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  2. Application accepted. Welcome to the team! We'll be using the PTB's to train you in Clockwork's moderation tools.
  3. Engineering Department of Site 09 Office of the Chief Engineer Site 09 Engineering Handbook "Wires, columns, plates and panels - these are the Foundation's foundations, and it's our job to keep it together. A single broken button, a single faulty cell, the smallest error in our infrastructure could turn a stable Site to rubble. Make sure it never has the chance." John Doe, Chief Engineer RESPONSIBILITIES Maintenance The first responsibility of the Engineering Department is to meet all preventative and corrective maintenance needs of the facility. Repairs to containment units and Site infrastructure such as water, electrical, and ventilation systems are also performed by Engineers when necessary. Site maintenance, including custodial tasks, is performed in-house by the Engineering Department without the assistance of external contractors. Supply Materials for use on-Site are shipped from other Foundation facilities and received at the surface installation before being sorted and stored by the Engineering Department. Distribution of this material to other Departments, and the fabrication of equipment using materials, is the responsibility of Engineering personnel. Emergency Response In the event of an emergency unrelated to Site security, such as fire or structural collapse, the Engineering Department is expected to lead the emergency response in conjunction with other relevant Departments (Security, Medical). Engineering Department personnel must be proficient in firefighting, technical rescue, and be familiar with the Site and its systems to guarantee the safe handling of any emergency. HIERARCHY Chief Engineer (Level 4 / A) The Chief Engineer is an administrator with full authority over all Engineering personnel. In addition to organizing the Department and managing training standards, the Chief Engineer works with other Department administrators to review containment protocols. Foreman (Level 3 / B) Foremen are the senior supervisory personnel of the Engineering Department. As experienced and long-serving staff, they are responsible for guaranteeing the smooth operation of the Department, overseeing important tasks, and managing junior personnel. Specialist (Level 3 / C) Senior Engineers who show a thorough comprehension of their trade and notable leadership abilities may be chosen for promotion to Specialist. Specialists are masters of one or more certifications and may provide training for junior personnel interested in a certification. Engineer / Senior Engineer (Level 2 / C) Engineers have completed Site Orientation and demonstrated an understanding of their station, granting them Level 2 clearance and the ability to perform work on Site infrastructure. Senior Engineers have worked for the Engineering Department for an extended amount of time and performed with excellence, warranting recognition through promotion. Custodian (Level 1 / C) New Engineering personnel are assigned as facility Custodians, working to keep the Site clean and sanitary. Custodians also work in the canteen to provide meals for other personnel during designated break periods. Custodians must be escorted during assignments to areas above their Level 1 clearance. PROTOCOL Fire As an underground facility housing a range of anomalous objects, the threat of a fire must be considered and prepared for. Familiar with the architecture and infrastructure of the Site, Engineering Department personnel are the designated first responders to fires and are responsible for knowing how to safely suppress them. Announce: When a fire is detected, the incident must be announced across the Site and non-emergency personnel evacuated from the area. Suppress: Personnel may use handheld fire extinguishers to suppress the flames. Where handheld extinguishers are not effective or the fire is anomalous, emergency firefighting equipment (breathing apparatus, water standpipes and nozzles) is available from lockers around the Site for use by Engineering staff. Emergency lockers must be kept closed and fully stocked by the Engineering Department until an emergency arises. Contain: If fire suppression attempts are unsuccessful or the area has become unsustainable, all doors and ventilation ducts leading into the area must be closed. Oxygen deprivation and lack of fuel will starve the fire until it is extinguished. DO NOT UNSEAL the room until the temperature has dropped below 480*F (250*C) to minimize the risk of backdraft. Structural Collapse Although engineered to make structural failures near-impossible, the aging hallways and chambers of Site 09 still pose the risk of collapse if incorrectly maintained. The early warning signs of a failing structure may be obvious or subtle and personnel must be vigilant to detect and rectify them before disaster. Dirt, groundwater, or underground wildlife within the Site. Warping or cracking of the ceilings, walls, or floor. Rumbling, creaking, or other unusual noises from the ceilings, walls, or floor. Random holes within the ceilings, walls, or floor. If any signs of structural failure are spotted, including but not limited to those above, Engineering personnel should immediately close the area to non-essential traffic while inspections are performed. If no fault is detected, the area may be unsealed. However, areas that are found to be structurally unsafe must be stabilized by cribbing while damaged concrete is poured over and steel supports are removed and replaced. Rooms that have suffered a catastrophic structural failure must be closed to all traffic until the room is stabilized. If personnel were believed to have been trapped by the collapse, Engineering will work in conjunction with the Medical Department to extricate them as soon as possible. The structure of a collapsed room must be fully replaced - new concrete forms will be poured, steel support structures re-assembled, and utilities rewired under the direction of a Foreman. The room may be reopened for normal operation after an inspection by the Chief Engineer. Electrical Malfunction The electrical grid has been identified as a major weakness in Site 09's operations. Occasional Zone-wide electrical malfunctions have been observed, often in connection with the nearby wind turbines powering the facility. If an electrical malfunction occurs, non-essential personnel should be evacuated immediately from affected Zones while Engineering works to resolve the problem. Security will also be involved to guarantee objects in affected Zones have not been impacted by power fluctuations or failures.
