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Showing content with the highest reputation on 07/24/2022 in all areas
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2 points
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0_0 Would -support this but with the chaos these passed 2 weeks have been its needed2 points
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I have posted both these suggestions in 1 post because they share all the weapons/stats requests and the model requests come from the same modelpack. Battalion Name: 501st battalion Job/Class Name: 501st arc trooper Model Path: - Current model: models/player/bunny/imperial_arc/arc_troopers_special_job.mdl - New model: models/player/venator/tk_arc/tk_havoc.mdl from this modelpack https://steamcommunity.com/sharedfiles/filedetails/?id=2521367605 (Same modelpack as the epsilon squadron request) Reason for change: The current model is outdated and should be replaced by something new. This model will fit better because of the quality and color of the armor. Job slots: decreased to 6* - Current loadout: We want the loadout to stay the same but add 1 weapon. - Add: rw_sw_z6i Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): since arc are the special forces of the 501st we want them to have weapons for every range that are also already being used by 501st. the z6 will cover the close range aspect for combat. Health: - Current: 500 - New: 600 Armor: - Current: 150 - New: 200 Reason for health/armor changes: As arc is a frontline specialized sub battalion the amount of health and armor are just not enough at this moment. This small buff will make sure arc can fight on the frontlines without having to worry that they will be taken out quickly. Description (Optional): Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: Yes with having a new darth vader on the server 501st activity has been extremely good. This update for arc is something 501st have been striving for for a while. Me and the command team have been looking at what changes and additions would be nice for arc without arc being too over powered. Since arc is the favorite sub battalion we want to make sure that this job stays exiting and up to date for everyone that is in 501st. The new model looks better then the current one and has a good amount of bodygroups. This will allow different ranks within arc to look slighty different from each other and makes it easier to see who is who. ___________________________________________________________________________________________________________________________________________________ Battalion Name: 501st battalion Job/Class Name: 501st ARC Epsilon Squadron Model Path: models/player/venator/tk_arc/tk_vertigo.mdl From this model pack https://steamcommunity.com/sharedfiles/filedetails/?id=2521367605 (Same pack as the normal ARC suggested model change) Reason for addition: This new squadron will be the black ops squadron within ARC. This squadron will be what the current ARC members can strive to become. Player slots in game: 4* Weapon Kit: The same as ARC has included the Z6I > rw_sw_z6i and the jetpack starwars_jetpack Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): Health: 600 Armor: 200 Reason for health/armor changes: The epsilon squadron will have the same amount of HP and armor as ARC. Description (Optional): Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: Yes, this addition will make sure that all ARC troopers have something to strive for within the sub battalion. With this squadron becoming a black ops squad and getting unique tasks it will make sure 501st get new RP possibilities. Only the best of the best will be picked which will encourage the current and upcoming members within 501st to perform the best they can to be able to be picked for this squadron. * If adding Epsilon squadron as a singular job isn’t possible the model could also be added to the normal ARC job, but in that case it would be appreciated that the job slots get increased to 10.1 point
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In Game Name: Mango Steam ID (Ex. STEAM_0:1:91255427) STEAM_0:1:36467260 Discord ID (Ex. Pinbal#5433): Mangooo#2921 Squadron you are Applying for (Guardian, Engineer, Analyst): Guardian Current RP Ranks Held: MTF NU7 CPT : HTF, CA, FTO, BHM, TRT, RG, CBRN, FE, MCU, 7101 Associate Researcher : Hazmatology If applying for Red Right Hand preferred O5 to guard: O5-5: 05-3 Has anyone recommended you to apply for the RRH program? (If not, it's fine): No How many Warns do you have? (With Screenshot Proof): 1 Why do you want to join the Red Right Hand team: I want to join the RRH team because I believe it is the next step for me as an individual to further cement myself in the server and get more involved with RP and the server as whole. From my experience in the past with RRH, it was made up of the servers best, and this still holds true today. This team would provide me with a lot of valuable RP experiences unavailable to me without this position, such as RPing with O5 much more than just passing by and respecting their authority and moving along. By directly guarding O5 id be much more involved with higher level roleplay, as well as being able to roleplay with RRH analysts more often, which is often where the more interesting bits of RP and lore lie. As someone who strives to find RP, I believe joining RRH will give me exactly that while also being a benefit to both the people I'm guarding and myself. Why should we accept you: I believe you should accept me over other applicants due to my previous experience with RRH, originally being the guardians team lead when the positions were first released. I was chosen for the position due to my guarding capabilities, roleplay ability and activity. My experience with the original Alpha-1, my time in Nu7 as HCMD and now currently LCMD and my time as RRH team lead has all given me extensive combat and guard experience which makes me a good candidate for a spot on the guardian team. My roleplay ability I believe has been showcased by my past ventures in research and CA where I believe I have prove I can reliably give consistently good roleplay experiences for those involved. And lastly my activity puts me online nearly every day and online almost always whenever an O5 would be online, allowing me to properly serve as a guard. I believe I should be accepted even more so than the last time I served as RRH guardian due to the long duration of time I've had to mature further and only get better at guarding and combat alike. Not only this, but I believe I would get along pretty well with the current RRH team, which is a necessity for a team to get work done effectively and consistently.1 point
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As the boss of Shadow Legacy, I approve this message. Best of luck to all involved.1 point
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soul i really though you were on ET LMAO +SUPPORT for my guy dont forget the poll1 point
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Accepted! Thank you for the report. Appropriate action against the player and or staff member will be taken to ensure that they receive the correct punishment.1 point
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+support cool update, idk why you want the bal, we got rid of it cause it sucks but if you want it i’m not gonna complain. cool concepts on the heavy jobs, can’t wait to see them being put to use!1 point
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+support I havent seen the app before you edited it but it looks good to me now. Described well how to handle the sit. Good luck carl W1 point
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+Support Afterthe -Supports it seems he has gone back and edited his app, though it may not still be the best going back to improve on it when he realized it was up to standard shows he truly wants this posistion. Good Luck on Trial mod!1 point
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-support on lightweight getting the honey badger the gun is really good for a class that has 60 second nlr and a speed boost1 point
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Major + Support I am going to get to the point and state my reasons why: 1. Was a previous Admiral 2. Has leadership experience 3. Very easy to work with 4. Always does his work with efficiency 5. Pretty active (usually is on late EST because of work) I am going to say this now, Boomer deserves this position. I have known him since I joined Naval back in September 2021 and he has always been great. We both rose the ranks together eventually hitting Admiral together. We both worked very close with each other to make sure Naval didn't fall and it didn't. A very great guy and a strong candidate for it. Good luck, my old friend!1 point
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+support very cool. thank god the trainer job now has a $200 salary!!!1 point
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Look for a Super Admin in game and ask them about it, they can un-blacklist you for it but there isn't an actual way to do what the message said since it's not technically a warn appeal but a blacklist appeal.1 point
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+ SUPPORT ALL THE WAY - From the time I have spent on the server, I have known Master Chief to be a great staff member and a great person. Perfect fit for the support team. - I also really like Halo but that's beside the point1 point
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(Can’t make it look fancy due to being on mobile) +++ MEGA BIGGEST SUPPORT 501st has been thriving as of late and I want to get us something cool added. What else better than a long deserved update for our premier sub battalion? Our current models are lackluster, looking like clones and their color scheme doesn’t match the rest of the unit at all. This update will not only accompany a rework to the unit but also give them the sleek new look they deserve and bring even more allure to them.1 point
