered not-hostile and is freely allowed to roam around the facility. They do however require an escort should they wish to leave the Light Containment Zone).
(Ie. SCP-9643-BN has been reported to be unconditionally favorable to the Foundation, and as such will not make any attempts to pick up weapons and/or try to harm foundation personnel).
[SCP-9463-BN does NOT have a breach cooldown, and may leave their spawn after waiting the standard 3 minute NLR.]
Section C: Euclid-Class SCP Rules
C.01 - SCP-049 ‘The Plague Doctor’ :
(Ie. SCP-049 is able to reanimate the dead into zombies that are forced to follow his bidding, all instances of these zombies are recorded as SCP-049-2).
(Ie. All instances of SCP-049-2 are to be terminated immediately).
(Ie. SCP-049 is generally considered non-hostile, however if irritated or in the presence of the “sick”, they will enter a rage state and attempt to purge the sickness).
(Ie. In order to calm SCP-049 down, you must either expose them to Lavender, which can be found in the storage area outside of his Containment).
(Ie. Upon calming SCP-049 down, they are to be immediately escorted back to their containment).
[SCP-049 does have a breach cooldown, and must follow the standard 15 minute SCP NLR Breach Cooldown.]
C.02 - SCP-066 ‘Eric’s Toy’ :
(Ie. SCP-066 slides around repeating a variety of phrases, all of them being some variation of asking people if they are “Eric”).
(Ie. Should someone answer yes, SCP-066 will immediately become enraged and begin imitating a deafening noise, attempting to kill those nearby).
(Ie. SCP-9643-BN may be utilized as in-order to calm down SCP-066 should they become enraged).
(Ie. If SCP-9643-BN is not available, the only recourse is to wait 10 minutes while attempting to contain SCP-066 in an area where they pose no harm to non-combatants).
(Ie. Upon calming SCP-066, or when they return to normal, they are to be immediately escorted back to their containment).
(Ie. SCP-066 is generally considered to be non-hostile, and is given limited freedom to navigate the facility. Their permissions to travel are limited to exclusively just the Light Containment Zone).
(Ie. Should SCP-066 be found outside of LCZ, they are to be immediately escorted back to their Containment).
[SCP-066 does have a breach cooldown, and must follow the standard 15 minute SCP NLR Breach Cooldown.]
C.03 - SCP-073 ‘Cain’ :
(Ie. SCP-073 is generally considered as non-hostile and is freely allowed to navigate throughout the facility at their leisure, however, they do require an escort should they wish to leave the Light Containment Zone).
(Ie. Due to SCP-073’s innate ability to block & reflect all damage inflicted against it back at its attacker, SCP-073 is authorized to assist in countering G.O.I. raids, and other incidents within the facility, however SCP-073 will only comply if they agree to help).
(Ie. SCP-073 has been reported to be unconditionally favorable to the Foundation, and as such will not make any attempts to pick up weapons and/or try to harm foundation personnel).
[SCP-073 does NOT have a breach cooldown, and may leave their spawn after waiting the standard 3 minute NLR.]
C.04 - SCP-096 ‘Shy Guy’ :
(Ie. SCP-096 is generally considered as extremely-hostile and is not allowed out of their Containment under any circumstances.)
(Ie. SCP-096 will enter a rage state should someone see his face, upon which, SCP-096 will begin charging to kill said person).
(Ie. All current tests indicate that there is nothing on, or off, this plane of existence that is capable of stopping SCP-096 from reaching its target).
(Ie. The only way to calm SCP-096 out of their rage state is to either terminate anyone who has seen SCP-096’s face. These individuals are recorded as SCP-096-2).
(Ie. All instances of SCP-096-2 are to be terminated, whether through SCP-096, or other means).
(Ie. Upon SCP-096 entering a calm state, MTF or Security Personnel are to immediately cover his face with a drawstring bag, and then escort him back to his containment).
[SCP-096 does have a breach cooldown, and must follow the standard 15 minute SCP NLR Breach Cooldown.]
C.05 - SCP-173-J ‘Peanut’ :
(Ie. SCP-173 is generally considered as extremely-hostile and is not allowed out of their Containment under any circumstances.)
(Ie. SCP-173 is permanently in a rage state, attempting to kill anyone within a 10 meter radius around itself).
(Ie. It has been documented that SCP-173-J is unable to move when being visually looked at by a sentient being).