  4. Security Department of Site 09 Office of the Chief of Security Site 09 Security Handbook "Providing security is a team effort. Take responsibility for your position; get familiar with the procedures outlined in this document to keep yourself, your coworkers, and the Foundation safe. We're only as strong as our weakest link, so don't be it." John Doe, Chief of Security ORGANIZATION Squads To distribute responsibility and establish a comprehensive command structure, the Security Department is composed of a flexible number of Squads. Squads contain of a variable number of Security personnel (up to 10), led by a Sergeant assisted by Corporals. When assigned to a Squad, you will fall directly under the authority of your Squad Sergeant. Training, discipline, and promotion up to Corporal are the responsibility of your Squad Sergeant and Corporals. You must obey orders from all superiors, not only those from your Squad command. Tactical Response Tactical Response Officers (TROs) are Security personnel trained and equipped to respond to high-threat situations requiring extra firepower or personal protection. Security staff with exemplary service records are chosen or may request to receive TRO training. In normal capacity, TROs function as standard Security Officers. They may only retrieve tactical equipment from the armory during Alert Blue (See FACILITY INFORMATION for Color Alerts) or higher, or with explicit permission from a Corporal or higher. During an evacuation, TROs proceed immediately to Phase 2 (EVACUATION chapter for details). Off-Site Deployment In combination with other Departments, the Security Department participates in the investigation and recovery of anomalous objects in the surrounding region, as well as defensive or offensive actions against Groups of Interest. Staff from each Department fulfill a specific role in the Quick Reaction Force (QRF). During QRF operations, the Security Department provides leadership as team leaders and strategic planners at higher levels. Equipment issued for QRF operations must be stored in the armory and may only be retrieved during operations. Combat Lifesaver Security personnel may request or be ordered to receive medical training, allowing them to perform lifesaving first aid in the field or during emergencies. Personnel with medical training are Combat Lifesavers (CLs). Training must be administered by a member of the Medical Department. RANKS Chief of Security (Level 4 / A) The Chief of Security is an administrator with full authority over all Security staff and the Site QRF. Organization and curriculum of the Security Department are at the discretion of the Chief. Captain (Level 4 / B) As an adjutant to the Chief of Security, the Captain is responsible for managing Lieutenants, modifying Department procedure and policy, and overseeing high-level disciplinary action to ensure smooth operations. Lieutenant (Level 3 / B) Lieutenants are the commanding officers of up to three Squads. They are responsible for choosing Sergeants, guaranteeing competency and quality, and serving as liaisons between the Squads under their command and Department senior leadership. Sergeant (Level 3 / C) Operating as Squad leaders, Sergeants are the core of the Security Department, essential to to its efficient operation. Sergeants are granted full responsibility for a Squad, including the expectation to train, certify, and promote their staff as necessary. Corporal (Level 3 / C) Corporals are chosen by Sergeants to serve as junior Squad leaders. They assist their Sergeant in all tasks and are often chosen to lead other personnel in QRF operations or emergency situations. Corporals and above must be Tactical Response certified. Tactical Officer (Level 2 / C) Tactical Officers are Senior Officers who have received Tactical Response training. In non-emergency situations, Tactical Officers function identically to other Officers and are not granted any supervisory authority. Officer / Senior Officer (Level 2 / C) Officers are the rank-and-file of the Security Department. Having completed their Site Orientation, Officers are granted Level 2 clearance and become eligible to receive certification for sidearms. Officers with a good record and sufficient length of service may be chosen for promotion to Senior Officer and become eligible for Tactical Response training. Recruit (Level 1 / C) Recruits are newly assigned to the Site and have only recently completed Foundation Security training. To progress in rank, Recruits must graduate Site Orientation and be received into a Squad. PROTOCOL To facilitate the safe operation of the Site, the Security Department has protocols prepared that must be thoroughly understood by Security personnel. Class D Typically volunteers from the global prison population, Class D personnel are enlisted by the Foundation to carry out tasks or experiments too dangerous for other personnel. Class D may be requested by other Departments to complete a task that must be overseen by Security personnel. At no time are Class D personnel allowed to be left unsupervised by Security staff. Personnel should spend as little time as possible inside Class D Habitation (CDH). Fraternization with Class D personnel is strictly prohibited. Amnestization All Security personnel are equipped with Class A and/or B amnestics (EQUIPMENT chapter). Amnestics may be administered, without prior authorization, to individuals outside the Foundation who have recently witnessed an anomalous object or event, or who have become cognizant of the Foundation. Individuals who have had contact with anomalies or been aware of the Foundation for more than 12 (Class A) or 72 (Class B) hours must be detained and handed over to an Ethics Committee representative. Infrastructure Surface: Watchtower: Watching the access road is a single watchtower mounted with spotlights. Landing Pad: Beyond the access road, a landing pad has been built to provide a landing site for Foundation helicopters. Garage: Site vehicles are parked and maintained here. Entrance Zone: Reception: A room where arriving personnel or visitors can be identified and searched. CP Alpha: Immediately after Reception, all traffic must be passed through Checkpoint Alpha. CP Beta: Separates the Entrance Zone from the Heavy