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+Support on Juggs NLR should be 3 minutes for them too. SNCOs finally getting tranqs lfg! Warden shotty getting replaced too very nice. Bal-27 is fine to me, I don't see the problem.0 points
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poor attitude huh? I'm willing to bet if you had a weak added to your ban for no reason you would also have a poor attitude as well it would be different if if was for like a day or 2 however 2 weeks is a pretty decent chunk of time lime king0 points
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MASS -support. Wtf hell fucking no??? Wardens getting the Bal27- hell no even if it is exspira. Y’all don’t need a weapon that OP plus now you will have the KSG and that weapon. Juggernaut titan will have the same hp as D4 and HTF plus a better LMG then before. Juggernaut brute should not have the heavy shield for a level 30 class im already not a fan of you guys having 3 heavy classes and now your going and buffing them??? These classes are tankier than most MTF classes and all they do is sit in D block. I had to fight tooth and nail to get bulldozer to be even remotely useful. And now you guys are buffing classes giving them weapons they don’t even need. Hell was any of this even run past MTF or CI Hcmd???0 points
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kinda hard to read what you write due to the lack of punctuation and spacing man.0 points
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Denied After review, the SCP-RP SMT team has decided not to accept your promotion application. This can be because of your application, experience, behavior, feedback, or other unstated reasons. You may re-apply in 1 week. Accepted0 points
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+Support I think he should get a blacklist from gaminglight and his mother maidens name leaked0 points
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Gaminglight SCPRP Rules Please keep in mind that this is a Semi-Serious RP server, try your best to RP! If anyone is breaching the rules below please contact a staff member using the @ symbol, hitting F11, or /Report followed by what you need. If any staff are not available at the time please file a player report on our forums at Gaminglight.com If any staff are abusing please report them on our forums at Gaminglight.com Child Exploitation Zero Tolerance Policy: Our community enforces a strict zero-tolerance policy towards any form of pedophilia, child exploitation, or grooming. Any individual found engaging in, promoting, or supporting such activities will be immediately blacklisted and banned from our platforms. Reporting Suspicious Behavior: All members are encouraged to promptly report any suspicious behavior, content, or conversations related to pedophilia or child exploitation. Reports will be taken seriously and investigated thoroughly. Consequences of Violation: If an individual is found to have engaged in actions related to pedophilia, they will be blacklisted and permanently banned from our platform without the possibility of appeal. Furthermore, any relevant information may be reported to the appropriate legal authorities. Ensuring a Safe Environment: We are committed to maintaining a safe and inclusive environment for all members. As such, we will continue to monitor and enforce these rules and regularly review and update them as needed. Educating Members: Our community will provide resources and educational materials to raise awareness about the dangers of pedophilia and child exploitation in order to empower our members to identify and report potential threats. Collaborative Effort: The safety and well-being of our members, particularly minors, is a shared responsibility. We encourage all members to actively participate in maintaining a safe community by adhering to these rules and reporting any violations they may witness. REPORT CHILD SEXUAL ABUSE https://forms.clickup.com/1261637/f/16g25-4587/CHULVC8YJQ3LPUWQDE General Rules Do not kill without an RP reason, this is considered a random deathmatch (RDM). Do not do FailRP, which is doing things that would be unrealistic, or not consistent with what your character would do. This includes failing to follow orders from those who outrank you, failing to comply with a department SOP, or failing to follow job-specific rules. All donor branch jobs are required to follow the SOPs of the branch. Do not metagame, which includes using OOC events/knowledge in character. Do not enter spawns or safe zones (areas that SCPs or hostile forces can't enter) if in an active RP scenario, which includes being chased by an SCP or while in combat. You may not engage in combat whilst in these areas. Players are prohibited from puppy guarding/camping spawn/safe zones. Do not break FearRP. FearRP is established under the following conditions: All Combative (GenSec, CI, MTF, D-Class) & Non-Combative (Research, Medical, Maintenance) can be placed under FearRP if two or more individuals point heavy weapons at them. FearRP is based on a 2:1 ratio, allowing FearRP to be stacked as long as one force has a 2:1 ratio against the opposing force. SCPs that can be FearRP'd can be placed under FearRP if two or more individuals point any type of firearm at them. SCP-049 is an exception to this rule and requires three or more individuals to point any type of firearm at him. Individuals can be FearRP'd even if armed. Heavy weapons are defined as shotguns, assault rifles, sniper rifles, and light machine guns. Individuals actively engaged in combat can not be placed under FearRP. Distance to establish FearRP is within voice chat range. All individuals have to be within line of sight, and unobstructed by walls, doors, or other cover. When placing an individual under FearRP it must be for the purposes of capture, interrogation, or ransom. FearRP'ing and summarily executing personnel without taking other actions is not allowed. The Chaos Mechs are exempt from FearRP. Non-combatants are unable to place others under FearRP. Gensec Juggernaut are exempt from FearRP. Fear-RP is no longer in effect when Line of Sight is broken or the weapon is holstered. Do not power game. (Power gaming is anything that can be considered outrageous to gain an RP advantage). Examples of power gaming include but are not limited to: Switching between combat jobs on a branch after dying to avoid NLR timers Respawning on your current job to gain more ammo on restricted weapons Switching to different branches or SCPs to target opposing branches after being killed/during a raid. Do not break New Life Rule (NLR). All classes, unless specified below must wait 2 minutes in their spawn location after respawning from an accidental or combat death before returning to play. All classes, including D-Class, cannot use information from previous respawn lives. CI personnel have a 3 minute NLR. MTF personnel have a 3 minute NLR. GENSEC Custom Classes have a 3 minute NLR. Standard D-Class personnel do not have a NLR. D-Class Custom Classes have a 30 second NLR. D-class Custom Classes are prohibited from attacking/harming anyone while on NLR. D-class Custom Classes must remain in lower d-block while on NLR. Sarkic personnel have a 3 minute NLR. Do not spam annoying sounds or messages on your mic or in the chat. This includes but is not limited to: Voice Changers Staff members and Event Team members may use their discretion to authorize limited use of these items for the enhancement of RP. Players may play music/soundboards through their microphone. If requested to stop by a staff member a player must stop. Do not intentionally break doors. Do not intentionally exploit any glitches, nor use third-party programs to gain an unfair advantage. Do not flashlight spam. Do not use your character's body to block doorways, hallways, or other areas. Intentionally breaking or spamming the elevator is prohibited. It is prohibited to intentionally kill players with an elevator. Do not spawn props to block doorways or hallways, or spawn areas. Spawning props that can be seen through one way is prohibited. Spawning props and using them to climb into areas normally inaccessible is prohibited. The only branch exempt from this rule is Maintenance, and only for RP purposes. Head glitches in defenses are prohibited. All props must be fixed to the map floor when building defenses. The maximum props for Interior foundation defenses is 5 per faction. Defense setups must not be within line of sight of other defenses. (Doors/props do not count as not seeing other defenses) The maximum props for surface defenses is 25 per faction. Props must allow 2 players to pass it walking side by side. Never harass and/or disrespect other players/staff. Gaminglight does not tolerate bullying or targeting based on race, gender, sexuality, or other identities, nor racial slurs or anything that can be deemed offensive. Gaminglight has a zero-tolerance policy toward this type of conduct. Erotic roleplay is not allowed at any time. Protesting real life events, or making light of them in the server is prohibited at all times. Any such conduct will result in an automatic 1 week ban from the server. No excessive foul language in both OOC and in-character chat. Only use “/advert” and the radio for RP purposes. Do not make false staff calls, or impersonate any player, staff member, or members of management. Do not argue with staff, they have a final say. If you believe the staff member acted improperly, you may file a staff report on gaminglight.com/forums. Do not use the /demote command while Staff members are on. Branch Command members are exempt from this rule regarding personnel in their branch. Designated Branch Trainers are exempt from this rule with regards to trainees in their branch. When AFK, you are subject to demotion on any job to ensure that active players are able to get on the jobs they want to play on. Intentionally interrupting, minging, ruining, or disrupting events is prohibited. Jobs with 10+ minute