(Ie. SCP-131-A & SCP-131-B are authorized for use against SCP-173-J. Due to their inability to blink, the ‘Eye Pods’ make perfect guards to watch SCP-173-J preventing the entity from moving).
(Ie. Should SCP-173-J be found outside of their Containment, MTF or Security personnel must gather in a minimum group of 3 or more, and then drag SCP-173-J back to its containment).’
[SCP-173 does have a breach cooldown, and must follow the standard 15 minute SCP NLR Breach Cooldown.]
C.06 - SCP-323-1 ‘The Wendigo’ :
(Ie. SCP-323 is generally considered as extremely-hostile and is not allowed out of their Containment under any circumstances.)
(Ie. Any instance of SCP-323-1 is to be terminated immediately).
(Ie. SCP-323-1 is permanently in a rage state, attempting to kill anyone it sees in order to satiate its eternal hunger).
(Ie. Upon terminating SCP-323-1, all responding MTF & Security are to immediately secure SCP-323 and return it to its Containment).
[SCP-323-1 does have a breach cooldown, and must follow the standard 15 minute SCP NLR Breach Cooldown.]
C.07 - SCP-527 ‘Mr. Fish’ :
(Ie. SCP-527 is generally considered as non-hostile and is freely allowed to navigate throughout the facility at their leisure, however, they do require an escort should they wish to leave the Light Containment Zone).
(Ie. SCP-527 has been reported to be unconditionally favorable to the Foundation, and as such will not make any attempts to pick up weapons and/or try to harm foundation personnel).
[SCP-527 does NOT have a breach cooldown, and may leave their spawn after waiting the standard 3 minute NLR.]
C.08 - SCP-860-2 ‘The Forest Guardian’ :
(Ie. SCP-860-2 is generally considered as extremely-hostile. SCP-860-2 is physically incapable of leaving SCP-860-1).
(Ie. Any instance of SCP-860-2 is to be terminated immediately).
(Ie. SCP-860-2 is permanently in a rage state, attempting to kill anyone it sees as it believes they are trespassing within SCP-860-1).
[As SCP-860-2 is NOT allowed to leave the SCP-860-1 dimension, they are exemt from all NLRs or Cooldowns.]
C.09 - SCP-966 ‘The Sleep Killers’ :
(Ie. SCP-966 is generally considered as extremely-hostile and is not allowed out of their Containment under any circumstances.)
(Ie. SCP-966 is permanently in a rage state, attempting to kill anything it sees in order to feed its insatiable hunger).
(Ie. It has been documented that SCP-966 is only visible under thermal imaging).
(Ie. If it is believed that SCP-966 has breached their containment, all responding MTF & Security must immediately equip thermal imaging equipment).
(Ie. Should SCP-966 be found outside of their Containment, MTF or Security personnel are to terminate all instances of SCP-966 immediately and drag their corpses back to their Containment).
[SCP-966 does have a breach cooldown, and must follow the standard 15 minute SCP NLR Breach Cooldown.]
C.10 - SCP-1245-A ‘Whale Hunters’ :
(Ie. SCP-1245-A is generally considered as extremely-hostile and is not allowed out of their Containment under any circumstances.)
(Ie. SCP-1245-A is permanently in a rage state, attempting to kill anything it sees in order to protect SCP-1245).
(Ie. Should SCP-1245-A be found outside of their Containment, MTF or Security personnel are to terminate all instances of SCP-1245-A immediately and dispose of their corpses before returning to their Containment).
[SCP-1245-A does have a breach cooldown, and must follow the standard 15 minute SCP NLR Breach Cooldown.]
C.11 - SCP-3114 ‘Wouldn’t It Be Chilly’ :
(Ie. SCP-3114 is generally considered as extremely-hostile and is not allowed out of their Containment under any circumstances.)
(Ie. SCP-3114 is permanently in a rage state, attempting to kill anything it sees in order to attempt to steal their skin).
(Ie. Should SCP-3114 be found outside of their Containment, MTF or Security personnel are to terminate the SCP immediately and drag its corpse back to their Containment).
[SCP-3114 does have a breach cooldown, and must follow the standard 15 minute SCP NLR Breach Cooldown.]
C.12 - SCP-9999-A ‘An Average New Yorker’ :
(Ie. SCP-9999-A is generally considered as extremely-hostile and is not allowed out of their Containment under any circumstances.)
(Ie. SCP-9999-A is permanently in a rage state, attempting to kill anything it sees in order to feast upon the dead's remains).