Containment Zone. Heavy Containment Zone: CP Gamma: Separates the Heavy Containment Zone from the Light Containment Zone. CP Delta: Separates the Heavy Containment Zone from the Light Containment Zone. Light Containment Zone: CP Epsilon: Airlock and decontamination chamber within the Light Containment Zone. Class D Habitation (CDH): Houses all on-Site Class D personnel. Security Desk: Built into the CDH, other personnel may contact the Security Department at the Security Desk. Security Center: Contains the firing range, gym, barracks, and Chief's office. EVACUATION In the event of an emergency involving the breach of a contained object, infiltration by hostile group, or other emergency (See FACILITY INFORMATION for Color Alerts), an evacuation order will be announced. It is essential to the safety of all Site personnel that Security executes evacuation protocols according to procedure. Security staff will be graded during evacuation drills, and unsatisfactory performance will result in disciplinary action against the offending Officer. Alert During any Alert above Clear, Security staff will be at elevated readiness to execute an evacuation order. For the duration of an Alert, all checkpoints leading into the affected Zone must be manned. Identification checks for individuals attempting to enter the Zone are mandatory. Tactical Response Officers are permitted to retrieve and wear tactical equipment during elevated Alert levels. Phase One Phase One is initiated with the announcement of Alert Silver or higher. The objective of this Phase is to move all Site personnel in the LCZ and HCZ to the Evacuation Shelter. Staff in the EZ should be escorted to Reception. Class A and B personnel must be prioritized and escorted by Security to their destination. A helicopter will arrive shortly to extract Class A and B personnel from Reception. Phase One concludes when most personnel have been accounted for in the Evacuation Shelter and Reception. Tactical Response Officers do not participate in Phase One - go directly to Phase Two. Phase Two Phase Two is the attempt to recontain escaped anomalies or the suppression and neutralization of intruders. Do not attempt to destroy anomalous objects - containment is priority. If containment attempts are not effective, move to Phase Three. Phase Three If containment attempts are unsuccessful or hostile forces have breached the Site, Mobile Task Forces will be dispatched at the discretion of incident commanders. Upon the arrival of a Mobile Task Force, they will assume all operational authority until the incident is resolved. Security personnel will not interfere in MTF operations. Once all threats are contained or neutralized, authority will be handed back to Security forces for Wrap Up. Wrap Up Once all threats are contained or neutralized, Security personnel must sweep the Site and verify the integrity of all containment units. If the Site is confirmed safe, an all clear is announced and the Evacuation Shelter may be opened and personnel released to engage in clean-up operations. EQUIPMENT To execute the responsibilities of their position, all Security personnel are issued high-grade service equipment by the Security Department. Remember to keep your equipment in good condition and stow it securely at the end of your shift. Additional equipment may be purchased with an Officer's own funds off-Site or requested through a requisition form. Ballistic Vest: NIJ Level II soft ballistic vest with equipment webbing, a quick-release cable, and pockets for insertable trauma plates on the front and back of the vest. Level IV trauma plates are available from the armory for use by Tactical Response Officers. Helmet and Visor: A composite helmet with four-point harness, internal padding, and a polycarbonate visor designed to protect against impact, splash, and fragmentation. Duty Belt: Thick nylon belt worn around the waist and used to carry equipment. Holsters, ammunition, cuffs, and batons are typically suspended from an Officer's duty belt at their preference. Gloves: A pair of puncture and cut-resistant gloves to shield the wearer's hands from sharp hazards and avoid direct skin contact with dangerous substances or anomalies. Telescopic Baton: 32-inch telescopic baton, standard issue for close-quarters self defense. Using ceramic cones built into the handle of the baton, the handle can be used to break glass in an emergency. Handcuffs: Two reusable steel handcuffs and a key. For mass detainment, plastic cuffs are available from the armory. Flashlight: Small LED flashlight which can be mounted on a helmet or weapon. Radio: 4-watt UHF handheld radio and personal choice of speaker microphone or headset. Gas Mask: Full-face gas mask and two P100-rated filters to be carried on an Officer's person at all times. Masks should only be worn when there is a threat of exposure or when navigating timer rooms equipped with chemical dispersion nozzles. Amnestics: An aerosol spray can containing a Class A amnestic agent with an effective time period of 12 hours, and pills containing a Class B amnestic agent with an effective time period of 72 hours.
  5. Clockwork is a framework that support our Foundation gamemode. It is a framework with serious RP in mind, and actively enforces it through several barriers that normally wouldn't be present in looser gamemodes (i.e. DarkRP, etc). Whitelists Several factions may require a whitelist to be able to make a character for them. Whitelists are commonly applied for. Longstanding members may be handpicked to be given this whitelist at times. There is no use asking for whitelists. It serves to do nothing but piss off the staff. Keys and Shortcuts WASD - Moving around. Shift (Hold) - Run/jog. Depletes your stamina bar. If it is empty, you will not be able to run. R (Hold) - Raise weapon if you have one. Fists count as a "weapon" in this case. B - Quick-raise gun. Chat commands // | /ooc - Out of Character chat. Global over the server. .// | /looc - Local Out of Character. Same range as regular chat range. /yell | /y - Yelling. /whisper | /w - Whispering. /radio | /r - Radioing on the channel you are currently on. (If you have one.) These are the most commonly used commands. If you require additional help, our gamemasters are happy to help you out.