NLR'S follow these rules to elevator deaths. If the player was killed on purpose by a elevator it will be brought back with full HP. If the player was killed accidentally by a elevator it will be brought back with similar HP. If the death was caused by the player itself the player is confirmed dead and must wait normal NLR. During Double XP all actions will receive double the normal amount of experience. The Ethereal and Ray Gun is only to be used against SCP'S. Use against humans is strictly prohibited. Players are considered dead upon being infected by an SCP. Their NLR timer starts when they are infected. The casino machines in the D-Block lounge are only for D-Class personnel; all other players are prohibited from using these machines. Class Specific Rules All Players In the event of an Alpha Warhead launch, you MUST reset RP. Never combat heal (Healing yourself or someone else while in an active shootout). To begin healing you must wait 7 seconds after you are no longer in an active shootout. Active shootout ends when line of sight is broken with the aggressor. You should only use props to enhance an RP situation. Never make doors, walls, checkpoints, use props to attempt to glitch through areas, etc. An example of appropriate use of props would be adding props to an SCP containment cell to simulate Class-D bones. When cuffed you are required to comply with the individual that has cuffed you. There must be an RP reason to cuff someone. You must also have an RP reason to leave someone cuffed, such as using them for an experiment in a restricted area. It is prohibited to cuff someone and then leave them without a valid reason. If cuffed, you are prohibited from breaking out of the handcuffs until five minutes have passed since being cuffed, or if left alone and unattended by Foundation/CI personnel. It is prohibited from attempting to cuff people while in combat. Sarkics are exempt from this rule, and may engage in combat cuffing. The Chaos Mechs can not be cuffed. The following SCPs can be cuffed: SCP-049/SCP-049-2 (only if SCP-049 lets them be cuffed) SCP-066 SCP-096 SCP-173 SCP-527 SCP-682 SCP-939 No players should interrupt an active training session. Additionally, personnel participating in a training session should not interact with players actively playing. Players are not allowed to “puppy guard” spawn areas. This includes waiting at SCP Containment Cells during their breach attempts unless spotted breaking its containment Doors and called out in RP. The following areas are defined as spawn areas: GENSEC Bunks, Research Bunks, Utility Bunks, MTF Bunks, E11 FOB, Designated area in CI Base, E4 Spawn, D-Block Cells in Lower D-Block, Site Admin Offices, High Command Offices, and 05 Spawn. Players are not allowed to use the thermal headset unless a cloaked player has been spotted. Upon a cloaked player being spotted a blanket callout in advert or comms must be made. CI personnel may activate thermals if MTF are detected inside of their base. Cloaked players are not to do the following actions while cloaked. Use melee items while cloaked except for the following items: SCP 966, SCP 2191, Dolos Knife. You are not allowed to breach an SCP that is not online. (Ex. Opening SCP-096's Containment Cell while no SCP-096 is online) You are not allowed to steal weapons that are used by SCPs. Players are not allowed to intentionally shoot SCPs with the exception of SCP 035-1, SCP 049-2, SCP 076-2, SCP-082, SCP 194, SCP-354-04, SCP 682, SCP 939, SCP 966, SCP 1048, SCP 1048-A, SCP 2191, SCP 1245-2, SCP 1265-A, SCP 5208, SCP-8286, SCP 058, SCP 3199, and SCP 7919. Personnel calling a RP Arrest on Sight / Kill on Sight (AOS/KOS) are required to provide and advert a legitimate reason with the AOS/KOS order. Any players that elect to use explosive weapons are forbidden from suicide bombing. This is classed as causing killing yourself with an explosive you use, or damaging 100 HP or more. Sarkic personnel are exempt from this rule. All custom classes are required to follow the rules of their specific branches unless specific exemptions or changes are specified in other sections of this MOTD. It is considered FailRP to set up explosives at regularly traversed locations or entrances into locations without an RP reason. It is further considered exploiting by switching jobs or respawning to bypass explosive device caps. Factions are prohibited from raiding during GENSEC, MTF, or CI meetings. Raids can be held during Research or Utility meetings under the following restrictions: No SCPs may be breached during the meeting. No members of the branch holding the meeting may be captured or killed. Any currently held hostages that belong to the branch holding the meeting must be released. Foundation Panic Rooms can not be hacked into and once secured the personnel inside are safe from attack. Storing captured personnel inside panic rooms are prohibited. If personnel inside a panic room opens the door, the panic room is unsecure and personnel inside can be attacked. When an individual is using a disguise, it is FailRP to out them by reading their class name. For a disguise to be broken, the individual must be witnessed engaging in conduct against Foundation procedures, attacking Foundation personnel, or trespassing. Disguised personnel may claim any non-command rank. Disguised personnel are considered whatever type they are disguised as (medical, research, etc) and can assist and be assisted by those types. Disguised personnel are permitted to engage in conduct that would normally be considered RDM ONLY IF it assists in maintaining their cover. They are still prohibited from engaging in RDM, and staff will make the final determination if there is any question in the legality of an RDM. If GENSEC/MTF personnel discover a minor violation they should first attempt to investigate the individual's identity via a roll off. If the disguised person wins the roll off, the disguise remains intact. GENSEC/MTF personnel that discover repeated minor violation offenders get a +10 advantage to rolling. For example, the second time the same disguised member is discovered, GENSEC/MTF receives a +10 bonus. The third time results in a +20 bonus, etc. Major violations automatically break the disguise if viewed by a Foundation member. Major violations include the following: Killing Foundation personnel, Breaching SCP, Working with CI Broken disguises can not be reestablished unless the individual escapes from the GENSEC/MTF forces and changes into a different disguise unobserved. The riot shield may only be used to defend against the following SCPs: 035-1, 049-2, 076-2, 098, 966, 5208-GL. All other usage of the riot shield against other SCPs is prohibited. Toxicity is prohibited. Toxicity is defined as disrespect and disparaging comments made towards other players or branches. Retaliating against a player that is engaging in toxic behavior does not excuse your own behavior. Cloaked jobs are not allowed to enter D-Block. Wardens Exspira can enter on partial lockdown with GenSec HCMD+ perms. MTF Zeta-6 can enter on partial lockdown. Class D Personnel Class D personnel are prohibited from spawning props. Class D Suppliers/Smugglers are permitted to spawn a maximum of 5 props to build a store front for their items. The storefront may be built in lower D-block within a corner or against the walls and not in one of the spawn rooms. Class D personnel are not allowed to activate the Medbay Lockdown, Teslas, Site Lights, nor Site Lockdown. Class D personnel are prohibited from using the Longbow and Riot Shield. All Class D personnel with the exception of the Class D Escape Artist are allowed to breach SCPs. Class D personnel are prohibited from adverting unless they procure comms from a Foundation or CI hostage. Foundation Staff - GENSEC, Research, Maintenance, Medical No foundation staff should assist in allowing Class D or SCPs to escape. No foundation staff should shoot, hurt, or otherwise threaten other foundation staff without a valid RP reason. Research and Utility personnel are classified as non-combatants and are thus prohibited from attacking D-Class and CI personnel except in self-defense, or in defense of other non-combatants only. The self-defense clause is satisfied by observing CI personnel, D-Class or SCPs attack other non-combatants or being attacked themselves. D-Class that interfere with Site operations and are armed may be killed as long as it doesn't violate FearRP. Site operations consist of breaching SCP's, Closing doors on foundation personnel to prevent them from doing their job, interfering with tests, repairs, surgeries. The RIG, Combat Care Unit, Martial Care Unit, Advanced Medical Combat Unit and Mobile Mop Force class are exempt from this rule and are considered combatant classes. Foundation personnel are required to wait 5 minutes from when the Site lighting is turned off before turning it back on. Foundation personnel are generally prohibited from turning off the Site lighting You must have an RP reason to activate a lockdown. The D-Block lockdown may only last a maximum of 5 minutes. The incinerators should only be used to destroy biological material such as SCP-049, SCP-008 and SCP-610. CI/Foundation Staff, Class D Personnel may be incinerated with valid Rp reason. Containment Specialists are prohibited from calling out active CI raids. Foundation staff are prohibited from purchasing first aid kits if four or more medical personnel are online at one time. It is permitted to purchased medical supplies if the class naturally spawns with a medical kit. The Medical Bay only be locked down by appropriate personnel. No other jobs may lock it down (Including D-Class/CI). If trapped inside, D-Class/CI may crack it open. All trainees are required to remain in their designated training room unless accompanied by a designated Field Training Officer from their respective branches. Any Trainee outside of the respective area may be immediately handcuffs and returned to their training area. If personnel are unable to handcuff the trainee, personnel