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The RevivalServers Constitution

New Revival, Old Traditions, Better Revisions

Last Modified: April 20 2018 11:51:23 PM

The Purpose

  • Article 1: Definition And Purpose Of The Upper Management Team
    The Revival Servers Upper Management Team is a collective of multiple senior high ranking levels of staff members comprised within the Revival Server’s Community.. Upper Management shall ensure that the Constitution is enforced and that the well being of the Community is its first priority.

Upper Management

  • Article 2: President(s)
    • Overview.
      President(s) serve as the head of the community and Revival Servers representation within the body of Revival Servers and outside bodies.
    • Powers of the President
      The members with the rank of President have full power to commit any actions and final say over any platforms apart of Revival Servers and over any member apart of the Upper Management Team and any member within the community. President’s may act out decisions without consultation or approval from any member of the Upper Management team and below them. This action is called a “Priority Decision”. Priority Decisions are made to ensure the interests of Revival Servers.
    • Responsibilities of the President
      President oversee and are responsible for all community-wide operations.
    • Community Wide Bans
      President(s) are the only rank that have the ability to make a Priority Decision with unlimited power on Community-Wide bans. This meaning that President(s) are the only members within the community who have the right to ban someone from all Revival Servers’ platforms and order any actions to be done on a community member or community server.
    • President Immunity
      President’s cannot be impeached nor can they be removed. They are immune to all decisions made by the Board of Directors and can override any decision made by the Board of Directors.
    • President Unavailability
      If a President is deemed unavailable, meaning they are missing for a long period of time, resign, or take a LOA (Leave of Absence) the functionality of the Community may continue however, all Priority Decisions will be made by the other President.
    • Vice President
      If both Presidents are deemed unavailable the C.E.O. will serve as the Vice-President until one or both the President's return. If both President’s resign the C.E.O. will take over as the new President unless one of the President’s retracts their resignations and returns. If that is to happen the C.E.O. will take back their previous position.
  • Article 3: Chief Executive Officer C.E.O.
    • Overview
      The member within the rank of C.E.O. serves as the second in command of the community. The C.E.O. is able to represent Revival Servers with the permission of a President. They are to supervise the Board of Directors and their meetings. They are the second highest rank within Revival Servers.
    • Appointment
      A promotion to the rank of C.E.O. can only be made by a Priority Decision agreed upon by all Presidents of Revival Servers. Or by one President if the other is deemed unavailable.
    • Removal Procedure
      The C.E.O. may be demoted by a Priority Decision agreed by both President’s or a Priority Decision made by one President if the other is not available.
    • Tasks and Responsibilities
      The C.E.O. oversee’s all community-wide operations and ensures all tasks given to Upper Management and Community Staff are being completed efficiently, effectively and quickly.
  • Article 4: Board of Directors B.O.D.
    • Overview
      The Board of Directors is a body comprised of the S.D, D.D, N.D.. These three positions are to ensure the productivity and efficiency of Revival as a whole. They are to vote on major decisions and to perform impeachment procedures if necessary.
    • Power Limits
      The B.O.D. cannot impeach the C.E.O. nor can they can impeach the President(s).
    • Meeting Times
      The B.O.D is to meet on the second and last saturday of every month to discuss matters with the Community. All meetings are public unless the President(s) deemed they are closed.
    • Emergency Meetings E.M.
      If an Emergency Meeting is called by the C.E.O., (hereby referred to as an EM) all members of the B.O.D. must be notified 24 hours prior. Unless a President(s) deems it must happens beforehand by a Priority Decision.
    • Impeachment Trials IMT
      All members of the B.O.D. and the C.E.O. must be present for Impeachment trials hereby referred to as an IMT. The defendant during the IMT does not have the ability to vote. The C.E.O. will present all evidence to the B.O.D. and a discussion will then ensue. The members of the B.O.D may ask the Defendant questions in regards to the evidence. After all questions by the B.O.D have been answered the Defendant may deliver their final statements in regards to their actions. A member of the B.O.D must be recording the entire impeachment trial. For further clarification of the process of the IMT please refer to (Section 1; Article 17: Impeachment Trials (IMT)).
    • Tie Decisions
      If a tie decision ever occurs during a meeting with the B.O.D. the C.E.O. has the ability to break the tie with (1) vote.
  • Article 5: Staff Director S.D.
    • Overview
      The S.D. is tasked with maintaining the management staff of Revival Servers. They are to ensure that the current management of Revival are handling their duties efficiently. They are also allowed (1) vote during the meetings with the B.O.D.
    • Appointment
      There may be a minimum of (1) S.D.. The S.D. may be appointed by a confirmation vote given by the B.O.D. or the Priority Decision given by a President(s). The requirement to become a S.D. is a minimum of (1) month serving in a management position within Revival Servers.
    • B.O.D. Responsibilities
      The S.D. is tasked with ensuring that the duties assigned to them by the B.O.D. is followed through.
    • Vacancy
      If the position of the S.D. is vacant it is up to the B.O.D. to find a replacement to the position. The President(s) may also appoint a Vice S.D. to serve temporarily until a permanent S.D. is appointed.
    • Access
      The S.D. gains access to certain parts of Revival Servers. They are given full access to the Teamspeak, Servers, and Forums. They are given part access to the server machines, Donation Store, and whatever else the President(s) may deem necessary. However, all access is finally determined by the President(s).
    • Tasks and Responsibilities
      The S.D. has the full right to demote/promote any staff that are apart of Management or under them and/or changing, adding, or removing policies in regards to administration. However, all actions made by the S.D. can be reviewed by the B.O.D., C.E.O., and the President(s). All actions made by the S.D. can be overruled by the B.O.D., C.E.O. and the President(s). The C.E.O. has the ability to bring up to the B.O.D. the actions of the S.D. and put it under review.
  • Article 6: Development Director D.D.
    • Overview
      The D.D. is tasked with maintaining and updating the servers within Revival. They are to ensure that the servers are at peak performance and are updated monthly with new content updates. They are also allowed (1) vote during the meetings with the B.O.D.
    • Appointment
      There may be a minimum of (1) D.D.. The D.D. may be appointed by a confirmation vote given by the B.O.D. or the Priority Decision given by a President(s). The requirement to become a D.D. is a minimum of (1) month serving in a development position within Revival Servers.
    • B.O.D. Responsibilities
      The D.D. is tasked with ensuring that the duties assigned to them by the B.O.D. is followed through.
    • Vacancy
      If the position of the D.D. is vacant it is up to the B.O.D. to find a replacement to the position. The President(s) may also appoint a Vice D.D. to serve temporarily until a permanent D.D. is appointed.
    • Access
      The D.D. gains access to certain parts of Revival Servers. They are given full access to the Teamspeak, Servers, and Forums. They are given part access to the server machines, Donation Store, and whatever else the President(s) may deem necessary. However, all access is finally determined by the President(s).
    • Tasks and Responsibilities
      The D.D. has the full right to add content to the server and remove content they deem unnecessary or too straining on the server. They also have the ability to build their development team and tasking them with different duties. They also have the ability to promote/demote their developers and give them whatever access they deem fitting. However, all actions made by the D.D. can be reviewed by the B.O.D., C.E.O., and the President(s). All actions made by the D.D. can be overruled by the B.O.D. and the President(s). The C.E.O. has the ability to bring up to the B.O.D. the actions of the D.D. and put it under review. The C.E.O. has the ability to overrule all of the D.D.’s actions.
  • Article 7: Networking Director N.D.
    • Overview
      The N.D. is tasked with ensuring that the communication services (Teamspeak, Forums and Steam Group) are updated and in working condition. They are tasked with ensuring the forums is organized, the teamspeak is organized and the Steam Group is advertised as well as organized. They are also allowed (1) vote during the meetings with the B.O.D.
    • Appointment
      There may be a minimum of (1) N.D.. The N.D. may be appointed by a confirmation vote given by the B.O.D. or the Priority Decision given by a President(s). The requirement to become a N.D. is a minimum of (1) month serving in a Communication position within Revival Servers.
    • B.O.D. Responsibilities
      The N.D. is tasked with ensuring that the duties assigned to them by the B.O.D. is followed through.
    • Vacancy
      If the position of the N.D. is vacant it is up to the B.O.D. to find a replacement to the position. The President(s) may also appoint a Vice N.D. to serve temporarily until a permanent N.D. is appointed.
    • Access
      The N.D. gains access to certain parts of Revival Servers. They are given full access to the Teamspeak, Servers, and Forums. They are given part access to the server machines, Donation Store, and whatever else the President(s) may deem necessary. However, all access is finally determined by the President(s).
    • Tasks and Responsibilities
      The N.D. has the full right to make changes/additions/removals from the Teamspeak, Forums and Steam Group.. They also have the ability to make changes to the staff teams that run them. However, all actions made by the N.D. can be reviewed by the B.O.D., C.E.O., and the President(s). All actions made by the N.D. can be overruled by the B.O.D. and the President(s). The C.E.O. has the ability to bring up to the B.O.D. the actions of the D.D. and put it under review. The C.E.O. has the ability to overrule all of the N.D.’s actions.
  • Article 8: Executive Liaison E.L.
    • Overview
      The E.L. is tasked with carrying out all duties asked for by the B.O.D.or by given a Priority Decision by the President(s). Be it to review a server’s administrative team, to review development being done, or anything else the B.O.D. or President(s) may task the E.L. with. They are a non voting observing member of the B.O.D.
    • Appointment
      There may be a minimum of (1) E.L.. The E.L. has to have at least (1) month in a management position. They are to be elected via the B.O.D. or set via a Priority Decision given by the President(s).
      • Vacancy
        If the position of the E.L. is vacant, it is the responsibility of the B.O.D to find a replacement. A temporary Vice E.L. may be put in the position temporarily by the President(s) or the B.O.D. until a permanent E.L. can be appointed.
        • Access
          The E.L. gains access to certain parts of Revival Servers. They are given full access to the Teamspeak, Servers, and Forums. However, all access is finally determined by the President(s).
          • Tasks and Responsibilities
            The E.L. is mainly tasked with obtaining player feedback, ensuring that the overall approval of the servers are in good standing among the players and staff. If deemed that the approval rating of the servers is low, the E.L. must make this known to the B.O.D. From then on it is the duty of the B.O.D. to gain back a higher approval rating. However, all actions made by the E.L. can be reviewed by the B.O.D., C.E.O., and the President(s). All actions made by the E.L. can be overruled by the B.O.D., the C.E.O and the President(s).
  • Article 9: General Managers G.M.
    • Overview
      The G.M. is tasked with carrying out all duties asked for by the B.O.D.or by given a Priority Decision by the President(s). They are tasked with running their server’s administrative team, handling ban appeals, overseeing the overall servers operations and ensuring the server is continuously being ran in its utmost performance. They are a non voting observing member of the B.O.D.
    • Appointment
      There may be a minimum of (1) G.M. per server. The G.M. has to have at least (1) month in an administrative position. They are to be given their position by the S.D., C.E.O. or put in their position by a Priority Decision given by the President(s).
      • Vacancy
        If the position of the G.M. is vacant it is the responsibility of the S.D. to find a replacement as soon as possible. can be appointed.
        • Access
          The G.M. gains full access to the server they are assigned to. However, they may only manage one server at a time.
          • Tasks and Responsibilities
            The G.M is mainly tasked with ensuring that the productivity of their server is maintained. Ensuring that their administrative team is well maintained, and that the overall organization of the server is well kept. However, all actions made by the G.M. can be reviewed by the, S.D., C.E.O., and the President(s). All actions made by the G.M. can be overruled by the S.D., the C.E.O and the President(s).
            • Administrative Council
              TThe G.M. is to oversee the Administrative Council. Gains (1) vote if a tie is to ever occur.