  6. Administrative Department of Site 09 Office of the Site Director Site 09 Facility Information OBJECT DESIGNATIONS Objects contained within Site 09 are provided two designations to assist personnel in identifying the threat and difficulty in containing an object. An object's designations (Class and Risk) can be found outside the object's containment unit. Both should be taken into consideration before entering an object's containment unit or attempting to interact with the object. Object Class Object Class communicates how difficult an object is to contain. Despite the common misconception, Object Class is not a scale of how dangerous an object is. Safe: Objects designated Safe do not pose any difficulty to contain, or are understood well enough by the Foundation that it can be contained reliably. Objects classified as Safe may be hazardous to handle! Euclid: Objects designated as Euclid are often poorly understood by the Foundation and require considerable resources to contain. Containment of Euclid-Class objects may not always be reliable. Keter: Objects designated Keter are extremely difficult to reliably contain or require significant resources to do so. Keter-Class objects are extremely unpredictable or require technology that the Foundation does not possess in order to be contained reliably. Object Risk Object Risk communicates the threat an object poses to a person and how difficult it is to recover from the effects. 1 / Notice: Object poses very little or no threat to a person in proximity. No noticeable effects. 2 / Caution: Object poses moderate threat to a person in proximity. Mild effects. 3 / Warning: Object poses significant threat to a person in proximity. Major effects. 4 / Danger: Object poses extreme threat to a person in proximity. Extreme effects. 5 / Critical: Object poses immediate, irrecoverable, and extreme threat to a person in proximity. ZONES Surface Permission to leave the Site requires explicit authorization from Site Administration (Level 4). Level 0 logistics personnel may be granted entry to the inner access road, but may not advance beyond the primary bulkhead. Level 1 clearance is required to access the interior of the Site. Individuals attempting to access Foundation property must present a valid identification card or be denied access. Entrance Zone (EZ) The Entrance Zone is made up of two floors and connects the subterranean inner Site to the surface by several layers of blast doors. The first floor, built on surface-level, includes a garage and security installations. The second floor is linked to the first floor by an elevator and contains the canteen, master control and server room, office space, and canteen. All personnel with Level 1 clearance or higher are permitted to access the EZ. Heavy Containment Zone (HCZ) The Heavy Containment Zone is the containment sector for Keter and Euclid Class anomalies. Personnel are only authorized to access the HCZ on assignment or to transit between the EZ and LCZ. Loitering in the HCZ is strictly prohibited. Any unusual sights, sounds, or smells inside the HCZ should be immediately reported to Security. HCZ checkpoint doors are Level 2 restricted. Light Containment Zone (LCZ) The Light Containment Zone is the containment sector for Safe and Euclid Class anomalies. Although Level 1 personnel are permitted to enter and work in the LCZ without supervision, they must be escorted through the HCZ by Level 2 staff. The LCZ houses the Research Wing, Security Center, Engineering, and Class D Habitation. Class D Habitation (CDH) To protect Foundation staff, only Security personnel may enter Class D Habitation. Interaction with Class D personnel should be kept minimal and strictly within the purview of an assignment. When working with Class D personnel, at least one (1) member of Security must be present at all times. SITE MAP [ SITE 09 FACILITY MAP ] EVACUATION Alert For the duration of an Alert, all checkpoints in the affected Zone will be manned by Security staff. Identification checks for any individuals attempting to enter the Zone are mandatory. Procedure Upon the declaration of Alert Silver or higher, non-Security personnel in both Containment Zones should safely lock up their equipment and log out of any terminals before moving quickly but calmly towards the Evacuation Shelter in the Light Containment Zone. The Evacuation Shelter will automatically close three minutes after escalation to Alert Silver or higher. If you are in the Entrance Zone or the Evacuation Shelter has closed, move to Receiving and take the elevator to the facility entrance. Until an all-clear is announced, do not attempt to find or communicate with other personnel. All commands given by Security staff must be followed. Lethal force is authorized on personnel who fail to comply. Do not attempt to leave the Site without explicit authorization from Security. All Clear Once all threats have been contained or neutralized, Security will announce an all-clear. At this time, the Evacuation Shelter may be opened and personnel will begin cleanup operations. ALERT CODES Color Alerts Color Alerts are used to inform all personnel of a Zone or Site status. Alert Clear: The facility is operating at normal capacity. No special restrictions. Alert Blue: Euclid Class testing is ongoing. Class A personnel superfluous to testing must vacate the Light and Heavy Containment Zones. Alert Violet: Keter Class testing is ongoing. Class A and B personnel superfluous to testing must vacate the Light and Heavy Containment Zones. Alert Silver: Foreign forces are attempting to access or destroy the Site. Evacuation protocol in effect. Alert Orange: Euclid class SCP(s) have breached containment. Evacuation protocol in effect. Alert Red: Keter class SCP(s) have breached containment. Evacuation protocol in effect. Security Alerts Security alert levels authorize elevated security procedures in special situations. Used in combination with Color Alerts. Alert Silver and above automatically elevate the security alert level to Code Three. Code One: Class B personnel and above require a Security escort. Code Two: All personnel may be searched at the discretion of Security personnel. Code Three: Lethal force authorized on resistant or noncompliant personnel.