are required to call staff to handle the situation. If no staff members are online, the trainee may be killed. Foundation - Mobile Task Forces Authorization must be granted by an Ethics Committee Member or O5 Council Member for MTF to use Micro, on Code Nuke / Red. Mobile Task Forces are permitted to raid the Chaos Insurgency base. For a raid to be authorized, all of the following must be satisfied: Actionable intelligence that CI have captured a SCP or Foundation Hostage. Actionable intelligence is satisfied by living witnesses observing the capture, scouts observing CI having the SCP/Hostage in their custody, or Stealth Operatives confirming the presence of the SCP/Hostage in CI custody. Negotiations to retrieve the SCP/Hostage peacefully have failed. Once negotiations have begun branches must come to an agreement on a reasonable price. Negotiations are noted to fail if CI does not respond to the initial negotiation attempt after 5 minutes. Negotiations shall take place via advert in [OPEN] comms. MTF Stealth Operatives and Pathfinders may be used to infiltrate the CI base to confirm the presence of SCPs or Foundation Personnel. This constitutes the beginning of the raid. If the Stealth Operatives and Pathfinders are killed or voluntarily leave the base the raid is concluded and the raid cooldown timer begins. Upon the presence of SCPs or Foundation Personnel being confirmed the main body of MTF forces may move in at the direction of their raid leader, pursuant to SOP guidelines. MTF Stealth Operatives and Pathfinders are prohibited from terminating a hostage or SCP until the main body of the MTF forces arrive. A raid is concluded once all MTF personnel either are killed or voluntarily leave the CI base. At this point a 10 minute raid cooldown timer begins. A member of MTF must state in MTF Comms: "MTF Raid Beginning" at the start of the raid. If there are less than 6 CI military personnel online this must instead by adverted. A member of MTF must state in MTF Comms: "MTF Raid Concluded" at the end of the raid. The Nu-7 Goliath is prohibited from entering D-Block. The MTF Lambda-9 "Big F**king guns" are not allowed to set the C4 timer under 5 seconds, nor enter D-Block at anytime. SCPs SCPs are not allowed to work together at any time. SCPs are also not allowed to work with D-Class and CI personnel to gain a RP advantage. This includes leaving people alive to allow them to break through doors, protecting them, etc. Hostile SCPs are required to attempt to kill humans. SCP 035 and 049 are the only duo that are exempt from this rule. They may work together, but not with other SCPs, nor D-Class. SCP's with multiple instances of each other (Ex. 1265-A, 939, 966, etc) are allowed to work together cooperatively. If there is a situation where two SCPs are attempting to get to the same area, one of the SCPs are obligated to go a different way. If they happen to meet up while roaming, that's fine, but if they both want to go to the same place, one has to take a different route, or otherwise wait for a period of time and then return on their way. If another player as an SCP continues following another SCP player, the followed player should make a staff call informing staff that they are not attempting to team, and are attempting to break away. SCPs are not allowed to kill or harm other SCPs at anytime, with the exception of cross tests and events. ALL SCPs with the exception of SCP 106 are allowed into D-Block. SCPs cannot open other containment cells. SCP-035 is exempt from this rule. SCPs should only use /advert for RP Situations. Examples include SCP 682 adverting his heath during a breach, SCP 096 adverting if he's seen a face, etc. SCPs that are accidentally killed via combat that are required to be tranquilized and returned to their Containment Cells, such as SCP 682 and SCP 939, will be returned to the location they were killed and eligible to be tranquilized after 30 seconds after being returned regardless of HP. Purposefully killing a SCP that is not to be killed is FailRP. Safe class SCPs are prohibited from leaving the Foundation unless having been captured by CI. SCP 343 is exempt from this rule and may travel the playable map freely. SCPs are prohibited from entering CI Base if the main door into the base is sealed. This door is unbreachable. If the door is open, the SCP may enter. MTF personnel may begin the negotiation and raiding process if they observe an SCP enter CI base. If negotiations do not start or fail, they may raid to recapture the SCP as discussed in the MTF raid rules. SCPs are able to open all doors that are not keycard locked normally. Any keycard locked doors, or their own containment cell doors, must be breached following their own specific breach processes discussed below. SCPs are considered recontained after their specific recontainment procedure has been followed, and the SCP is returned to their cell. The SCP is prohibited from attempting to immediately escape their cell and breach again, as well as injuring Foundation personnel. SCPs are forbidden from using donator weapons they spawn with. The only organization allowed to terminate SCPs instead of following their containment procedures is the G.O.C. (The only exceptions to this rule are SCP-106, SCP-096 and SCP-682) When an SCP is terminated by the G.O.C. they are to follow standard containment rules. Chaos Insurgency CI personnel are permitted to raid Site-13 to accomplish their main goals. Upon beginning the raid, one CI member must state in CI Comms: "Foundation Raid Beginning" If there are less than 10 GENSEC and MTF personnel online this must be adverted, rather than in CI Comms. CI are not to initiate combat on Containment Specialists, or researchers / utility staff actively testing or working in a containment cell. Shades Task Forces are exempt from this rule. The CI raid is concluded at the time that all CI personnel are either terminated or escape Site-13. A CI member must then state in CI Comms: "Foundation Raid Concluded" CI EOI Agents may remain inside Site-13 and not be considered active raid members if their cover has not been blown. At the conclusion of the raid a 10 minute raid cooldown timer begins. CI Infiltrators may be used as an advance party to locate high value targets and call out their locations to the main body of CI personnel. This constitutes the beginning of the raid if CI Infiltrators are utilized. CI Infiltrators are prohibited from killing CI members being held hostage unless they're with CI Military personnel. CI personnel are permitted to attempt to sabotage the site light systems or site lockdown. Please see the roll guidelines for the specific rolls required to sabotage those systems. Upon a system being fixed by Foundation personnel there is a 5 minute cooldown before the systems can be sabotaged again. CI can hold Foundation Personnel for the purposes of interrogations and ransoms. Upon an agreement being reached to sell or release Foundation Personnel or SCPs it is prohibited to double cross MTF forces by killing them during the meeting. Ci personnel are able to steal the below item scp's. Contact Event Team for stealing items. SCP-294 may be stolen with with 2 people, a roll of 60+ and must remain next to scp-294 during its transport. SCP-513 may be stolen with a roll of 60+ (no assists). SCP-330 and SCP-1025 may be stolen without any roll. Only one item scp may be stolen at a time. After 45 minutes CI must trade back stolen Item SCP's. Sarkic Sarkic personnel are hostile to both CI and Foundation personnel. It is prohibited for Sarkic personnel to work cooperatively with CI or Foundation personnel at any time. The goal of Sarkic personnel are to cause chaos with the Foundation Site, or CI Base. Sarkic personnel are allowed to raid either the CI Base, or Foundation Site. Raids have a 10 minute cooldown period. When a raid is started, one Sarkic member must advert to the effect of, "Sarkic raid". Upon all participating Sarkic members dying, or the raid objective being completed, a Sarkic member must advert to the effect of, "Sarkic Raid Over". There must be 5+ Ci combatants on to raid CI Base and 5+ Foundation Combatants to raid Foundation Site. Sarkic members are prohibited from suicide bombing with the rocket launcher. Sarkic members are allowed to suicide bomb with their equipped grenades. Sarkic Prophets are allowed to suicide bomb with their timed C4. Sarkic personnel are allowed to kidnap personnel to sacrifice them. Any personnel captured by Sarkic are considered KIA upon entering the Sarkic base. Captured personnel can be rescued until being taken inside the Sarkic base. Sacrifices must be hung from the gallows to be considered successful. Each successful sacrifice will result in 4000 xp per sacrifice being issued to all participating Sarkic personnel. Staff may use their discretion whether to issue xp during low population times on the server. Sarkic personnel are immune from being FearRP'd. Sarkic personnel are only permitted to breach SCP-610. Sarkic personnel are not equipped with thermals. Sarkic personnel are prohibited from interfering with ongoing tests. Civilians Civilian jobs are non-combatant with the exception of: Sheriff MC&D Associate MC&D Sales Specialist Civilian jobs are generally unable to enter the Foundation without a clear RP reason, with the exception of: Sheriffs may enter the Foundation or CI base with a valid RP reason; however, they cannot be hostile to Foundation/CI staff unless directly threatened (Ex. get shot at). Reporters may enter the Foundation or CI base freely every 15 minutes to gather information. Please note that reporters can still be prevented entry in RP. MC&D Jobs may enter the Foundation or CI base to sell weapons if they receive approval from MTF WO/CI PD+, they cannot be hostile to Foundation/CI staff unless directly threatened (Ex. get shot at). Other Civilian jobs are only allowed in if they are forcefully brought inside the Foundation/CI base (e.x. Fear RP). Civilian Raids are considered FailRP and should not happen outside of sanctioned events. SCP Rules SCP-035-01: A keter class SCP. SCP 035 appears to be a white porcelain comedy mask, although, at times, it will change to tragedy. SCP 035 has the capability to assert control over the minds of others. He can (try) do this once every 5 minutes and if he succeeds the subject will only be controllable for that period of time. The chance of him succeeding is based on the memetic resistance of the subject. 