Administration

  • Article 10: Head Administrator
    • Overview
      Shall be nominated by the G.M. and confirmed by the E.L. They are to enforce server rules, oversee all staff under their command and ensure that all reports and appeals are handled within their server.
    • Requirements
      The requirements to be a Head Administrator is you must be apart of one of at least one team. (Recruitment, Development, Graphic, Training). As well as have (1) month in an admin position.
    • Administrative Council
      Has (1) vote in the Administrative Council.
  • Article 11: Senior Administrator
    • Overview
      Shall oversee all staff under them. Make reports to the Head Administrator about any administrative staff that are not completing their duties efficiently.
    • Requirements
      Nominated by the G.M. and the Head Administrator but confirmed by the E.L.. In order to be a Senior Administrator you must have been an administrator for (2) weeks.
    • Administrative Council
      Has (1) vote in the Administrative Council.
  • Article 13: Administrator
    • Overview
      Shall be appointed by the Head Administrator or the G.M. They are the working group of the servers. Tasked with ensuring server rules are followed and ensure their administrative peers are completing their duties.
    • Administrative Council
      Has (1) vote in the Administrative Council.
  • Article 14: Moderator
    • Overview
      Shall be apart of the main backbone of the server. They are the working group of the server. Tasked with ensuring server rules are followed and ensure their administrative peers are completing their duties.
    • Administrative Council
      Can observe but not vote at Administrative Council Meetings.
  • Article 15: Trial Moderator
    • Overview
      Will be interviewed and accepted by the Head Administrators. They are the newest members of the staff team
    • Requirements
      You must apply on the forums to become a Trial Moderator.
    • Administrative Council
      Can observe but not vote at Administrative Council Meetings.

Teams

  • Article 16: Recruitment Team
    • Overview
      The Recruitment Team is a team designed to recruit more staff members for our servers. The S.D. has final say over the Recruitment Team decisions. Their will be a maximum of (1) Western Recruitment Team Supervisor and (1) Eastern Recruitment Team Supervisor. The duties of the supervisors is to ensure that they organize their server teams.
    • Responsibilities
      The Recruitment team’s goal is to encourage new members within the Community to become apart of Revival Servers. The Supervisors and S.D.(s) have direct power over the Recruitment team. The Recruitment Team does not have say over Trial Moderators or any other types of staff.
    • Interference
      Non-Recruitment Team members cannot interfere with the duties of the Recruitment Team unless they are the S.D., B.O.D., CEO, and/or the President(s).
    • Requirements
      To become apart of the Recruitment Team you must apply on the forums. Must be the rank of Trial Moderator or higher.
  • Article 17: Development Team
    • Overview
      The Development Team is tasked with developing the servers, releasing updates, fixing bugs, and making changes are nominated by the G.M. and confirmed by the D.D. The D.D. is tasked with maintaining the Development Team, by promoting, demoting and recruiting new Development Team members. All access granted to the Development Team members must be told to the President(s).
    • Responsibilities
      The Development Team must update the Trello. Any changes, suggestions and other changes must be put in the Trello.
    • Requirements
      To become apart of the Development Team you must apply on the forums. After an application you have an interview with the D.D.
  • Article 18: Graphics Team
    • Overview
      The Graphics team is tasked with creating graphics, videos, and other imaginative concepts to help spread the Revival name. They can advertise the Community through their imagination.
    • Structure
      The Director over the graphics team will be the N.D. who will assign a Graphics Team supervisor. The Supervisor will have the ability to allow people into the Graphics team, demote, and assign members to the team.
    • Requirements
      To become apart of the Graphics Team you must apply on the forums.

Impeachments

  • Article 19: Impeachment Trials IMT
    • Overview
      An IMT is to be called when the integrity, honesty, and/or loyalty of an Upper Administration Member is called into question. If an Upper Administration member has been, abusing their rank, disrespecting those that they must lead, and negating to follow the duties assigned to them by the Constitution. It is the ultimate step to remove those that do wrong to the Community and its members.
    • Process
      To call an IMT the C.E.O. must make it known to the B.O.D. that an Upper Administration Member’s, integrity, honesty, and/or loyalty has been called into question. The C.E.O. must provide all evidence that they have to the B.O.D.. If the accused hereby referred to as the Defendant, is apart of the B.O.D. they must be removed from the channel until all evidence has been presented to the B.O.D.. Once all evidence has been given to the B.O.D., the Defendant will then be moved back to the channel. The B.O.D. will call upon the Defendant on each piece of evidence. The Defendant may choose to either not speak or to defend/explain the evidence being presented to them. Once all evidence has been presented to the B.O.D. and the defendant as well as all questions have been answered, the Defendant then has the right to a closing statement. At the end of the closing statement the B.O.D. may then convene to determine the outcome of this case. The Defendant is then to be removed until a verdict has been agreed upon. The agreement is by majority rule. If their is to be a tie the C.E.O. has the ability to break the tie. Once a verdict has been reached the Defendant is to be returned, and the verdict given to them.
    • Evidence
      For an IMT to go through there must be evidence, hearsay (“He said, She said,”) statements are not allowed, only facts proven through, screenshots, videos, recordings or some other type of evidence can be introduced.

Administrative Council

  • Article 20: Administrative Council
    • Overview
      The Administrative Council is a council meant to vote upon suggestions pertaining to their server. Suggestions in regards to, Administrative changes, rule changes, and impeachments. After a change has been voted upon the G.M. will bring the policy to the S.D. who will either confirm the change or revoke it.
    • Process
      The Administrative Council are to meet on the first Saturday of every month, the time will be set by the G.M. who must alert the Council (2) weeks prior with the time. Their will be a clerk (Appointed by the G.M.), meant to type down the main points made by each member of the council in regards to decisions. After all points have been made the Administrative Council will then vote. Changes are won by a majority rule. If their is to be a tie, the G.M. will be the one to break the tie.
    • Attendance
      Council meetings are to continue if the majority of its members are present. Members are allowed, (3) unexcused absences and/or (4) excused absences. Those that come late to the meeting will be considered absent. You must tell the G.M. (1) week prior of the Council Meeting in order to be considered excused. If the max absences have been reached the Council will convene to determine the disciplinary action the member shall receive. The G.M. must be present for all council meetings. If the G.M. is absent the E.L. will take their place.