  7. Ruleset amended with new SCP-specific rules.
  8. Greetings everyone, It's been a long, long time since our last Dev Log for SCP Foundation. Introduction As many of you may know, development isn't always the smoothest road, and limitations of GMod's archaic systems more often than not cause us to re-evaluate and compromise on some much-needed features. Unfortunately, one of these features is the Terminal system, which had to be simplified by a lot, due to Chromium's outdated nature. Chromium is also no longer updated, which leaves it at a vulnerable and unstable point for development based on that. Though we're still really happy with how this all turned out, despite having to compromise on the final version of it. Though let's move on. Current development perspective As we currently stand, and post-PTB1.0, we find that many of our features may have unintended side effects and bugs. We thank all of our PTB Testers for granting us the crucial insight to deliver a stable, finished product, rather than one riddled with bugs we have to fix after the fact. As we all know, we don't get a second chance at first impressions. The development team is currently working on the medical system still, crafting and various new features, such as vending machines that are modeled after real life. And yes, things inside will cost money! Besides that, we're also looking into various map-related bugs, though we have that figured out by now, we do believe. Plans for the future We are currently working on finishing up the core base of this schema, before moving onto the SCP's that will be held inside Site 65. Each SCP will be coded in for as far as it will allow us. The SCP's will have their intended effects applied. Animate SCP's will be faction related, which means someone can play them for the duration of their stay in Site 65. Other SCP's, inanimate SCP's at that, will be coded items that will have various effects. Currently, we have a list of SCP's we want to place into the game, though that list is, for the time being, kept under wraps. Rest assured however that the Gamemasters are working hard behind the scenes to finalize this list as soon as they can. I've also received some questions on how Class-D's will work, which I can summarize below: Class-D's, the infamous prisoners that are used for testing by the SCP Foundation, remain a point of contention within the staff team. However, as things currently stand, the following is to be considered as finalized: * Class-D's are not held to permadeath. It's a bit of a drag to continuously make characters when the character itself is quite literally set up for death. * We will encourage minimal development placed into disposable characters to avoid people growing too attached to their characters. * The Class-D's will have a hardcap. At current, there can only be three online at any given time. * Class D will remain a whitelisted faction that cannot be applied for. Instead, we will inform players of what they are, and how they should be played in a general direction, leaving player agency at the height of it. This faction currently will be handed out upon request. Except we MUST STRESS that Class D is very boring to play when nothing is going on. If a test is desired and approved, staff will play Class-D's if there is a lack of any. There may also be a role in Discord for Class-D players, so that players may ping them if one is needed. In closing We're hard at work to bring you one of the most in-depth schema's currently known to existence. We will make a healthy mix of gameplay mechanic- and roleplay reliance. We hope to see you for PTB1.1, which you can sign up for in the roles channel in our Discord.
  9. Research Department of Site 09 Office of the Director of Research Site 09 Research Handbook “You are the best of the best, or so your file says. You've been hand-picked from the civilian world to work for us, the most important organization on Earth. We grant you access to natural and unnatural anomalies rife with opportunity for advancing our understanding of the sciences. Use our gift and solve their mysteries - create a better world for tomorrow.” Professor Ronald Campbell, Director of Research ORGANIZATION The Research Department comprises two Divisions with several distinct fields of specialty that dictate which anomalies the Division has access to test. Research personnel are only permitted to be in one Division at a time, chosen by them upon promotion to Senior Associate in line with their pre-employment training and personal interests. Anomalies with Types that exceed the purview of a single Division are bid on by the Head of Research from both Divisions. The winning bid is determined by the Director of Research, granting research authority for the chosen Division. Psychosomatics The Psychosomatics Division specializes in psychology and biology. Their mission is to research and understand anomalous effects on living matter and the function of anomalous organisms. Personnel who enroll in the Psychosomatics Division often come from backgrounds and educations in botany, microbiology, neurology, biochemistry, and clinical psychology. This Division has authority over Organic and Memetic Type anomalies. Paraphysics The Paraphysics Division specializes in physics and theoretical sciences. With access to anomalies that defy established scientific principles, the Paraphysicists of this Division are at the cutting edge of natural science. Personnel who enroll in the Paraphysics Division often come from backgrounds and educations in theoretical physics, inorganic chemistry, computer science, mathematics, and statistics. This Division has authority over Inorganic and Nonstandard Spacetime Type anomalies. Teams Within a Division, personnel are further assigned into Research Teams. Teams are often led by one Supervisor, but special-purpose Teams may be assembled and led by senior management staff. Promotion, job tasking, and discipline are primarily handled within a Team by the Supervisor and their chosen adjutants. When interacting with senior management, Supervisors may operate as a liaison and representative for lower-level personnel under their command. HIERARCHY Director of Research (Level 5 / A) The Director of Research is an administrator with full authority over all Research staff and the functions of the Research Department. Organization, curriculum, testing