(Ie. Should SCP-9999-A be found outside of their Containment, MTF or Security personnel are to terminate all instances of SCP-9999-A immediately and dispose of their corpses before returning to their Containment).
[SCP-9999 does have a breach cooldown, and must follow the standard 15 minute SCP NLR Breach Cooldown.]
Section D: Keter-Class SCP Rules
D.01 - SCP-035 'Possessive Mask’ :
(Ie. SCP-035, due to its nature, is considered as a hostile cognitohazard, and any person who puts the mask on is designated as SCP-035-1).
(Ie. SCP-035-1 is able to enter a rage state at any point in time, and has no recorded way to reliably exit said rage state).
(Ie. Due to the fact that SCP-035 possesses humanoid hosts, SCP-035 does not have any reliable methods of subduement).
(Ie. Should SCP-035 be found outside of its containment, MTF personnel are to place the mask inside of a steel case, and transported back to its Containment).
(Ie. All instances of SCP-035-1 are to be terminated on sight, and their corpses incinerated).
[SCP-035 does have a breach cooldown, and must follow the standard 15 minute SCP NLR Breach Cooldown.]
D.02 - SCP-076-2 ‘Able’ :
(Ie. SCP-076-2 is generally considered as extremely-hostile and is not allowed out of their Containment under any circumstances.)
(Ie. Due to the nature of SCP-076-2, should they be found outside of their CC, they are to be escorted back to their Containment without the use of weapons).
(Ie. SCP-076-2 will enter a rage state upon any sense of being threatened, upon which SCP-076-2 will immediately seek out all nearby humans with the sole intention of killing them. There is no known or recorded method of stopping these rage states other than the termination of SCP-076-2).
[SCP-076-2 does have a breach cooldown, and must follow the standard 15 minute SCP NLR Breach Cooldown.]
D.03 - SCP-106 ‘The Old Man’ :
(Ie. SCP-106 is generally considered as extremely-hostile and is not allowed out of their Containment under any circumstances.)
(Ie. SCP-106 is permanently in a rage state, attempting to kill all humanoid prey it can get its hands on).
(Ie. SCP-106 has been shown to target non-humanoid prey, however will actively pursue humans over other creatures).
(Ie. The only recorded method to attempt to pacify SCP-106 is to sacrifice a Class-D or some other personnel by breaking their femur, ‘disabling’ them & trapping them within SCP-106’s containment. Playing audio of the disabled person over the site intercom will cause SCP-106 to immediately begin returning to their Containment).
(Ie. During the event that there is a person within SCP-106’s containment and their femur has been broken, SCP-106 will no longer target any other personnel unless they are directly within the way of SCP-106’s way to their containment).
[SCP-106 does have a breach cooldown, and must follow the standard 15 minute SCP NLR Breach Cooldown.]
D.04 - SCP-682 ‘Hard-to-Destroy Reptile’ :
(Ie. SCP-682 is generally considered as extremely-hostile and is not allowed out of their Containment under any circumstances.)
(Ie. SCP-682 is permanently in a rage state, attempting to kill all humanoid prey it can get its hands on).
(Ie. The only recorded method to attempt to pacify SCP-682 is through the use of tranquilizing agents, which will only work after dealing large amounts of damage to its body). [SCP-682 must have less than 2k HP to tranq]
(Ie. Upon Tranqing SCP-682, he is to be immediately cuffed and transported back to his containment).
[SCP-682 does have a breach cooldown, and must follow the standard 15 minute SCP NLR Breach Cooldown.]
D.05 - SCP-939 ‘With Many Voice’ :
(Ie. SCP-939 is generally considered as extremely-hostile and is not allowed out of their Containment under any circumstances.)
(Ie. SCP-939 is permanently in a rage state, attempting to kill all humanoid prey it can get its hands on).
(Ie. The only recorded method to attempt to pacify SCP-939 is through the use of tranquilizing agents, which will only work after dealing large amounts of damage to its body). [SCP-939 must have less than 500 HP to tranq]
(Ie. Upon Tranqing SCP-939, he is to be immediately cuffed and transported back to his containment).
[SCP-939 does have a breach cooldown, and must follow the standard 15 minute SCP NLR Breach Cooldown.]
D.06 - SCP-1000 ‘Bigfoot’ :
(Ie. SCP-1000 is generally considered as extremely-hostile and is not allowed out of their Containment under any circumstances.)
(Ie. SCP-1000 is permanently in a rage state, attempting to kill all humanoid prey it can get its hands on).