Amendments

  • Article 21: Amendments
    • Overview
      Amendments are changes to the Constitution. The first step of an amendment is a proposal made by an Upper Administration Member of Revival Servers. It will be brought to the B.O.D. who will vote upon it. If the vote passes via Majority Rule, the amendment will then be brought to the President(s) who will either dismiss or accept the amendment. If the amendment is to be accepted the amendment will take effect the next day. However, any amendments aimed to remove the privileges of the President(s) will result in the immediate demotion from the Upper Administration and/or removal from Revival as a whole.

Military RP Rules

New Revival, Old Traditions, Better Revisions

Last Modified: April 20 2018 11:51:23 PM

Server Information

  • Basic Rules
    1. No team killing.

    2. No disrespect.

    3. No FailRP.

    TBD

  • Staff Rules
    1. Staff must follow all basic rules, they aren't above the law.

    2. Staff may only use !administrate when they are on duty.

    3. Staff must enforce ALL rules.

    4. Favortism is prohibited.

    5. You may not physgun ANYONE without valid reason.

    6. Whitelisting yourself can get you blacklisted from staff.


  • Gamemaker Rules
    • Rules
      1. Events are to be done on the event server unless it is a Prequel or Miniature RP event, or the setting up of one. The event is to be ready by the time the players begin to connect to the event server, plan accordingly.

      2. Gamemakers can NOT abuse the powers given to them to produce events (I.E.: Spawning weapons, Setting health, Giving ammo, armor, noclip, cloak, setting models, PAC, etc.). The powers of the Gamemakers must only be used to benefit RP situations and produce good events.

      3. Events done for Evaluations of Trial-Gamemakers or a Gamemaker’s campaign without the presence of the Head Gamemaker must be written up in the formal Google-Docs (SEE SECTION 2.B.) provided.

      4. During events on the event server, the Gamemaker in charge of the event has last say on anything that happens on the event server. No gamemaker, user, donator, or staff can manipulate the default loadouts, health, armor, shields, god, or noclip without the Gamemaker’s go-ahead. Nothing can be spawned in without the permission of the Gamemaker in charge of the event. They may kick or ban mingey players for the duration of their event.

      5. Gamemakers are NOT staff. The only times when Gamemakers have any authority similar to a staff member are when no staff are currently on-duty, and there is a situation that must be dealt with. Gamemakers can not ban users, only kick, and address problems as seen.

      6. Gamemakers can NOT incite, rile, participate, or start drama, conflict, or arguments with ANY staff or the player-base. All situations as Gamemakers must be handled professionally with proper reasoning and explanations for the Gamemaker in question. If a Gamemaker is reported and witnessed handling situations in any other way than a clear explanation for their actions in and event, or advising the player-base or staff concerning GM business or events professionally, they will be given a warning by the Head Gamemaker or Assistant Head Gamemaker, and will be at risk of being suspended to Trial-GM, or removed from the MRP GM program entirely.

      7. Do not spam spawn NPCS. Quality-Over-Quantity, when you spawn NPCs, give them an average of 1000-1500 health so that players do not clear spawned NPCs instantly, it gives the players more time to be immersed in the story.

      8. Rank setting as a Gamemaker. All Gamemakers are permitted to have 1 Character slot For events only. The character rank will be equal to the UNSC Rank of 1st LT. Regardless of the character’s branch, O-2 is the standard event-character rank. Do not exceed that rank without the permission of a Head Game Maker/ Head Admin +. Promotions are restricted for event-characters to only be approved by Head Gamemaker, Assistant Head Gamemaker / Head Admin+ with explanations or recommendations.

      9. During events containing multiple Gamemakers and/or 33+ Players, there must be an event leader. All large off map events should have a Baseplate, the commander of all troops who communicates with the troops and gives them orders, preferably with voice-amp. Baseplates communicate with the Gamemakers for requests, and what should be going on during the event. Baseplates should be utilized due to the immersive feeling of a command structure on the field.

      10. Flood events are prohibited unless the permission of a Senior Gamemaker is given, or the Head Game Maker. ( You can set the HP of combat forms, as any NPC). Due to the factor you must physically remove the corpses, because they may be re-incarnated with Infection Forms. Carrier forms are known for crashing servers, Do not spawn more than 2 at a time. Due to them being spawners for Infection Forms when they explode.

      11. During server-wide events, it is important that all regiments ( Pilots, Engineers, Medics, etc...) have a task or a standing order! Even if it's something small like fixing a panel, you must include all readily available regiments and their duties. Though you may do something like a EMP to ground pilots, or a Virus to keep medics away unless a hazmat suit is equipped. Once again, RP the event out do not force the role play. ( Unless it is on the event server where it's a specific battalion/regiment. )

      12. Briefings must be done either with a character of rank with a typed script directed towards NCOs, then Enlisted. Briefing stages will only be done for special events, server-wide events, and Debriefs.

      13. Event Characters. : Event characters must be reliable people who can RP, not a random UNSC PVT. It's imperative that you find someone that may role play your event, and has a good understanding as to where the event is supposed to go, and the direction you wish for it it head in. Lives for event-characters must be decided by the Gamemaker in charge of the event. At their discretion, any extra lives will be given with a name change for the event character.

      14. If a Gamemaker intentionally leaves the server during their event, without being forced to leave and or have to leave. They will be penalized for deciding to just leave at the discretion of the Head Gamemaker or Assistant Head Gamemaker.

      15. Events consisting of “One-Life” parameters, or “Death = InjuryRP on Respawn” are urged to be done, as they provide more immersion to the server, and give the playerbase more reason to complete the missions they are given with tactical sense and through serious roleplay. Such events will be put on a higher standard than normal “Arcade Mode” events in terms of rewards to the playerbase (I.E.: Promotions, Commendations, Medals)

      16. Do not spawn more than 1 boss NPC, They are the juggernaut, Kraken, etc. However, be advised, if they are spawned, there must be legitimate RP reasoning for them being spawned, as they do have their own music force-played when they are spawned.

      17. All Game Makers are to do !startevent at the start of the event and then !endevent after their event.

      18. Do not set the HP Of a NPC above 10000.

      19. Do not spawn in vehicles unless for an event or RP reason.

      20. All scenarios in-game must be RP’d out unless it is OOC conflict or Staff is involved.

    • Blacklist
      TBD

Halo RP Rules

New Revival, Old Traditions, Better Revisions

Last Modified: April 20 2018 11:51:23 PM

Server Information

  • Basic Rules
    1. No team killing.

    2. No disrespect.

    3. No FailRP.

    4. PTS is always active in debrief unless otherwise stated by person hosting debrief.

    5. Weapons must be on safety (if the weapon allows) when on code green.

    6. Military Police, CO's, and ONI are permitted to detain people.

    7. Unless given permission by a CO, you must be a sergeant to train recruits.

    8. Only CO's may change what code the base is on.

    9. Only CO's may call for a brief/debrief.

    10. Training takes priority over briefings and debriefings or if they call all units topside.

    11. Staff have final say in decisions, when one says no thats your answer, don't go to another staff member.

    12. Leaving an RP situation via means such as disconnecting, suicide, or changing jobs is prohibited.

    13. No racism or excessive amounts of foul language.

    14. Do not enter another base or room unless you have the clearance to do so.

    15. Use comman sense.

    16. Do not sit or stand on other players unless it is releplay efficient.

    17. All RP names must be appropriate.

    18. Always follow your squad leaders orders.

    19. Don't go off on your own.

    20. Do not abuse rocketboots or climb sweps

    21. Only ONI Section 0 should have "PK weapons".

    22. Rocketboots may only be spawned in during events or training and are to be removed when training is complete.


  • Staff Rules
    1. Staff must follow all basic rules, they aren't above the law.

    2. Staff may only use !administrate when they are on duty.

    3. Staff must enforce ALL rules.

    4. Favortism is prohibited.

    5. You may not physgun ANYONE without valid reason.

    6. Whitelisting yourself to jobs is an action that can get you blacklisted from staff.


  • Gamemaker Rules
    • Rules
      1. Events are to be done on the event server unless it is a Prequel or Miniature RP event, or the setting up of one. The event is to be ready by the time the players begin to connect to the event server, plan accordingly.

      2. Gamemakers can NOT abuse the powers given to them to produce events (I.E.: Spawning weapons, Setting health, Giving ammo, armor, noclip, cloak, setting models, PAC, etc.). The powers of the Gamemakers must only be used to benefit RP situations and produce good events.

      3. Events done for Evaluations of Trial-Gamemakers or a Gamemaker’s campaign without the presence of the Head Gamemaker must be written up in the formal Google-Docs (SEE SECTION 2.B.) provided.