standards, and classifications are all at the discretion of the Director. Head of Research (Level 4 / B) Both Divisions are led by a Head of Research, chosen by the Director personally. Each Head of Research has authority over anomalies within the purview of their Division. It is the responsibility of the Heads of Research to guarantee ethical testing in compliance with Foundation regulations. Deputy Head of Research (Level 4 / B) The Deputy Heads of Research are promoted to their position by the Division Heads of Research to serve as their adjutants. Within their Divisions, they closely manage ordinary operations and oversee key testing where the Head of Research is not available. Deputy Heads of Research are the link between Research Teams and the Division's upper management. Supervisor (Level 3 / B) As the Team Leaders and middle managers of a Division, Supervisors are the core of the Research Department. They are assigned to lead a Research Team and manage junior personnel under them. Promotions, discipline, and testing up to Euclid-class within the Team are under the jurisdiction of the Supervisor. Researcher / Senior Researcher (Level 2-3 / C) Researchers have been employed with the Foundation for long enough to demonstrate an excellent understanding of procedure and the fields of study of their Division. Researchers who continue to show promise over an extended period may be selected for promotion to Senior Researcher and granted Level 3 access. Associate / Senior Associate (Level 1-2 / C) When chosen for employment with the Foundation, newly-arriving Research staff are given the title Associate and Level 1 clearance. Floating between Teams, they are granted some time to familiarize themselves with Foundation procedure and Department organization. After demonstrating competency, Associates are promoted to Senior Associate and granted Level 2 access. Senior Associates must choose a Division to enroll in before being assigned a Research Team. PROTOCOLS The Research Department is a large and complicated organization with layers of bureaucracy designed to keep personnel safe and testing efficient. A thorough understanding of all testing protocols is key to a long and productive career with the Foundation. Proposals The Research Department acquires new information on objects through the application of tests. However, all tests require authorization to verify legitimacy and compliance with regulations. The process to request authorization is called a Proposal. You may only submit Proposals on SCPs under the authority of your Division, with the exception of mixed-Type SCPs (Authorization sub-chapter). Experiment Proposal: An Experiment Proposal is a proposal for a single test on an object. The proposal format requires information on the Experiment in order to verify it is safe and useful. Personnel are expected to follow the scientific method in their proposals, providing a hypothesis and thorough procedure to be reviewed. Project Proposal: A Project Proposal is a proposal for multiple tests as part of a series on an object. A Project, unlike an Experiment, is on a much larger scale and may involve the participation of an entire Research Team. Projects may be carried out to answer a simple question, but often, Projects are intended to fulfill a goal such as the invention of a new medicine or technology. Authorization After submitting an Experiment or Project Proposal, it must be approved by a member of your Division with the exception of mixed-Type SCPs that do not fall solely within a single Division's purview. Members of both Divisions may submit Proposals to the Division in charge of a mixed-Type SCP for authorization. Safe Class: Authorization for Safe-class objects can be granted by Researcher+ personnel. Euclid Class: Authorization for Euclid-class objects can be granted by your Supervisor+ (exception: restricted Euclids require Head of Research+ authorization). Keter Class: Authorization for Keter-class objects must be granted by the respective Head of Research or the Director of Research. Experimentation Testing Resources: Tests require resources, from personnel to a chamber where you may perform the test. After receiving authorization to perform your test(s), seek out the appropriate Department to requisition the materials outlined in your proposal. Security: Experiments must be secure to make sure the object(s) and personnel involved are protected. All tests require at least one (1) member of Security present, with the exact number either previously stipulated in the Experiment/Project Proposal or specified by the Research Department's administration in their response. OBJECT TYPES To supplement Object Class and Object Risk classifications, Object Types are used to describe the exact nature of an anomaly in containment, including hazards and makeup. Object Types are also used as a basis for determining the research authority of a Division on a particular SCP. In addition to the four primary Types, there are two additional Auxiliary Types that communicate a specific danger. Primary Types The four primary Object Types are split between the two Divisions, deciding which Division has authority over an SCP. Organic: Objects designated as Organic are composed of or incorporate biologic and organic components. Memetic: Memetic objects are able to affect organisms, primarily humans, through information or perception without any physical contact. Inorganic: Objects designated as Inorganic do not consist of any biological or organic components. Inorganic is the broadest Object Type. Nonstandard Spacetime: Objects designated with Nonstandard Spacetime do not behave according to our current understanding of scientific principles. This Type often does not conform to two- or three-dimensional physics. Auxiliary Types The two Auxiliary Types are not in the jurisdiction of a particular Division, but communicate a noteworthy hazard that must be accounted for before attempting to test or interact with the object. Violent: Objects designated as Violent are hostile towards humans and pose a unique threat to Foundation personnel. Special precautions must be taken while testing a Violent object. Biohazardous: Objects designated as Biohazardous present a biological hazard to other organisms. Objects which use biology to affect other life are considered biohazardous.