035-1 can control up to 5 people at a time. 035-1 has a cooldown of 3 minutes between turning each person. Coldsilver are immune to the effects of SCP-035-11. Robots are immune to the effects of SCP-035-1. Influenced personnel must obey 035-1, stay near him, and defend him at all costs. SCP-035-1 Self Breach Rules SCP-049: A euclid class SCP. SCP-049 appears to be wearing the attire of a medieval plague doctor. Furthermore, it wishes to continue it’s, “Research”, which begins with the subject killing a mammal, then slowly reanimating it. The reanimated subject, labeled SCP-049-2 is almost always very aggressive and seems to take directions from the doctor. Can infect any humans except researcher staff and MTF E-11 Coldsilver personnel. To be recontained, SCP-049 must either come willingly or placed under FearRP by three or more individuals pointing any firearm at him. Robots, including Praxedes' Fist, are not affected by SCP 049's affects. SCP-049 Self Breach Rules SCP-049-2: A dangerous reanimated creature of SCP-049, they follow the orders of SCP-049. You must follow SCP-049's orders. You are not to attack SCP-049 at any time. You are prohibited from entering vents. SCP 058: A Keter Class SCP. Moving at quick speeds while producing gas, SCP 058 shows aggression and hostility towards any creature. With an insectoid appearance, the foundation contains this SCP through physical and chemical restraints. To be recontained, SCP 058 must be killed via combat or accidental means. SCP-066: A Euclid class SCP. SCP-066 has taken many forms but has most recently taken the form of a ball of yarn with multiple eyes scattered across it. The entity is usually harmless and emits sounds, names, etc. It may wander the facility, but foundation staff must be warned that at times SCP-066 can emit extremely loud clips of music that can cause some to go deaf. This is very rare, SCP-066 generally rolls around, with curiosity. There is a 2 minute cool down between using your SWEP. Your SWEP can only be activated by humans saying the word, “Erik”. If asked to go to a cell you may choose to comply, but may be restrained if you don’t. SCP-076-02: A keter class SCP. SCP-076-02 is extremely dangerous and should be contained at all times. It resembles a shirtless male humanoid with incredible strength, agility, and pain tolerance. On multiple occasions, SCP-076-02 has continued to fight despite several dozen bullet wounds. However, the SCP is not invincible, he can be incapacitated (with enough force). The SCP is not hostile until it comes in contact with a living human who is armed, at which point it will attempt to neutralize all humans in its vicinity. You may only draw your weapon when you see a humanoid armed with a weapon. You then enter a rage state. While in a rage state you may kill anyone in the immediate vicinity of the armed humanoid that triggered the rage state. This includes personnel who are unarmed. The rage state ends upon all people in your immediate vicinity perishing, or after 5 minutes. SCP-076-2 Self Breach Rules SCP-079: A Euclid class SCP. SCP 079 is a sentient artificial intelligence who has vowed to escape the foundation while in the process causing as much chaos as possible. SCP-079 acts as a support class SCP with abilities designed to assist SCPs/CI in certain situations. With his ability to open/lock doors, and move around the map to different camera angles, he is a force to be reckoned with. SCP 079 is able to breach containment and cause foundation systems to malfunction. To be Recontained, a personnel within the maintenance branch must be escorted to the Power Room and short circuit SCP 079 out of the foundation's systems. A Maintenance Personnel must advert ‘SCP 079 SHORT CIRCUIT’ and SCP 079 must teleport to the power room and have a roll-off with the maintenance. Upon a successful roll-off SCP 079 retreats to its computer and is disconnected from Foundation systems. Upon a failed roll off SCP 079 electrocutes the maintenance technician, killing them. Maintenance personnel must wait 5 minutes before attempting to recontain SCP 079 again. SCP 079 is able to short circuit teslas and attempt to power them on. SCP 079 is to call staff for a roll off. If SCP 079 wins, Teslas are turned on. On a failed roll off, SCP 079 must wait 5 minutes before the next attempt. SCP-079 Self Breach Rules SCP-082: A Euclid class SCP. SCP 082 is a humanoid who has grown to gigantic proportions. SCP-082 refers to itself as Fernand. SCP 082 is allowed to roam LCZ. SCP 082 is known to eat humans and is a semi-passive SCP. SCP 082 is fluent in French and speaks in heavily accented English. SCP-082 is allowed to Free-Roam LCZ. If spotted outside of LCZ SCP-082 may be fear-rp'd back to its containment chamber or to LCZ. SCP-082 may request MTF Personnel to escort it from its containment chamber to LCZ. If 082 is insulted at any time he will become raged and violent eating the individual . Afterwards he will return to a calm, peaceful manner. After SCP-082 has had dinner with a person for a minute scp-082 may eat anyone who was dining with him. SCP-096: A Euclid class SCP. SCP-096 is extremely violent and resembles a slim, humanoid figure. It gets very agitated when someone looks directly at it in close range. Furthermore, it is incredibly fast, making it the perfect killing machine. SCP-096 is recontained by walking up to it when not in a rage state, typing, “/me Attempts to puts bag over SCP-096’s head”, or something similar, and rolling. If the roll is higher than 096’s, the attempt succeeds. If the roll fails, then 096 may kill the roller. Once bagged 096 is then cuffed and returned to its containment cell. When not in a rage state 096 should only walk, using the ALT key. 096 is also unable to open doors when not in a rage state. 096 enters a rage state when its face is looked at by a human for approximately 3 seconds. 096 may then run after the person who looked at its face, and after using the scream, attempt to kill them. During this period 096 is also able to breach any and all doors instantly while tracking its target. A person is considered to be looking at SCP-096's face if they are facing its direction. Bursts of violence resulting from multiple personnel looking at 096’s face may only last 5 minutes. only those people that have seen SCP-096's face should be killed. SCP-096 Self Breach Rules SCP-098: SCP-098 resembles a form of crustacean crab ranging in size and variation. They possess both razor-sharp claws and tough armor. SCP-098 can only be recontained by being killed via combat or accidental means. SCP-098 has a recontainment timer of 10 minutes each time they are recontained. SCP-098 Self Breach Rules SCP-106: A keter class SCP. SCP-106 can move through physical matter and is extremely dangerous. He can send people to the, "Pocket dimension" if he wishes, let's just say you do not want to go there. In the event of him escaping from his containment cell, foundation personnel are to sacrifice someone in the femur breaker. This will draw SCP-106 back to his containment. SCP 106 is recontained by placing a D-Class in SCP-106’s containment cell and activating the femur breaker. SCP 106 must call a staff sit and then roll against a staff member. If SCP 106 wins the roll off against the staff member 106 is able to remain breached for an additional 10 minutes. At the conclusion of the 10 additional minutes MTF must activate the femur a second time. If 106 fails the roll off, or the femur breaker is activate a second time, SCP 106 must promptly return to it's CC. Once SCP 106 arrives, raise the containment cell to complete the process. An attempt must be made to use a D-Class in the femur breaker first, however, if the attempt is unsuccessful any Foundation or CI member may take the place of a D-Class. Your SWEP has a 15 second cool down between sending personnel to the pocket dimension. Never use your SWEP against other SCPs. You can only teleport through doors and walls, not open space. SCP 106 is not allowed to exit the playable map at anytime, and is prohibited from entering staff only areas. 106 is prohibited from closing doors. 