      4. During events on the event server, the Gamemaker in charge of the event has last say on anything that happens on the event server. No gamemaker, user, donator, or staff can manipulate the default loadouts, health, armor, shields, god, or noclip without the Gamemaker’s go-ahead. Nothing can be spawned in without the permission of the Gamemaker in charge of the event. They may kick or ban mingey players for the duration of their event.

      5. Gamemakers are NOT staff. The only times when Gamemakers have any authority similar to a staff member are when no staff are currently on-duty, and there is a situation that must be dealt with. Gamemakers can not ban users, only kick, and address problems as seen.

      6. Gamemakers can NOT incite, rile, participate, or start drama, conflict, or arguments with ANY staff or the player-base. All situations as Gamemakers must be handled professionally with proper reasoning and explanations for the Gamemaker in question. If a Gamemaker is reported and witnessed handling situations in any other way than a clear explanation for their actions in and event, or advising the player-base or staff concerning GM business or events professionally, they will be given a warning by the Head Gamemaker or Assistant Head Gamemaker, and will be at risk of being suspended to Trial-GM, or removed from the HaloRP GM program entirely.

      7. Do not spam spawn NPCS. Quality-Over-Quantity, when you spawn NPCs, give them an average of 1000-1500 health so that players do not clear spawned NPCs instantly, it gives the players more time to be immersed in the story.

      8. Rank setting as a Gamemaker. All Gamemakers are permitted to have 1 Character slot For events only. The character rank will be equal to the UNSC Rank of 1st LT. Regardless of the character’s branch, O-2 is the standard event-character rank. Do not exceed that rank without the permission of a Head Game Maker/ Head Admin +. Promotions are restricted for event-characters to only be approved by Head Gamemaker, Assistant Head Gamemaker / Head Admin+ with explanations or recommendations.

      9. During events containing multiple Gamemakers and/or 33+ Players, there must be an event leader. All large off map events should have a Baseplate, the commander of all troops who communicates with the troops and gives them orders, preferably with voice-amp. Baseplates communicate with the Gamemakers for requests, and what should be going on during the event. Baseplates should be utilized due to the immersive feeling of a command structure on the field.

      10. Flood events are prohibited unless the permission of a Senior Gamemaker is given, or the Head Game Maker. ( You can set the HP of combat forms, as any NPC). Due to the factor you must physically remove the corpses, because they may be re-incarnated with Infection Forms. Carrier forms are known for crashing servers, Do not spawn more than 2 at a time. Due to them being spawners for Infection Forms when they explode.

      11. During server-wide events, it is important that all regiments ( Pilots, Engineers, Medics, etc...) have a task or a standing order! Even if it's something small like fixing a panel, you must include all readily available regiments and their duties. Though you may do something like a EMP to ground pilots, or a Virus to keep medics away unless a hazmat suit is equipped. Once again, RP the event out do not force the role play. ( Unless it is on the event server where it's a specific battalion/regiment. )

      12. Briefings must be done either with a character of rank with a typed script directed towards NCOs, then Enlisted. Briefing stages will only be done for special events, server-wide events, and Debriefs.

      13. Event Characters. : Event characters must be reliable people who can RP, not a random UNSC PVT. It's imperative that you find someone that may role play your event, and has a good understanding as to where the event is supposed to go, and the direction you wish for it it head in. Lives for event-characters must be decided by the Gamemaker in charge of the event. At their discretion, any extra lives will be given with a name change for the event character.

      14. If a Gamemaker intentionally leaves the server during their event, without being forced to leave and or have to leave. They will be penalized for deciding to just leave at the discretion of the Head Gamemaker or Assistant Head Gamemaker.

      15. Events consisting of “One-Life” parameters, or “Death = InjuryRP on Respawn” are urged to be done, as they provide more immersion to the server, and give the playerbase more reason to complete the missions they are given with tactical sense and through serious roleplay. Such events will be put on a higher standard than normal “Arcade Mode” events in terms of rewards to the playerbase (I.E.: Promotions, Commendations, Medals)

      16. Do not spawn more than 1 boss NPC, They are the juggernaut, Kraken, etc. However, be advised, if they are spawned, there must be legitimate RP reasoning for them being spawned, as they do have their own music force-played when they are spawned.

      17. All Game Makers are to do !startevent at the start of the event and then !endevent after their event.

      18. Do not set the HP Of a NPC above 10000.

      19. Do not spawn in vehicles unless for an event or RP reason.

      20. All scenarios in-game must be RP’d out unless it is OOC conflict or Staff is involved.

    • Blacklist
      1. Flood are not permitted unless a Senior Game Maker + gives permission to do so, When doing a flood event follow guidelines cited, Rule 10.

      2. Any ONI Classified weapons are prohibited from being spawned in unless authorized by the Head Gamemaker or Assistant Head Gamemaker for legitimate RP reasons.

      3. No godded event characters.

      4. No MAC or TYRANT Orbital Defence guns may be used, unless approved by the Head Gamemaker or Assistant Head Gamemaker. They can, and will kill the whole server. It has happened before. And if spawned in as a live vehicle, Be very careful as to whom is in it.

      5. Any capital ships may be spawned however there is a limit of Three total ships in orbit. (On the map.)

      6. Please refrain from spawning in very large dupes, it may crash the server.

      7. Please do not use the Humanoid NPCs from the Half-Life Games during Events.


Vietnam RP Rules

New Revival, Old Traditions, Better Revisions

Last Modified: April 20 2018 11:51:24 PM

Server Information

  • Rules
    • Section 1: Common Rules
        1. Use common sense.

        2. When in OOC situations, such as a sit, only English is permitted.

        3. Do not sit on top of other players.

        4. Trading in-game ranks for anything, such as money, is not allowed.

        5. You are not allowed to sell or give away guns to other players.

        6. Do not use multi-colored flashlights or spam flashlights.

        7. Do not enter the enemy base unless an event is in place.

        8. Do not FailRP.

        9. Do not break FearRP.

        10. Upon death, you must wait 3 minutes before leaving base again.

        11. Stay IC as much as possible.

        12. Only use /comms for IC or RP reasons, failure to do so may result in a kick.

        13. You are not allowed to disrespect or provoke another player, this is allowed in RP only to a certain degree.

        14.Do not exploit/abuse any bugs or glitches, doing so will result in a ban, instead, report any bugs or glitches on the forums. 15. Any form of hacking or scripting will result in a permanent ban.

        16. No event that encourages MassRDM/TK. Includes building/killing in spawn.

        17. Teamkilling and RDM are not allowed. Any count of TK or RDM more than 5 in one situation will result in a permaban (appeal allowed).

    • Section 2: OOC Rules
        1. Do not spam in any manner.

        2. Do not use /comms for OOC reasons or in replace of OOC chat.

    • Section 3: Character Rules
        1. If you are new to the server, wait in spawn to be trained.

        2. When creating an RP character, create a first and last name.

        3. Do not copy another player's RP name.

        4. When changing characters, change your name so it matches.

    • Section 4: ROE/Combat Rules
        1. Do not shoot ammo boxes.

        2. Do not spam explosives. Grenades are limited to 3 per life, launchers are limited to once every 25 seconds, and IEDs are limited to 3 per life.

        3. No one is allowed to fire into the enemy base without being shot at first.

        4. No explosives near the enemy base, this includes grenades and any type of launchers.

        5. The US must follow their rules of engagement.

        6. Do not shoot unarmed Viet Cong or KGB.

    • Section 5: Vehicular Rules
        1. Do not sit on top of vehicles, drive vehicles that are not yours, or enter vehicles without permission.

        2. Only NCOs and above may request vehicles and if a CO is available only the CO+ may accept or deny the vvehicle request.

        3. Do not spawn more than 2 helicopter per side.

        4. There are different time limits for different types of helicopts.
        4A. For little birds, hueys, and the Robinson, its every 5 minutes.
        4B. Every attack helicopter or any helicopter with weaponty its 30 minutes.
        4C.The big transport helicopters are only used in events or by head admin+(Limit is 30 minutes+).
        4D. If you crash and it was a glitch or careless flying and it was proved that it wasn't gun fire that took it down, then you can have another one without time limit.

        5. Do not spawn more than 4 jeeps, per side, every 15 minutes.

        6. There can only be 1 tank per side, at every 30 minutes with a 30 minute cool-down.

        7. Do not purposefully sit on top of a helicopter or run into the blade of the helicopter.

        8. Only a SGT+ is allowed to drive/pilot a vehicle. Exceptions can be made by SNCOs.

        9. Do not purposefully attempt to crash into another helicopter whilst piloting one.

    • Section 6: Negotiation/Hostage Rules
        1. During negotiations, neither party may take the negotiators hostage or harm the negotiator.

        2. Deals may not exceed 1 million dollars.

        3. Cease fires must be agreed upon by all COs on the server.

        4. Deals involving vehicles but be agreed upon by HA+.

        5. Hostages may not be held longer than 25 minutes before negotiations start.

    • Section 7: Rank/Promotion Rules
        1. Chain of command (if a higher rank tells you to do something, you must listen)

        2. Only SGT+ are allowed to lead patrols out of the base. If there is no SGT or higher on to issue commands, an Acting Commander (whoever is the highest rank at the time) is in charge until an NCO+ is on.