(Ie. The only recorded method to attempt to pacify SCP-1000 is through the use of tranquilizing agents, which will only work after dealing large amounts of damage to its body). [SCP-1000 must have less than 500 HP to tranq]
(Ie. Upon Tranqing SCP-1000, he is to be immediately cuffed and transported back to his containment).
[SCP-1000 does have a breach cooldown, and must follow the standard 15 minute SCP NLR Breach Cooldown.]
D.07 - SCP-1048 ‘Builder Bear’ :
(Ie. SCP-1048 is generally considered as non-hostile and is freely allowed to navigate throughout the Light Containment Zone at their leisure, however, they are not allowed to access any other Zones of the facility).
(Ie. If found outside of the Light Containment Zone, SCP-1048 is to be immediately escorted back to their containment).
(Ie. SCP-1048 will randomly enter a state of rage, and attempt to cut off the ears of humans in its surrounding area, Should it collect 5 ears, it will begin to build SCP-1048-A, a stronger more dangerous version of SCP-1048, that is often found in a state of rage).
(Ie. SCP-1048 will attempt to gather scraps of metal from nearby foundation personnel, should it collect 5 scraps, it will begin to build SCP-1048-C, a metal version of SCP-1048, that is capable of withstanding large amounts of gun fire).
[SCP-1048 does have a breach cooldown, and must follow the standard 15 minute SCP NLR Breach Cooldown.]
D.08 - SCP-1048-A ‘Ears’ :
(Ie. SCP-1048-A is generally considered as non-hostile, however all instances of SCP-1048-A are to be destroyed immediately).
(Ie. SCP-1048-A will randomly enter a state of rage, and attempt to cut off the ears of humans in its surrounding area, allowing itself to regenerate itself).
(Ie. SCP-1048-A will attempt to assist SCP-1048 in gathering scraps of metal from nearby foundation personnel, should it collect 5 scraps, it will begin to build SCP-1048-C, a metal version of SCP-1048, that is capable of withstanding large amounts of gun fire).
[SCP-1048-A does have a breach cooldown, and must follow the standard 15 minute SCP NLR Breach Cooldown.]
D.09 - SCP-1048-C ‘Rust Scrap Bear’ :
(Ie. SCP-1048-C is generally considered as non-hostile, however all instances of SCP-1048-C are to be destroyed immediately).
(Ie. SCP-1048-C will randomly enter a state of rage, and attempt to cut off the ears of humans in its surrounding area, allowing itself to regenerate itself).
(Ie. SCP-1048-C will attempt to assist SCP-1048 in cutting off ears from nearby foundation personnel, Should it collect 5 ears, it will begin to build SCP-1048-A, a stronger more dangerous version of SCP-1048, that is often found in a state of rage).
[SCP-1048-C does have a breach cooldown, and must follow the standard 15 minute SCP NLR Breach Cooldown.]
D.10 - SCP-3199 ‘Humans, Refuted’ :
(Ie. SCP-3199 is generally considered as extremely-hostile and is not allowed out of their Containment under any circumstances.)
(Ie. SCP-3199 is permanently in a rage state, attempting to kill all humanoid prey it can get its hands on).
(Ie. The only recorded method to attempt to pacify SCP-3199 is through the use of tranquilizing agents, which will only work after dealing large amounts of damage to its body). [SCP-3199 must have less than 1000 HP to tranq]
(Ie. Upon Tranqing SCP-3199, he is to be immediately cuffed and transported back to his containment).
[SCP-3199 does have a breach cooldown, and must follow the standard 15 minute SCP NLR Breach Cooldown.]
D.11 - SCP-5151 ‘The Black Knight’ :
(Ie. SCP-5151 is generally considered as non-hostile, however they are now allowed outside of their containment. If SCP-5151 is found outside of their Containment, they are to be subdued and escorted back to their containment).
(Ie. SCP-5151 will enter a rage state if they find a person to be dishonourable, in which case they will immediately attempt to kill said person).
(Ie. The only method of calming SCP-5151 from their rage state is through an honorable duel, in which case they are obliged to accept. Should you win, SCP-5151 will recognize you as an honorable individual and immediately become willing to follow your orders, as long as they are honorable. It is stated that the MTF or Security personnel who duels SCP-5151 should immediately tell SCP-5151 it is time to return to their containment after winning the duel).
[SCP-5151 does have a breach cooldown, and must follow the standard 15 minute SCP NLR Breach Cooldown.]
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