  10. Below are the server rules. Between brackets is the information for staff. That is the maximum punishment they may hand out for any rule infraction. If a rule has been broken 2 times in less than a week, they may exceed the maximum, and notify an Administrator for further action. A warning counts as the lowest possible punishment. All warnings must be issued by /warn. Bans are measured in days. 1 day is 24 hours, 2 days is 48 hours, etc. 1 week is 7 days. Any rule broken more than twice in the timespan of 7 days, may be punished by a ban of up to 4 weeks maximum, regardless of other guidelines on the rule that is broken. Special provisions: LTAP - Leaving to Avoid Punishment provision: Any player who leaves to avoid punishment is to be permanently banned. If the player has not responded in a while, he/she might be crashing. If that happens, give 5 minutes before applying the LTAP provision. LTAR - Leaving to Avoid Roleplay provision: Any member who leaves to avoid roleplay that is generally unfavorable for their character may receive at maximum a character permakill, or server ban up to 2 weeks. Not both! IS - Insulting Staff provision: We are no daisies that will croak over at the most minor of insults, but if it's an excessive trend within a single player, he/she may be banned for up to 4 weeks depending on the severity and the insight of the acting staff member. Staff have permission to take action against you for behavior not listed in this rule document, so long as it can be justified. [Ban up to 3 days] If you are not sure if something violates the rules of the community or the server, please approach a member of staff to ask for clarification. Metagaming (The act of taking OOC information to your IC character, and acting on it.) is prohibited. [Ban up to 1 day] An example of metagaming would be: [OOC] John Doe: Shit, I dropped my gun in Lab A, and then going there to pick up said gun. Fail Roleplaying (FailRP: is the act of generally roleplaying out of bounds of the lore or taking things unserious.) is prohibited. [Ban up to 1 day] An example of FailRP would be to run away from a Security Officer asking you a question. Another example of FailRP would be to randomly assault a player without reason. Metabuddying (The act of grouping up with a friend to gain an in-game advantage) is prohibited. [Warning] This server uses Play-To-Lose (The act of roleplaying the limits of your character), and not roll. A situation may be granted the benefit of /roll by an admin+, unless it is within a Gamemaster-ran event. Then it may be overridden by a GM. An example of Play-To-Lose is being unable to fight back a Security Officer without weapons. Spamming OOC, LOOC or IC is prohibited, and we have measures in place that will automatically take effect. [Ban up to 1 day] Each character has ONE life. A character death may be appealed if the situation was roleplayed incorrectly and proof can be provided. A character death may be instantly reversed by an admin+ if the death was due to a glitch or bug. Falling to your death does not constitute a bug or glitch. Weigh your options carefully. Character permadeath is exempt for the Class-D Faction. Roleplay Quality within Bitter Avalanche is of high standing. [Kick] You may be confronted if your roleplay is sub-par. As a note, it's best to take note of interpunction and capital letters, as well as the general quality of your /me's. Bitter Avalanche is an English community! [Kick] We do not support other languages. Displaying a poor skill in English to the point where it corrupts Roleplay Quality (See: Rule 9 ) may result in removal from the server. If you are making an effort to speak proper English, but require Google Translate for some words, let people know in LOOC, so they know you'll need a little more time than usual. Abusing in-game systems, bugs or glitches to gain an in-game advantage (i.e: Item duplication, or an unintended side effect of a system) is strictly prohibited. [Ban up to 4 weeks] Reporting the bug will have the buggy item or system temporarily removed until a fix can be implemented. A bug may be demonstrated in front of a staff member to clarify what the bug exactly is, but may only be done so after approval has been given. ERP (Erotic Roleplay, or also known as Cyber) is the act of describing explicit sexual acts and constitutes a permanent ban without appeal. [Permanent ban] RRP (Relationship Roleplay) is permitted, so long as above point is not broken. Fear RP (The act of fearing those more powerful than you in a hostile setting) should be maintained at all times. [Ban up to 2 days] Good examples are: You'd fear someone pointing a gun at you. You'd be less afraid if there were more of you on less people, depending on the gear the opposing player wears. In general: If something is better than what you have, or someone is more powerful than you and you are confronted with them, you should Fear RP appropriately. Exceptions are: This rule can only be granted an exception by an admin+. Abusing of map-related bugs or glitches to gain access to otherwise inaccessible locations (i.e: out of map) or locations you do not have clearance to, will be met with permanent character ban. Staff are not here to pander to your mission to find glitches. [Character ban & Kick] They may be demonstrated for staff so it can be patched by the mapper, but staff must be notifed first. LTARP, the act of Leaving to Avoid Roleplay is strictly prohibited. If you are in a situation, you must finish the situation before you are permitted to leave. This may be excused by a Gamemaster or higher. Use /help if you absolutely need to leave. Disruption of events, either hosted by admins or players, is strictly forbidden. [Kick] An example of disruption is blowing up machinery, running around, distracting people or in any way, shape or form derail the event from its intended purpose for no apparent reason. You may disrupt an event if you have an in-game reason for it, but before doing so, clear it with a staff member first, since the reasoning has to be good and solid. You also need to be aware that if you disrupt events, you run the risk of getting fired, and losing any and all rankups that you have that will not be reimbursed. Events that serve no roleplay use or are simply meant for comical relief must at all times be approved by an Administrator+. [Warning/Demotion/Dismissal of staff member.] Players are prohibited from hosting these events or instigating them naturally unless asked to do so by a member of staff. [Ban