        3. To be promoted, you must have a certain amount of play time on the server. Just because a player has reached the time requirement, does not mean they should be promoted. They are simply eligible for promotion.

        4.The only days where you can get promoted is by ceremonies at any time on Monday's, Wedensday's, and Saturdays's. If you are promoted and its not during the ceremonies, you will be demoted back to your original rank and the person who promoted the player will have their rank stripped from them.

        5. Only SNCO+ (Master Sergeant+) and above are allowed to promote and demote up to CPL.

        6. Only COs are allowed to promote and demote up to Sergeant Major.

        7. Do not self-promote or skip ranks.

        8. Only Generals are allowed to promote to CSM and promote past CWO4 and above.

    • Section 8: Civilian Rules
        1. If there is a fire fight going on, you are to stay away. Death, will not be considered RDM.

        2. FearRP and FailRP still apply.

        3. You are not allowed to enter the US base w/o invitation from an NCO+.

        4. You are only allowed to carry a pistol, if given one from an Admin+, for self-defense only.
  • Gamemaker Rules
      1. Do not abuse your power.

      2. Do not create massive lag by spawning over 200 props.

      3. You can only have an event every 1 hour (To allow tryouts, PT, etc.)

      4. Do not make events that have no planning.

      5. Be respectful.

      6. Support staff if needed.

      7. Do not fight each other, help each other out.

      8. Staff rules apply as well.

  • Staff Rules
      1. Do not spawn in useless entities.

      2. You may never abuse your staff powers (i.e. spawning in weapons, whitelisting yourself for jobs). Punishments may include warnings, demotion in rank, demotion from staff, or a permanent ban depending on the severity of the offense.

      3. Do not self-promote yourself to an in-game rank or promote others who you can’t normally promote IC.

      4. Do not phys gun the boat that floats around.

      5. Do not whitelist yourself for donation classes unless you have purchased them.

      6. If you require help from a fellow staff member, you may only contact them in @ chat or in the TeamSpeak.

      7. If you do not understand a rule, contact a fellow staff member or a Head-Admin for clarification on the rule.

      8. Never use /comms for admin related problems.

      9. You must be on the TeamSpeak server when you are on the server to ensure active staff communication.

      10. Only an Administrator+ may spawn in radios.

      11. Only Head-Admin+ or Head-Gamemaker (with Head-Admin+ permission) may commence an artillery strike.

      12. You are not above the rules as a staff member, your job is to enforce the rules and ensure the server is roleplaying.

      13. You must use !administrate and be Staff on Duty to respond to admin calls.

      14. The Head-Admins and the Server Manager have the final word. No argument.

      15. If a staff member has teleported to a player, do not bring him to another place.

      16. Do not use your phys-gun in character.

      17. Do not no clip without cloaking and vice versa.

      18. Drama will not be tolerated within the staff team. If you have issues with another staff member, talk to a Head Admin or higher.

      19. Head Admins and above may not staff on other servers without Community Owner permission.

      20. If you are IC and a user violates a rule that involves you directly, you must call another staff member in to deal with the admin sit to prevent bias.

      21. The staff team has a warn, kick, and ban system. Please follow this system, however this may be altered to the staff's discretion.

      22. The staff team must make an effort to promote a culture of teamwork and communication through their actions.

      23. The staff team must encourage a fair, sportsmanlike, and friendly atmosphere while mediating a sit between players.

      24. The staff team must conduct themselves respectfully and professionally. Any racism, hate, or grossly offensive content will be acted upon accordingly.

      25. The staff team must be active on the forums.

      26. The staff team must help to encourage and shape the server into a friendly environment that encourages new players to join and learn.

      27. The staff team is free to take any action they feel is needed or necessary in order to maintain the integrity of the server and the community as long as it does not interfere with any of the aforementioned guidelines.

      28. The staff team is available and present to enforce the server rules. The staff team's priority is to maintain the server's quality, high gameplay quality, good teamwork for the benefit of the server, and a communicative environment. The staff team retains the right to act to their own accord to resolve any disputes between players on the server and to resolve any disruptive behavior.

      29. You are not above the rules, warnings will be given out to staff that have broken rules.

      30. You must follow the rules of the community staff handbook.

MassEffect RP Rules

New Revival, Old Traditions, Better Revisions

Last Modified: April 20 2018 11:51:23 PM

Server Information

  • Rules
    • General Rules
        1. All players and staff are to maintain a "good" behavior, keeping arguments and offensive comments out of the OOC chat. Jokes are always allowed but the moment someone offends someone, it's the moment the jokes stop. Failure to stop will result in a kick

        2. Staff always have the final say and their word should be respected by everyone don't argue or backtalk. Depending on the scale of the argument it could result in a kick or ban ranging for a few hours

        3.PAC is allowed for every player to use, but they have to keeo their PAC's moderate and not overloaded with textures. Offensive or stupid looking PAC's are not allowed and all PAC models used have to be the ones in the server content. The staff will not put addons on the server just so they can see your PAC. Refusing to follow these rules will result in a kick and will escalate to a day ban should the player continue to refuse to change it

        4. Minging is not allowed on the server. There is always room for jokes, but minging is NOT okay

        5. Players are not forced to be friends with each other, you can't like everyone, this can be applied IC or OOC, but problems from one should never be transferred to the other. An IC argument should never be reflected to an OOC'ly behavior

    • In Character Rules
        1. You do not need to /roll if your action is long and descriptive enough, the minimal length should be around three lines of text. This is applied for all actions, except the ones that are literally left to chance. You also do not need to roll for trivial actions. Actions that require some physical strength shouldn't need to be rolled for, but the player should RP his character tiring itself out if they would have continued said action for an extended period of time (dragging a wounded person for example)

        2. Erotic Roleplay is allowed at all times, but is punishable if not done in the "Off duty" hours, which are 12AM EST - 6AM EST

        3. Promiscuous characters are not prohibited but will be frowned upon. If a character just goes "looking to score the most characters", they will be warned IC'ly. If their behavior doesn't stop they will be punished and eventually demoted/discharged for insubordination

        4. The process leading to discharge will be much faster if a character causes too much conflict between other characters because of his "adventures"

        5. Quarian characters HAVE to adapt to their partners due to their sickly nature. Characters that ignore this WILL be punished IC'ly with sickness and even PK should they fail to follow this rule.

        6. UNDERAGE CHARACTERS CAN NOT ERP AT ALL. THIS WILL RESULT IN THEM GETTING KICKED OFF THE SHIP

        7. As mentioned before, all players are considered on duty most of the day, having breaks to eat and shower. When "On Duty", you're meant to look for a task in your division and help maintain the ship and the crew working

        8. Trainers are allowed to train people up to the same level of their specialty, while people who are not qualified trainers are allowed to train up to half the level they are (Non-trainer level 5 can only train up to level 3)

        9. Characters need to have a full name, which can not be overly complicated or mingy. Failure to comply with this will result in a kick

        10. One word names (names that are just one word ex. SR3 Jones) are allowed, but their full name needs to be established if asked by staff

        11. Underage characters are forced to "P2L" (Play to lose) when fighting adult characters unless agreed otherwise beforehand, in which case normal levels will be applied. Underage characters can behave like children depending on their age, and therefore, should also fear punishments from adults, especially the higher ranks.

        12. Underage characters are considered underage until they reach 18 years old, which then makes them become normal characters

        13. PK's will happen. This can be caused by RP fights, dying too much in events, or any RP situation that will lead to the characters death. If this happens you will have to make a new ACA for your character and your rank will be reset

        14. Try to be realistic with FearRP. If a character has a gun to their head, they will comply to the aggressors orders. No "rambos" or "fearless characters"

        15. PainRP is a thing. Everyone feels pain, even the strongest krogan will cringe slightly in pain if they are shot or injured, so keep your injuries in mind

        16. Training is PRIORITY. If someone is ordered to train, they have to drop what they are doing and train. Refusing to do so will end in a demotion. If the person ordered to train has some OOC reason why they can't train, they are exempt from the punishment. No excuses as "my character is having a mental breakdown"

        17. During events actors are obligated to P2L, the actor can roll for certain actions to give a challenge to the players, but it's always considered that said characters are "weaker" than a normal character, and so they shouldnt be bullet sponges or painless walking tanks that can resist getting all of their limbs cut off and keep fighting

        18. They cannot deal permanent damage, cutting limbs, scarring permanently or things like that are not allowed unless agreed on with the other players

        19. They cannot be "unkillable or undefeatable secondary characters for x reason" (This ones being either the character being too strong, or being in a position of power that would not allow the players to harm him). The option of someone chosing to kill said character and actually being able to accomplish it should always be available, even if it ends up hindering the mission

        20. Actors and event characters that for some reason they become part of the crew MUST apply for their characters and cannot play on them until they are accepted, only exeption would be if said character is needed for another event or to continue with the story

        21. Basic actor enemies WILL have to respect an NLR after they are killed in combat. They cannot rush constantly every time they die. Doing this will result in them getting charkicked and kicked off the server if they persist

        22. Should they need to have LvLs those characters cannot pass level 5 in any category

        23. All actors and secondary characters MUST stick to their script and fullfill their role. They CANT create their own plot inside the event. Do not go above the script of the GM in charge

        24. Story characters are characters that will progress the main storylines, these characters are considered "unkillable" most of the time due to the catastrophic consequences that would happen should said character die

        25. Most attempts to kill this character will be voided, or heavely punished. In special cases their deaths wont be voided, heavely hindering the entire situation in the main storyline

        26. These characters are expected to not be easely killable, being able to powergame certain situations as long as they are coherent and with the correct actions. They are also expected to have very high stats or be heavely guarded due to their importance/experience Icly and the impact they make in the story

        27. Side missions are NOT expected to have this kind of characters, so avoid using them when making an event

SCP RP Rules

New Revival, Old Traditions, Better Revisions

Last Modified: April 20 2018 11:51:23 PM

Server Information

  • Basic Rules
    1. Use common sense.