106 is prohibited from running. You may not teleport through doorframes (the wall around doors) if the door is open. You cannot leave the foundation at any time. May not enter staff room SCP-106 Self Breach Rules SCP-131 A & B: Consists of two safe class SCPs. SCP-131 is a set of two eye-shaped entities that appear to roll across the ground. They appear to be of low intelligence and have not been seen hurting any foundation personnel. Furthermore, they have never been seen blinking and choose to stay together. Allowed to roam the facility. May assist in recontaining SCP-173 by acting as an eye watching 173. Should comply with any request to move or leave an area. Can not be cuffed. SCP-173: It is constructed from concrete and rebar with traces of Krylon brand spray paint. SCP-173 is animate and extremely hostile. The object cannot move while within a direct line of sight. To be recontained, SCP-173 must be looked at by a minimum of three people. One of the three people must then win a roll off with SCP-173 to put it in restraints. Losing the roll results in SCP-173 killing the roller. If one person is looking at you, you may move every 5 seconds. If 2 people are looking at you, you may move every 15 seconds. You may not move if 3 or more people are looking at you. If the Site light system is offline, you may move freely unless individuals are equipped with a flashlight. Individuals looking at SCP-173 equipped with a flashlight result in SCP-173's movement being restrained per the normal rule set. You must hold out your SCP 173 SWEP at all times. You must use 173's teleport function when people are looking at you. SCP-173 Self Breach Rules SCP-194: SCP-194 is a Euclid class SCP. SCP 194 is a humanoid sized raven that attacks humans that approach to closely. Being too close to SCP 194 may result in becoming infected by the virus that may turn them into another 194. To be recontained, SCP-194 must die by combat or accidental means. You are only allowed to use your knockback ability once every 60 seconds. SCP-194 Self Breach Rules SCP-208: SCP-208 is a man of Egyptian heritage who possesses the ability to heal and even revive others. It was taken in by the Foundation, where it had found it’s work with helping Medical staff. SCP-208 may roam the LCZ freely, and enter the HCZ when escorted by any Site Admin+. Must comply with any order from Foundation Command personnel. Can not revive GOI personnel under any circumstances. SCP-280: SCP-280 is a Keter class SCP. SCP 280 is a SCP-280 is a black human-shaped mass with two large white eyes on the head and two hands with very long and thin fingers. The entity actively seeks and attacks all humans. To be recontained, the lighting of the facility must either be repaired by maintenance staff, or SCP-280 must be illuminated by 3+ people carrying Maglites. SCP 280 is then to return to its cell. SCP-280 must actively avoid lighted areas of the map. If there are less than 3 people actively pointing maglights or flashlights at SCP-280, SCP-280 may attack those who are pointing the light at him. SCP-280 Self Breach Rules SCP-343: A safe class SCP. He is not hostile at all and can move through physical matter. He has never harmed any foundation staff, nor does he intend to. Furthermore, he is invincible and claims to have created the universe. Allowed to roam the facility and outside the facility. If requested to leave from an area, follow a foundation staff member, or assist a foundation staff member by foundation staff you should comply. You should never harm anyone. Do not intentionally fly in the middle of fights. Not allowed to enter the staff rooms SCP-527: A euclid class SCP. SCP-527 is allowed to travel through the facility as it chooses. When asked about its past or if it had any abilities the SCP simply stated that it was just born and had no powers that it knew of. Therefore, SCP-527 is a humanoid creature with a fish head that is completely normal... well of course besides the head. Allowed to roam the facility, however, must comply with directives from Foundation staff to leave specific areas. If SCP-527 is found on surface he must be escorted back to the facility. SCP-527 is neutral and may either chose to assist foundation staff or ignore their requests. Do not change your body group to the D-Class skin. SCP-610: A keter class SCP. SCP-610 is a blob of various cells and flesh that is extremely infectious to all organic organisms. A sample of SCP-610 has been brought to Site-13 for further study. To be recontained, SCP-610 must be killed via combat or accidental means. SCP-610 is able to infect one organism every three minutes. Any organism infected by SCP-610 must comply with the orders of the primary SCP-610. Robots, including Cold Silver, and Hazardous Materials Researchers cannot be infected. SCP-610 and SCP SCP-610-2's are prohibited from entering vents. SCP-610 Self Breach Rules SCP-682: A keter class SCP. SCP-682 has been described as the very definition of hate and horror. To this day, there is no means of killing SCP-682, his skin and organs can regenerate at an outstanding rate. Because of this personnel must either tranquilize it or flood it with acid to temporarily immobilize it. Furthermore, it will do anything in its power to kill as many people as possible. To be recontained, SCP-682 must be attacked until he is weakened enough to be tranquilized. SCP-682 can be tranquilized when he has 27% Health remaining or less. The player of 682 must respond to requests for their HP status, however, if 682 is in active combat they may get to a safe location before responding. A secondary containment procedure is to have SCP-999 tickle SCP-682. SCP-999 may initiate a competitive roll against SCP-682. If SCP-999 wins the roll off, SCP-682 is stunned for 20 seconds and can not move, nor attack. SCP-999 can only attempt this once every five minutes. If your containment cell is flooded with acid, you must stay static for 5 minutes. SCP-682 Self Breach Rules SCP-939: A keter class SCP. SCP-939 is extremely dangerous and should be contained at all times unless being tested on. It is the perfect killer as it is over 12 feet in length and has large extremities, but it has no sense of sight. It relies singularly on sound to identify its prey. To be recontained, SCP-939 must be shot with a tranquilizer round after being lowered to 30% Health or lower. Once struck and unconscious, 939 must remain in the place it falls asleep for 15 seconds upon regaining control of their character. During this time personnel may approach and handcuff 939. 939 can then be returned to its containment cell. The player of 939 must respond to requests for their HP status, however, if 939 is in active combat they may get to a safe location before responding. SCP-939 may attack anyone who is running, speaking, opening a door, or otherwise making noise. Once noise has been made and the player is inside SCP 939's line of sight SCP 939 may attack the player. Once line of sight is broken, such as moving around a corner, a flashbang, a smoke grenade, etc, then SCP 939 may no longer attack the player. An individual who is crouching while walking is not making noise, however, if they speak or fire a weapon they become an eligible target. SCP-939 Self Breach Rules SCP-966: A Euclid class SCP. SCP-966 consists of four entities. All of which have skin and organs that are nearly invisible, unless under the proper light. They have elongated nails and slim humanoid bodies which make them perfect hunters. However, their skin is very weak. People injured by one of the entities (If not killed) are subject to sleep deprivation which cannot be explained. This inevitably kills them. To be recontained, you must be killed in combat, or die by accidental means. SCP-966 Self Breach Rules SCP-999: A safe class SCP. SCP-999 is allowed to roam the facility and poses no harm to foundation staff. In fact, SCP-999 has been seen treating a patient's depression and appears to promote joy in people and entities around it. SCP-999 has the intelligence of a house cat and has a diet that consists of candy. Its favorite activity appears to be routine tickling of both humans and SCPS. Allowed to roam the facility, with the exception of D-Block. May “/me Tickle” personnel and SCPs. Only succeeds if a roll of 50+ is achieved. You may heal anyone you want (ONLY IF NO MEDICAL STAFF ARE ONLINE), and can not be forced to heal someone. If given candy you must follow the person around. SCP-1048: A Keter class SCP. SCP-1048 is a small, average teddy bear with no abnormalities. An incident occurred in which SCP-1048 let out an ear-piercing scream has caused SCP-1048's object class to go from safe to keter. Generally allowed to roam the facility. Can attempt to cut the ears off of personnel to construct SCP 1048-A. Must roll a 50+ to successfully cut the ears off of someone. Must gather 3 ears from personnel for SCP 1048-A to be constructed. SCP-1048 can use its knife in self defense or when taking a ear. SCP-1048 is KOS when spotted with a weapon. SCP-1048-A: SCP-1048-A is an instance of SCP-1048 and was supposedly constructed by SCP-1048. SCP-1048-A is constructed completely out of human ears. May only use the SWEP when you or SCP 1048 are directly threatened or are picked up without your consent. You must remain stationary during the SWEP use. The SWEP has a one minute cooldown before it can be used again, regardless of if you're threatened again. Must follow SCP 1048 around the facility. SCP-1048-A Self Breach Rules SCP-1245-2: SCP-1245-2 is a Euclid class SCP. 1245-2 crew member of a ship currently in Foundation custody, which autonomously hunts whales. 1245-2 routinely attempts to escape Foundation custody to return to SCP 1245 and return to its mission. A distress beacon appears to be transmitting from 1245-2’s suit, though there has been no response as of yet. Additionally, 1245-2 is armed with a harpoon, which it materializes at its behest. To be recontained, SCP-1245-2 must be captured using FearRP, or die by combat or accidental means. If somebody begins tracking your distress beacon, you must disclose your location to them. You are not allowed to throw your harpoon through your containment chamber wall. SCP-1245-2 Self Breach Rules SCP 1265-A: SCP-1265-A is a Euclid class SCP. Instances of SCP-1265-A are extremely hostile and are carnivorous. They tend to travel in packs and coordinate well with each other to take down their prey. To be contained, SCP-1265-A must die by combat or accidental means. You are only allowed to use the raptor claw SWEP to deal damage to your prey. SCP 1265-A must travel in groups of at least 2, unless there is only one instance of SCP 1265-A. SCP-1265-A Self Breach Rules SCP 1424: SCP-1424 is a safe class SCP. SCP 1424 appears to be a canine of the Alaskan Malamute breed. SCP 1424 is generally very friendly and has some anomalous characteristics. SCP 1424 is permitted to freely wander the HCZ, LCZ, and D-Block. SCP 1424 is required to follow personnel when provided with a dog treat. SCP 1424 can be cuffed and dragged for capture, research, or recovery purposes. SCP 2191-1: SCP-2191-1 is a Keter class vampiric entity that is hostile to all forms of life, and seems to have an insatiable thirst for blood. SCP 2191-1 is hostile to all life, and must attack any humans that he sees. SCP 2191-1 can not suck the blood of robots or delta-4/coldsilver. Personnel that are frozen by SCP-2191-1 are not allowed to call out his breach as long as they are frozen. MTF personnel are to