    2. Do not copy someone’s name + Have an appropriate name.

    3. You may only use english for OOC, any other type of language is allowed for RP.

    4. Absolutely do not TK or RDM without a proper RP reason.

    5. Do not mic spam or chat spam.

    6. Obey the COC (Chain of command, example being to not run to a Senior Admin if a moderator can do the job.)

    7. Do not afk for long amounts of time for ranks, for we can set your time back.

    8. Exploiting the server in any way and using it to your advantage is punishable by staff. You are to report any exploits and bugs to a Head Admin+ avoiding to do so is also punishable.

    9. Trading in game ranks / jobs for Money, Steam Items, etc. is not allowed.

    10. DO NOT Break FearRP. (Each job has it’s own system to what you can and cannot do.)

    11. Do not FailRP, Minge, Troll, Grief, Metagame, Powergaming, etc.

    12. You must stay in RP at all times unless you speak in /OOC, /L, or told otherwise by staff.

    13. You may only use /Advert for In character announcements / Job Events (Ex. 096 Screaming due to someone seeing him.)

    14. You are not to assist SCPs in escaping unless your job does so in RP.

    15. You are not allowed to disrespect players / staff (This is allowed in RP to a certain extent.)

    16. Any form of Hacks, Glitching, Scripting, etc. will result in a Ban.

    17. You are not to give other players your weapons or benefits that you have.

    18. You are only allowed one high rank (High ranks are MTF CPT+ | Head Research/R&D | O5 | Site Director | Head Of Any Departments) unless approved by the Manager.

    19. Do not leave the Facility unless your job permits so.

    20.Do NOT break your set job’s NLR time.

    21. Follow containment procedures when containing certain SCPs.

    22. Using any of the rules above and finding/abusing Loopholes is strictly prohibited and WILL result in a server ban.

  • Character Rules
    1. You are only allowed to have 1 Character unless you donate or have approval of the Manager

    2. SCP Jobs do not count as characters but as side / event jobs.

    3. All characters must have appropriate names that would be used in the real world.

    4. Any donated jobs’ items and names must fall within reason.

    5. Trading weapons from certain jobs is forbidden and can be punishable by staff.

  • Human Job Rules
    • Experienced Class D
      1. Do not attack guards without reason.

      2. No starting a Riot without the support of at least 2 other Experienced Class D

    • Security Trainee
      1. Do not leave the training area without permission from a Security Drill Sergeant

      2. Do not attempt to release SCPs or Class D

      3. No more than 7 Can get trained at a time / No less than 2 Can be trained

      4. May not leave LCZ at all

    • Security Officer
      1. Do not Release SCPs

      2. Do not attack Class D without reason

      3. Only escort Class D if chosen by a Researcher+ and requested to by that Researcher

      4. Must be at least 2 Officers at a checkpoint at all times

      5. Must be at least 2 Officers at D Block at all times

      6. Is not allowed to escort into HCZ without a Lvl 3 personnel alongside

      7. Not allowed into EZ without Lvl 4 Clearance

    • Senior Security Officer
      1. Do not Release SCPs

      2. Do not attack Class D without reason

      3. Only escort Class D if chosen by a Researcher+ and requested to by that Researcher

      4. Must have a proper reason for entering HCZ

      5. Not allowed into EZ without Lvl 4 Clearance

      6. Do not cuff SCPs

    • Security Drill Sergeant
      1. Do not Release SCPs

      2. Do not attack Class D without reason

      3. Only escort Class D if chosen by a Researcher+ and requested to by that Researcher

      4. Must have a proper reason for entering HCZ

      5. Not allowed into EZ without Lvl 4 Clearance

      6. Do not cuff SCPs

      7. Only allowed to train 2 Trainee’s at the least 8. Is to use the Training Doc during the training of any new Trainees

      9. Do not avoid training Trainees

    • Security Lieutenant
      1. Do not Release SCPs

      2. Do not attack Class D without reason

      3. Only escort Class D if chosen by a Researcher+ and requested to by that Researcher

      4. Must have a proper reason for entering HCZ

      5. Not allowed into EZ without Lvl 4 Clearance

      6. Do not cuff SCPs

      7. Only allowed to train 2 Trainee’s at the least 8. Is to use the Training Doc during the training of any new Trainees

      9. Do not avoid training Trainees 10. Must see to that the Drill Sergeants understand and use the Training Doc

      11. Must help manage Security Roster

    • Security Captain
      1. Do not Release SCPs

      2. Do not attack Class D without reason

      3. Only escort Class D if chosen by a Researcher+ and requested to by that Researcher

      4. Must have a proper reason for entering HCZ

      5. Not allowed into EZ without Lvl 4 Clearance

      6. Do not cuff SCPs

      7. Only allowed to train 2 Trainee’s at the least 8. Is to use the Training Doc during the training of any new Trainees

      9. Do not avoid training Trainees 10. Must see to that the Lieutenants train and recruit more Drill Sergeants understand and use the Training Doc

      11. Must help manage Security Roster

      12. Oversees all security work under them

    • Site Security Chief
      1. Do not Release SCPs

      2. Do not attack Class D without reason

      3. Only escort Class D if chosen by a Researcher+ and requested to by that Researcher

      4. Must have a proper reason for entering HCZ

      5. Not allowed into EZ without Lvl 4 Clearance

      6. Only to use SCP cuffs on certain SCPs that CAN be cuffed

      7. Only allowed to train 2 Trainee’s at the least 8. Is to use the Training Doc during the training of any new Trainees

      9. Do not avoid training Trainees 10. Must see to that the Captain is training the Lieutenants

      11. Must help manage Security Roster

      12. Oversees all security work under them

    • Security Director
      1. Do not Release SCPs

      2. Do not attack Class D without reason

      3. Only escort Class D if chosen by a Researcher+ and requested to by that Researcher

      4. Must have a proper reason for entering HCZ

      5. Is allowed in EZ

      6. Only to use SCP cuffs on certain SCPs that CAN be cuffed

      7. Only allowed to train 2 Trainee’s at the least 8. Is to use the Training Doc during the training of any new Trainees

      9. Do not avoid training Trainees

      10. Must see to that the Security Chief is training the Captain and so forth

      11. Must help manage Security Roster

      12. Oversees all security work as a whole

    • Medical Officer
      1. Do not release SCPs

      2. Is to call security personnel to small areas for quick check ups and medical help

      3. Must stay in LCZ unless being escorted by a Lvl 3+

      4. Must use PassiveRP situations before healing a subject (void whilst in combat)

      5. Not to interfere with testing nor training

      6. Must check and ask subjects about the injury before proceeding with PassiveRP

    • Senior Medical Officer
      1. Do not release SCPs

      2. Is to call security personnel to small areas for quick check ups and medical help

      3. Must stay in LCZ unless being escorted by a Lvl 3+

      4. Must use PassiveRP situations before healing a subject (void whilst in combat)

      5. Not to interfere with testing nor training

      6. Must check and ask subjects about the injury before proceeding with PassiveRP

      7. Only allowed to use defib on foundation personnel and important subjects.

    • Head Medical Officer
      1. Do not release SCPs

      2. Is to call security personnel to small areas for quick check ups and medical help

      3. May go into HCZ and EZ (with reason)

      4. Must use PassiveRP situations before healing a subject (void whilst in combat)

      5. Not to interfere with testing nor training

      6. Must check and ask subjects about the injury before proceeding with PassiveRP

      7. Only allowed to use defib on foundation personnel and important subjects

      8. Must hold tryouts every so often and keep a roster of the medical team

    • Junior Researcher
      1. Do not release SCPs

      2. May use cuffs on Class D only

      3. Must request at least 1 guard to escort them while taking a Class D for testing

      4. May only test SCPs within LCZ

    • Researcher
      1. Do not release SCPs

      2. May use cuffs on Class D only

      3. Must request at least 1 guard to escort them while taking a Class D for testing

      4. May only test SCPs within LCZ and upper HCZ

    • Senior Researcher
      1. Do not release SCPs

      2. May use cuffs on Class D only

      3. Must request at least 1 guard to escort them while taking a Class D for testing

      4. May test within all zones besides EZ

      5. Train Junior Researchers and make sure they are aware of how they should test.

    • Head Researcher
      1. Do not release SCPs

      2. May use cuffs on Class D only

      3. Must request at least 1 guard to escort them while taking a Class D for testing

      4. May test within all zones besides EZ

      5. Train Junior Researchers and make sure they are aware of how they should test

      6. Optional tryouts are allowed for Senior Security/Medical personnel

      7. Must keep track of a full roster

    • Junior R&D Researcher
      1. Do not release SCPs

      2. May use cuffs on Class D only

      3. Must request at least 1 guard to escort them while taking a Class D for testing

      4. May only test SCPs within LCZ

      5. May only use physgun for defences and simple builds

    • R&D Researcher
      1. Do not release SCPs

      2. May use cuffs on Class D only

      3. Must request at least 1 guard to escort them while taking a Class D for testing

      4. May only test SCPs within LCZ and upper HCZ

      5. May only use physgun for defences, fading doors, checkpoints, etc

    • Senior R&D Researcher
      1. Do not release SCPs

      2. May use cuffs on Class D only

      3. Must request at least 1 guard to escort them while taking a Class D for testing

      4. May test within all zones besides EZ

      5. May only use physgun for defences, fading doors, checkpoints, etc

    • Head R&D Researcher
      1. Do not release SCPs

      2. May use cuffs on Class D only

      3. Must request at least 1 guard to escort them while taking a Class D for testing

      4. May test within all zones besides EZ

      5. May only use physgun for defences, fading doors, checkpoints, etc

      6. Optional tryouts are allowed for Senior Security/Medical personnel

      7. Must keep track of a full roster

    • TRT Officer
      1. Do not release SCPs

      2. May use cuffs on certain SCPs that CAN be cuffed

      3. Must patrol and check on all SCPs contained in HCZ and Lower HCZ at all times

      4. Must not leave HCZ or Lower HCZ unless given orders by TRT Supervisor or a Lvl 4+

      5. Must assure that the lockdown goes underway during a Code: Red

      6. During a Code: Red TRT must defend the checckpoint blast doors

    • TRT Containment Specialist
      1. Do not release SCPs

      2. May use cuffs on certain SCPs that CAN be cuffed

      3. Must patrol and check on all SCPs contained in HCZ and Lower HCZ at all times

      4. Must not leave HCZ or Lower HCZ unless given orders by TRT Supervisor or a Lvl 4+

      5. Must assure that the lockdown goes underway during a Code: Red

      6. During a Code: Red TRT must defend the checckpoint blast doors

    • TRT Supervisor
      1. Do not release SCPs

      2. May use cuffs on certain SCPs that CAN be cuffed

      3. Must patrol and check on all SCPs contained in HCZ and Lower HCZ at all times

      4. Must not leave HCZ or Lower HCZ unless given orders by TRT Supervisor or a Lvl 4+

      5. Must assure that the lockdown goes underway during a Code: Red

      6. During a Code: Red TRT must defend the checckpoint blast doors

      7. May hold tryouts for Senior Security and Medical Officers to join TRT

    • MTF Alpha-1 Enlisted
      1. Do not release SCPs

      2. May use cuffs on certain SCPs that CAN be cuffed

      3. During a Code: Red, you must quickly locate and escort the Site Director / O5 wherever they go

      4. Must patrol EZ at all times and assure nobody without proper clearance or permission from a Lvl 4+

      5. Must evacuate Site Director / O5's to surface ASAP during a Code: Black

      6. Must have at least 1 person guarding the Site Director / O5's at all times

      7. Must follow all commands from ONLY the Site Director and O5's

    • MTF Alpha-1 Officer
      1. Do not release SCPs

      2. May use cuffs on certain SCPs that CAN be cuffed

      3. During a Code: Red, you must quickly locate and escort the Site Director / O5 wherever they go

      4. Must patrol EZ at all times and assure nobody without proper clearance or permission from a Lvl 4+

      5. Must evacuate Site Director / O5's to surface ASAP during a Code: Black

      6. Must have at least 1 person guarding the Site Director / O5's at all times

      7. Must follow all commands from ONLY the Site Director and O5's

      8. Assures that all Enlisted are trained and aware of their tasks

    • MTF Alpha-1 Commander
      1. Do not release SCPs

      2. May use cuffs on certain SCPs that CAN be cuffed

      3. During a Code: Red, you must quickly locate and escort the Site Director / O5 wherever they go

      4. Must patrol EZ at all times and assure nobody without proper clearance or permission from a Lvl 4+

      5. Must evacuate Site Director / O5's to surface ASAP during a Code: Black

      6. Must have at least 1 person guarding the Site Director / O5's at all times

      7. Must follow all commands from ONLY the Site Director and O5's

      8. Assures that all Enlisted are trained and aware of their tasks

      9. Hand picks from Security Drill Sergeant+ and TRT

    • MTF Epsilon-11 Enlisted
      1. Do not release SCPs

      2. May use cuffs on certain SCPs that CAN be cuffed

      3. During a Code: Red, you must quickly lock-down all outposts and Gate A until given permission to enter the facility

      4. Must patrol main outpost and Gate A at all times and assure nobody enters the facility without proper clearance or permission from a Lvl 4+

    • MTF Epsilon-11 Officer
      1. Do not release SCPs

      2. May use cuffs on certain SCPs that CAN be cuffed

      3. During a Code: Red, you must quickly lock-down all outposts and Gate A until given permission to enter the facility

      4. Must patrol main outpost and Gate A at all times and assure nobody enters the facility without proper clearance or permission from a Lvl 4+

      5. May not go past Gate A inside of the facility unless it is a Code: Red and given permission from a Lvl 4+

      6. Assures that all Enlisted are trained and aware of their tasks

    • MTF Epsilon-11 Commander
      1. Do not release SCPs

      2. May use cuffs on certain SCPs that CAN be cuffed

      3. During a Code: Red, you must quickly lock-down all outposts and Gate A until given permission to enter the facility

      4. Must patrol main outpost and Gate A at all times and assure nobody enters the facility without proper clearance or permission from a Lvl 4+

      5. May not go past Gate A inside of the facility unless it is a Code: Red and given permission from a Lvl 4+

      6. Assures that all Enlisted are trained and aware of their tasks

      7. Hand picks from Security Drill Sergeant+ and TRT

    • MTF Beta-7 Enlisted
      1. Do not release SCPs

      2. May use cuffs on certain SCPs that CAN be cuffed

      3. Must guard and patrol second furthest outpost and always be prepared for a CI Raid at any given time

      4.Once called into the facility by a Site/Security Director or O5 then they will proceed to re-contain and or terminate any trace of certain SCP's they specialize (049-2, 008-2, 457)

      5. Must not enter the facility unless given permission by a Site/Security Director or O5

    • MTF Beta-7 Officer
      1. Do not release SCPs

      2. May use cuffs on certain SCPs that CAN be cuffed

      3. Must guard and patrol second furthest outpost and always be prepared for a CI Raid at any given time

      4.Once called into the facility by a Site/Security Director or O5 then they will proceed to re-contain and or terminate any trace of certain SCP's they specialize (049-2, 008-2, 457)

      5. Must not enter the facility unless given permission by a Site/Security Director or O5

      6. Assures that all ENlisted are trained and aware of their tasks

    • MTF Beta-7 Commander
      1. Do not release SCPs

      2. May use cuffs on certain SCPs that CAN be cuffed

      3. Must guard and patrol second furthest outpost and always be prepared for a CI Raid at any given time

      4.Once called into the facility by a Site/Security Director or O5 then they will proceed to re-contain and or terminate any trace of certain SCP's they specialize (049-2, 008-2, 457)

      5. Must not enter the facility unless given permission by a Site/Security Director or O5

      6. Assures that all ENlisted are trained and aware of their tasks

      7. Hand picks from Security Drill Sergeant+ and TRT

    • Site Director
      1. Is to remain in EZ for a majority of the time

      2. Not allowed to leave the facility without two Alpha 1 escorting them

      3. Has full clearance and authority of the facility which can be over-ruled by a third of the O5 Council's vote for a decision on something that the Site Director disapproves on