terminate SCP 2191-1 to recontain, as it will manifest back in its Containment Chamber. SCP-2191-1 Self Breach Rules SCP 3199: A Euclid Class SCP. With an elongated neck, limbs and toothed beak, SCP 3199 shows aggression towards any human that approaches it. To be recontained, SCP 3199 must be killed via combat or accidental means. SCP-5208: SCP-5208 is a squad of miniaturized 'toy' soldiers that are hostile to almost all life. There is no explanation of how they got to be so small, or why they are so hostile. SCP-5208 must attack all other players, but can fear-rp and utilize non-combatants (on a 3:1 ratio) such as utility for their own means (scp's and staff are exempt from this rule and are to not be shot) If there are multiple iterations of SCP-5208, they MUST move together. All iterations must move as a pack or a "squad" You are required to hold your SCP-5208 SWEP at all times. You are allowed to change your color via the context menu on SCP-5208, you may NOT set your color to all black or all white. SCP-5208-GL Self Breach Rules SCP-7598-GL: A Creature found and tamed now loyal to the Insurgency. With sharp teeth it is a menacing and threatening creature only kept in check by CI command. SCP-7598-GL is required to follow all orders from CI Command personnel. SCP 7919: A Keter Class SCP. Also known as the Alien or Xenorph, these creatures are predatory, vicious creatures that care only for the continuation of their species. To be recontained, SCP 7919 must be killed via combat or accidental means. SCP-8286-GL: SCP-8286-GL is a Keter Class SCP that is able to take the form of any being that it absorbs. SCP-8286-GL seeks to replace the world's most powerful individuals to run the world from the shadows. SCP-8286-GL is able to take the form of any individual that it kills while unobserved with its knife. The SCP may then change their RP name and model to the name of the individual thats identity it has assumed. The SCP may issue reasonable orders to all individuals that fall under the assumed identity's chain of command. Individuals that are killed and have their identities assumed have a NLR of 6 minutes. SCP-8286-GL is unable to take the form of O5 Council Members, nor Ethics Committee Members. SCP-8286-GL is permitted into the armory and may purchase items from the armory as restricted by the player's appropriate donor rank. SCP-8286-GL can only be detained if found without a disguise or if found in suspicious circumstances. If in a disguise, SCP-8286-GL may then be taken to an interrogation, at which point normal interrogation rules apply to attempt to discover whether SCP-8286-GL's disguise hold up under scrutiny. To be recontained, SCP-8286-GL must be either FearRP'd, cuffed, and returned to its cell (if disguised), or killed in combat/by the environment (if in alien form). If SCP-8286-GL is observed changing skins, or is hostile while disguised it may be killed in combat. SCP-8286-GL Self Breach Rules SCP-354-4: SCP-354-4 is a humanoid reptilian creature, approximately 10ft tall. Escaped both the walled enclosure and Area-354 altogether. The gunfire caused very little physical harm and was highly ineffective. Mobile Task Force Omega-7 "Pandora's Box" was dispatched and was successful in re-containing the creature, Like any other creature, enough bullets can tear it down. SCP-354-4 can only be re-contained by dying in combat or dying by accidental means. SCP-354 Self Breach Rules SCP-7101: SCP-7101-GL is a female humanoid that has agreed to assist the Foundation and is attached to Nu7. SCP-7101 is an expert swordswoman armored in the latest technological armor. SCP-7101 may hunt any listed shootable SCPs and be attacked by any hostile SCPs. SCP-7101 is prohibited from attending Mech Raids / Echo-5 Raids. SCP-7101 may only enter Surface/Surface Bunker to hunt SCPs. SCP-7101 may only enter D-Block with permission from Security CMD, MTF HCMD or Site Administration. SCP-7101 may only attack Non-SCPs if they attack first. SCP-7101 must stay with Nu-7 unless hunting an SCP. However Nu7 and Site Administration may order SCP-7101 to hunt specific SCPs. Nu-7 HCMD+ may order SCP-7101 to break the hunting rules SCP-7101 may not leave the playable map boundary. SCP-7101 has an NLR of 3 minutes. SCP-7101 may only possess their sword as a weapon. SCP-912: SCP-912 consists of several items of police-issue body armor, clothing and equipment that together form a discrete entity capable of independent movement and action. Must listen to reasonable orders from Security Staff only. May only use lethal force if directly harmed. After giving a warning, may attempt to arrest non-security outside of D-block who do not have weapons on safety in no imminent danger. Must attempt to arrest and disarm Class D personnel who present threatening behavior or possess contraband. SCP Self Breaching Rules Base Rules for SCP Breaches: Upon spawning onto a SCP job, all SCPs are ineligible to be breached for 5 minutes. If the CC doors are open when a player switches to a SCP job, they are to notify staff to close the CC. If another player opens the CC of a SCP that has not completed their 5 minutes cooldown, they are required to remain in the CC for the full 5 minutes until they are able to exit. Once foundation staff fulfills the need of the SCP, the timer resets. Once a SCP finishes its fix/request timer, they no longer can be interrupted by Foundation personnel fulfilling their need. All SCPs that need to be fed or given people to satisfy their self-breach calls must be given D-Class. SCPs have a cooldown of 15 minutes each time they are recontained or their breach attempt is interrupted. Containment Specialists should be the primary personnel conducting maintenance on SCP Containment Cells. In the absence of those personnel, any other maintenance personnel should complete those tasks. In the absence of those personnel, MTF Nu-7 Field Experts or MTF E-11 Combat Engineers may conduct required maintenance. In the absence of maintenance personnel, Field Experts, Combat Engineers, or any other proper job can perform the task. However, they are required to roll according to their branch’s SOP. Anytime that a SCP breaches their Containment Cells. SCPs cannot be recontained in broken cells, unless they die via combat or by accidental death (e.g. Scp gets killed by teslas). Upon a player leaving a SCP job their containment cell doors are automatically reset and are considered fixed. SCP's are able to call staff to call down/up elevators. It is FailRP for any SCP to leave their containment chamber when their self breach is being fulfilled. Rules/Specifics SCP-079 - SCP 079 will attempt to connect to the foundation systems over a period of 20 minutes. SCP-079 Specific Rules SCP 079’s self breaching procedure can be halted by maintenance personnel going into its containment chamber and disconnecting SCP 079 from its power source. Maintenance Personnel must have a roll-off with SCP 079 to stop the process. SCP 079 must advert four warnings that it is attempting to connect to the foundation systems over a period of 20 minutes. Example: SCP 079 is attempting to connect to Foundation Systems! (0/4) Upon breaching, SCP-079 may do the following. Interact with foundation systems. SCP-079 may call a staff member to breach an SCP of their choosing. Then may breach another SCP every 15 minutes until re-contained. Dr. Maynard may attempt to breach SCP-079 when there are 30+ Players on the server. A 75+ roll is required to breach SCP-079. On a failed attempt it must be adverted "[Site-Alert] Unauthorized connection attempt detected at 079's Containment Chamber" Roll Guidelines/RP Rules This server utilizes a roll system for most opposing RP situations. To use it simply do, "/roll" in chat. You will find that a random number between 0 and 100 will be shown. Players are generally required to roll off between each other during opposing RP situations. To properly RP a situation, each player should roll. Whoever gets the highest roll wins that action. In situations involving multiple people, a single individual can assist another player if one person fails the initial roll. For example, one MTF attempts to place a bag on SCP-096’s head and fails the initial roll. A second MTF may then roll to assist. If the second roll beats SCP-096’s roll, the action succeeds. If the second roll fails, SCP-096 wins the roll off. Only players of the same type (ie: Maintenance for repairs, Medical for healing, MTF for SCP recontainment, etc) may conduct assists. You may not roll to complete an action if your hands are up or are handcuffed. The exception for this rule is rolling to attempt to use a suicide agent. Concealed cyanide capsules are discussed below. You may only roll for 1 specific action every 5 minutes. Foundation personnel attempting to fix a containment cell that fail the first roll must remain at that location for the entire five minutes to be able to reattempt the fix. To strip someone that is not handcuffed, it is a standard contested roll. If they are handcuffed the strip is automatically successful. A successful strip remove's the players communication device, weapons, and any other items of use with the exception of suicide agents discussed below. In order for CI to attempt to brainwash a Foundation member, you must roll a 45+ if uncontested. If the roll is contested, it is a standard roll off between the CI member and the Foundation member. The Foundation member must consent to do the roleplay brainwashing. To successfully do maintenance on a the foundation you must roll a 50+. Foundation personnel must wait 5 minutes before attempting to fix sabotaged systems. The following roll bonuses apply to members of Site Administration for all roll attempts: O5 Council and Ethics Committee Member: +30 Site Director and Zone Managers: +20 All other Site Administration Personnel: +10 The following roll bonuses apply to members of Maintenance for handling Containment Chambers: Senior Containment Specialist: +15 Containment Specialist: +10 Novice Containment Specialist: +5 