      4. Is allowed to dismiss guards while in LCZ (Guards must wait at LCZ until they leave)

      5. If necessary, Site Director has authority to initiate Protocall-[REDACTED]

      6. If an SCP becomes too much of a threat then the Security and Site Director may [REDACTED] the SCP

      7. Is not to come in direct contact with Level 1 Personnel

    • O5 Council Member
      1. Is to remain in EZ at ALL times

      2. Not allowed to leave facility unless it is Code: Black

      3. A single member may not initite certain actions / protocols without the approval of at least a third of the council

      4. Some testing with 079 is extremely restricted to O5's and the Site Director

      5. Is not to come in contact with any Security / Level 2 Personnel

    • Chaos Insurgent Recruit
      1. May only be recruited if the player applies or escaped as a Class D and made it to the school

      2. Small period of training time to become a CI Soldier then to complete training is a small raid on the MTF outpost

      3. Raid cooldown is 40-60 minutes

    • Chaos Insurgent Soldier
      1. After completing training you must ocntact the squad lead for your official recruitment into the CI

      2. CI may only raid as a whole with a minimum of around 3 CI

      3. Raid cooldown is 40-60 minutes

    • Chaos Insurgent Heavy
      1. Abrasive Saw is for PassiveRP as in cutting through unopenable doors )Contact an Admin when breaking through a door

      2. CI may only raid as a whole with a minimum of around 3 CI

      3. Raid cooldown is 40-60 minutes

    • Chaos Insurgent Infiltrator
      1. Cloak is to be used to sneak past the MTF Outposts when trying to enter the Facility undetected

      2. Cryo grenade is to be used on groups of people or when breaching a room (Contact an admin when breaking through a door

      3. May enter the facility alone at certain points if undetected and not found

      4. Raid cooldown is 40-60 minutes

    • Chaos Insurgent Squad Leader
      1. Abrasive Saw is for PassiveRP as in cutting through unopenable doors (Contact an admin when breaking through a door)

      2. Electric grenade is to be used on groups of people or when breaching a room (Contact an admin when breaking through a door

      3. CI may only raid as a whole with a minimum of around 3 CI

      4. Raid cooldown is 40-60 minutes

  • SCP Job Rules
    • SCP-035
      1. Not allowed to control people without RPing it

      2. To attract a player you must do something like “/me Lures nearest subject” then rolling with /roll (If they roll and get a higher number than you, then they successfully resisted)

      3. If you win the Lure roll then you may move to the next step which is tempting them to put on the mask (/me forces a urge upon the victim to put the mask on) then rolling

      4. If you win the temptation then they must stand extremely close which you can then command them to pull out a weapon before controlling them

      5. Certain Jobs are not able to be controlled due to use with [REDACTED](O5’s, Site Director, Security Director, MTF Alpha-1’s)

      6. You may NOT control any other SCPs

      • Containment Procedure
        In order to re-contain 035 a TRT must come to grab the mask after successfully resisting its urge then placing it in a box which he would then walk back to 035’s CC

    • SCP-049
      1. Not allowed to infect/kill people while under FearRP

      2. Whilst 2 weapons are aimed at you then you may not attempt to attack nor resist

      3. You may NOT kill/infect any other SCPs

      4. Can be cuffed

      5. May not Release SCPs (Other than 035 and assisting 079)

      • Containment Procedure
        SCP-049 is to be held at gunpoint by at least 2 armed guards then cuffing and escorting 049 back to it’s cell

    • SCP-066
      1. Not allowed to spam ear rape / sounds when nobody is around or while in containment

      2. Only allowed to say Eric and random notes in containment

      3. You may NOT kill any other SCPs

      • Containment Procedure
        SCP-066 is to be quickly put into a soundproof glass box where it can be carried back to it’s CC

    • SCP-076-2
      1. Not allowed to leave 076 until breaking out

      2. You are allowed to breach from 076 every 15 minutes

      3. Once breached you may run around for 10 minutes killing as many people as you wish until you run out of time or are killed (You are required to use a timer)

      4. If you were killed instead of running out of time then that adds an extra 15 minutes to your next breach (You were killed during your breach so you must wait 30 Minutes until you can breach a second time)

      5. If someone comes down the staircase towards SCP-076 then you may either wait your time out until your next breach or breach now since someone came close to you as you were waiting

      6. You may not release SCPs

      7. You must constantly charge at “Challengers” (All Security,TRT,MTF,CI and anyone who may shoot at you)

      8. You may NOT kill/fight any other SCPs (Other than 682)

      • Containment Procedure
        SCP-076-2 Is to be Terminated on sight if out of containment, If 076-2 breaches for too long and kills too many personnel then it may cause a site wide Code: Black

    • SCP-079
      1. Not allowed to open or close doors while the RDC is off

      2. Not allowed to make Noises with R while RDC is off (You may in your own containment cell)

      3. All testing with 079 is strictly prohibited to the Site Director and O5 Council

      • Containment Procedure
        SCP-079 is to be contained in a large room with extra iron bars around it’s base. Site RDC should always be off unless given permission to enable by the Site Director or 3 of the O5’s

    • SCP-096
      1. Not allowed to purposely walk in front of people's view

      2. If breaching CC you must slowly roam the facility and stop in a spot every once and awhile (Use the crying as a time when to stop and start walking)

      3. You may NOT kill any other SCPs

      4. Can be cuffed

      • Containment Procedure
        SCP-096 is to be approached slowly by a single person where he is to then wait until 096 stops moving then get behind it and place a “bag” over it’s head where it can then be dragged to it’s CC

    • SCP-1048
      1. ERROR! ERROR! DATA CORRUPTED!
      • Containment Procedure
        ERROR! ERROR! DATA CORRUPTED!

    • SCP-1048-A
      1. ERROR! ERROR! DATA CORRUPTED!
      • Containment Procedure
        ERROR! ERROR! DATA CORRUPTED!

    • SCP-106
      1. You are not to leave the CC while the box is up

      2. If you are breached and the box is down and the femur breaker is played (Someone adverts it) then you must stop whatever you are doing and head back to your CC

      3. You may NOT kill/capture any other SCPs

      • Containment Procedure
        Turn off the magnets switch, turn on the intercom to transmit the sound throughout the facility, press the femur breaker button (automated hydraulic press) and wait for SCP-106 to appear. Once SCP-106 appears, quickly turn the magnets back on.

    • SCP-131-A/B
      1. You are not to release SCPs

      2. You are not to annoy foundation staff, if they ask you to move, leave an area, etc then do so

      3. Can be used to watch 173

      • Containment Procedure
        SCP-131-A/B can be picked up and placed back into containment if not wanted to roam the facility

    • SCP-173
      1. 173 may attack SCPs: 682, 049, 076-2 if it comes in contact with any of them

      • Containment Procedure
        SCP-173 is to be contained by having at least 3 armed guards with direct eye contact with SCP-173 a guard is to then place SCP-173 into it’s re-containment transport (SCP Cuffs) (Stunstick is allowed if nobody has SCP Cuffs)

    • SCP-343
      1. You are to comply with foundation staff requests

      2. May not use “Powers” against any living being nor SCPs -(Staff only job)

      • Containment Procedure
        SCP-343 has no need for containment as it is of no use, but if need be a Security Drill Sergeant or higher can request that 343 heads back to his containment area

    • SCP-457
      1. You are not to release SCPs

      2. You are to simply walk towards people and ignite them with your flames

      3. You may NOT kill other SCP's

      4. Can be cuffed (after being put out)

      • Containment Procedure
        SCP-457 must be attacked with at least 2 fire extinguishers from 2 personnel which can then reduce the severity of it’s flame which can be re-contained back to it’s CC

    • SCP-682
      1. You are not to release SCPs

      2. You are to await in your cell for you to be given Class D

      3. If you aren't fed enough in a period of time you may breach containment and kill as many people as you wish for as long as you like

      4. After rampaging for about 30 minutes and you are still alive then you may go attempt to escape to the surface

      5. SCP-682 is to be fed Class D at least every 10-20 minutes to be kept in a neutral state where he won’t breach from containment

      6. You may NOT kill other SCPs (Other than 076-2)

      • Containment Procedure
        SCP-682 is to be quickly taken down by brute force of concentrated fire and or explosives if sighted but if all else fails SCP-999 shall be retrieved where it can seduce 682 to sleep to be re-contained by dragging it back (Be Careful when removing 999)

    • SCP-939
      1. You are not to release SCPs

      2. You are to simply walk around in Lower HCZ killing anyone who walks close enough to you while you are pressing R and such

      3. Attacking each other is not allowed

      4. SCP-939’s Cell must be cleaned “Bi-weekly” (About every 7-20 minutes)

      5. You may NOT kill other SCPs

      • Containment Procedure
        SCP-939 is to be heavily sedated or tricked into it’s CC but if neither option works SCP-939 is to be terminated with extreme prejudice

    • SCP-999
      1. You are not to release SCPs

      2. You are to walk around and roam the facility

      3. You must only use your ability on SCPs if told to by the foundation staff

      4. PassiveRP is required as you slime anyone

      • Containment Procedure
        SCP-999 is to be given candy to get it back to it’s containment area or to make it do something due to the fact that it loves candy