Interrogation Guidelines When members of an opposing faction are captured, the following guidelines are in effect: Interrogations may last up to 30 minutes from the start of the interrogation. Anytime the captured person is asked a question they have the following choices: Tell the truth (No roll required) Attempt to lie/deflect (Contested roll) During these rolls no assists are allowed. If the captured person elects to attempt to lie or deflect and passes the roll off, they're able to lie or deflect the question successfully. If the captured person elects to attempt to lie or deflect and fails the roll off, the interrogator may elect to use torture methods. The interrogator must RP out the torture method, which results in a second roll off. If the captured person fails the roll off a second time, they are forced to answer truthfully. If the captured person passes the roll off, they lie successfully. The interrogators have 5 torture attempts. If a medically trained individual is assisting in the interrogation, they engage in a contested roll off with the subject. If the subject wins the roll off, a point is removed. If the medically trained individual wins, no point is removed. After all attempts the interrogator rolls off against the hostage. If the interrogator wins the rolloff the hostage goes unconscious. If the interrogator looses the rolloff the hostage dies. During these rolls no assists are allowed. The following personnel carry concealed cyanide capsules that are not detectable in a search/weapon strip: All foundation level 4+ personnel All CI High Command+ All CI Special Forces CI Eye of Intelligence Personnel An individual equipped with a concealed cyanide capsule may attempt to consume it at any point during an interrogation. When they do so, a roll off occurs between the captured individual and the interrogator. If the captured person wins, they consume the cyanide capsule successfully and die. If the captured individual fails, the cyanide capsule is taken by the interrogator and the interrogation continues. If a medically trained individual is assisting in the interrogation (Bio Engineers/Medical Branch) they may assist the interrogator with the roll. Outpost Echo-5 Raid Rules Outpost Echo-5 is owned and operated by Anderson Robotics. Foundation and Chaos Insurgency personnel are able to initiate raids against the Outpost to obtain the Fluence Ion Cannon. The following conditions must be met for a valid raid to begin: Site Condition must be Blue or Yellow when begun. If the condition changes during the raid the raid may continue. There must also be at least 8 Chaos Insurgency and 8 E-11 / Delta-5 personnel active. Only E-11, RRH, HTF, D-5 may participate in the Echo-5 Raid. The following rules are in effect for the duration of the raid: All individuals involved in the raid are considered combatants for the duration of the raid. All individuals involved in the raid are exempt from NLR if they die within the Outpost, which is designated by a red line. Dying prior to crossing the line, or while on the line results in a normal NLR timer It is prohibited to conduct normal raids against opposing factions while an Outpost raid is in progress. Extra Information: Visit our forum for applications, questions, or to see our other servers. Gaminglight.com Visit our TeamSpeak (Everyone besides Class D MUST be on it when playing!) ts.gaminglight.com Join our steam group for special alerts and the addon collections. Gaminglight0 points
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What is your in-game name?: Kiwi What is your steam name?: [GL] Kiwi What is your steam ID?: STEAM_0:0:98059290 What is your discord username: Kiwi#8877 Do you have any other experience with staffing?: Yes. I've been Super Admin on two HL2Rp servers and various staff positions on HL2Rp servers in general, moderation and Event team was handled through administration so I have experience in a little bit of events and such as well as general staffing. What date did you start playing on the community?: April 2 2022 What date did you make your forums account?: May 1 How many warnings do you have on all GL servers?: 1 What is your donor rank?: Platinum Are you a staff member in another community?: No Have you read the staff handbook?: Yes Timezone: EST What rank are you applying for?: Senior Admin Why do you believe that you deserve the rank?: To start off with I have a lengthy ammount of time staffing in general on Garry's mod, from roughly back in 2014-2015 around when HL2Rp and Combine Control were popular, so I have a load of experience under my belt in GMod Rp staffing. In the time I've spent in SCP-RP I've gained a lot of experience and knowledge on how staffing works in this server, from various scenarios, questions, concerns I believe I'm a smart, collected, mature and trustworthy person and I feel as if my peers could attest to that. Despite my low ammount of time on the server and in Gaming light I feel as if I'm one of the most experienced people for the position due to the ammount of time I've played, I've always strived for staff as I quite enjoy helping out with the server and always am looking to assist wherever I can, the higher the rank the more I can do in that exact duty. (Ik it's just staff on Gmod but GL is life) I'll be joining the Air force in due time around September 20th so I will be gone to basic for around 2-3 months but I really intend on coming back and continuing to be apart of staff on Gaming light as it's probably one of my favorite places to be and be apart of and wanna continue being apart of staff. I feel as if I can do much more on GL if I'm in a Senior admin position in doing various things in assisting on the Server and such. Scenario questions: Q1: How would you handle someone that is Mass RDMing and when you bring him/her to an admin sit all they do is curse at you?: Usually RDM sits go pretty simply as logs tell the tale of what happened and it ends up being to a staffs discretion on how they acted in the sit to see what problems they have and to issue a proper punishment. If someone ends up just cursing at you gagging the person usually is the best way to solve it as it prevents them from continuing to make the sit unproductive and waste time, also keeping them from throwing and diss towards the other player and you involved in the sit, after letting them know that they need to calm down and to relax as it's simply not that serious or needed to be agitated and rude towards anyone, afterword's trying to handle the sit as properly and normally and then after issuing whichever punishment seems fit I would ungag them to see how they're acting and if they continue to be a nuisance deal with them accordingly by keeping them gagged for a reasonable ammount of time to give them the chance to relax and understand that being toxic is just going to cause more problems. Q2: You are involved in a staff sit that involves 5 different players. The players begin to get frustrated and the sit becomes very toxic and unproductive. What would you do in this situation?: Generally speaking a large sit like this it's always welcome to bring in another staff member that's available to properly and without wasting time/escalating the sit and handling whatever way the sit seems fit. Usually if people become very toxic handling it in the best way is separating them from one another as it's much easier to deal with one on one rather than deal with unproductive arguing as it just creates more issues within the sit and muds up the process in handling the sit. After getting the sides of each of the players simply remind them to keep it chill and if there are any problems with the punishment dealt out to head to the forums and handle it there as arguing in the sit is only going to arise tension and issues with one another. Q3: In your opinion, what is the best way to handle a situation involving a player that clearly does not care about the punishments they are receiving?: Best way to handle someone who lacks any care about the punishment is to simply let them go afterword's, issuing another punishment or seeming vindictive about how they feel about their punishment isn't gonna lead anywhere, and if they continue to be an issue just simply go forward with another punishment as needed. Players receiving a punishment can react in whichever way they feel is needed and if they really need to reminding them the forums exists for certain issues with staff members or how the sit was handled is the best way to go about things as arguing the semantics of the situation with no real outcome isn't going to bring anything positive to the situation or fixing it in general. Q4: There is a player abusing a known bug, and he has been reported to staff. He swears he followed the server rules when you talk with him. What's the best way to handle this?: People can plea and lie through their teeth very simply. Staff exist for this reason as the rules are never going to be stated exactly for each and every scenario. If it comes down to it, the player had abused a known bug and should be punished for it properly, if they really feel a punishment they receive is unjust in anyway they can be told to head to the forums and fill out an appeal as it would be the best way to get other opinions and such from other players. If in the end it seems the player is simply trying to find a loophole in the system, I'd use my discretion on how they acted in the sit and give them an according punishment to the bug they abused and how much it was abused. If they seem like they were very genuine about the situation or if the bug wasn't obvious to the player I'd probably give them a verbal and remind them to try and read the MOTD and known bugs to avoid doing the same thing in the future. [I know I haven't been around as a lot of people in this server but I appreciate you reading and considering what I've put down n hope for your support, in the end I appreciate any and all criticisms and concerns on me.]-1 points
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