up to 3 days.] Intentionally destroying the map, such as breaking windows, or doing so for no good reason is strictly prohibited. [Ban up to 1 day.] Maintain a believable character. [Ban up to 1 day/Character ban/Faction blacklist.] A believable character is one that is credible in what he, or she does. Nobody will take your character serious if you have two PTSD episodes in 48 hours short. Keep this in mind. Powergaming is the act of forcing your actions upon another character without granting them the opportunity to respond properly to your action(s). This is strictly prohibited. [Ban up to 3 days.] Bitter Avalanche categorizes roleplay in two categories. Action and Passive Roleplay. Action Roleplay is roleplay that involves action through environmental or personal danger. Action roleplay includes, but isn't limited to: fights, gun fights, physical altercations etc. Roleplay under this category is strictly in turns, and may not be overridden by staff. Passive Roleplay may be performed at will in any consecutive order. However, if a player wishes to join your Passive roleplay, you should of course allow them the opportunity to do so. SCP Specific Rules: SCP's may not be randomly released by regular characters. Specific exemptions can be made for GoI's, or on a per-character basis. Player SCP's may not act on random acts of release to cause havoc in the map. If you suspect something might not be entirely up to spec, contact administration for clarification. SCP-914's upgrade/downgrade mechanic is handled through moderation, not mechanics. A Moderator + Gamemaster will decide on off-test use. Any use of SCP-914 must contain a valid IC reason. A valid IC reason is an approved test, or extreme circumstances. An invalid reason would be to simply want more access. All player SCP's are expected to roleplay still, through the use of /me. It is the player's responsibility to know what their character can/should do. SCP-939 instances may speak, but it must only be complete sentences that a character has spoken before, that the player was in hearing range of (regular talk or yell range). Sentences heard may be copied by the player into the /mynotes section. Good practice for SCP-939 instances are /me ? [Name]: [Sentence]. The question mark will omit your name from the /me. SCP-106, upon hearing the femur breaker, will be teleported back inside his cell by admin commands, and shouldn't attempt another escape right away. If SCP-106 is no longer in the site by the time the femur breaker is activated, he is considered to have escaped, and this will not effect him.
  11. And we back: The Sequel

    1. misterlol29

      misterlol29

      *Flags as suspicious*

  12. Hey, at least you didn't leave me in the void lol
  13. Late, but better than never. Application frozen. @Nightmare Night will look this over once we have actual need of new staff. In dev cycle, there's little to do for admins.
  14. UPDATED 12-JUL-2020 Added rule 14, and 14.1 as clarification.
  15. UPDATED 10-JUN-2020 Added rule 13.
  16. There are a few things I can do. Either i could tell him "You can respond by using /pm (name) and your message" or something like that Or, I could stay near him in noclip and wait to see if he types or sends a message. And in the case he might not know how to type in gmod in general, I'll see if he is moving around or standing still
  17. While it's easy to come to this conclusion, how do you make the distinction between players not knowing how to reply to you, or are ignoring you?
  18. + Support Reasons: The application is very in depth and detailed in numerous ways. All core questions are responded to in a satisfactory way. Is able to speak openly of his short comings as well as his better qualities. Sense of punishment in corresponding with the rule that is being broken is also satisfactory.
  19. Hi @CodeFlare, Thank you for submitting an application for an Administrative Position. Your application is currently: UNDER REVIEW During this time, we will use the communities feedback on whether or not they agree that you are fit for the position by voting yes/no on the poll above and optionally providing reasoning as a reply on this post.
  20. Please provide your steamID STEAM_0:1:48196871 Please provide your age 16 How many hours have you been playing in any Clockwork Based Schema? 1200 What do you think a Administrator's position is all about? I find myself to be this very fun, chill and laid-back person. However, I am also very mature and will be strict when the situation requires it. Although being apart of staff teams are just voluntary, I treat staffing as a job. Meaning, I prioritize responsibilities as a staff member more important than playing games for entertainment. I do, however, prioritize my life and health over gaming in general. My experiences from Robotics has enabled me to connect to new people with relative ease and to be more of a leader than a follower. Robotics takes up about six to ten hours of my time during the week. This has helped me manage my time between staffing on other servers, homework, and after-school activities, including Robotics. Robotics requires a lot of coordination with my team and with other teams as-well. Though, the season is over and school has been cancelled for the rest of the school year.. This means that all meetings are done. I have always been interested in staff management in all ways, which includes, Recruitment, Mentoring, Player and staff complaints, and Promotions or demotions. Staff management, in my eyes, allows me to believe I have affected a person in the long term positively. Leadership to me is important. This means that I prefer to burn my own trail and allow others to follow it rather than follow a pre-built path. Even if leadership is important, I still look up to people even though I have more experience than I did 7 years ago. I have become more independent than I was 7 years ago, I understand staffing a lot better. How many hours do you think you can dedicate? 35 A player is insulting players in OOC, what do you do? I will give the player two warnings before giving further punishment. If possible, I will mute OOC messages from him for 15 minutes. If he continues or I am unable to mute his OOC messages, I will kick him. A player is clearly clueless and wandering aimlessly, ignoring people around them and seeming to be in an area they do not belong in, what do you do? I'd message him asking if he is new to RP. If he says yes, I'll explain the basics to him. If he ignores me or isn't willing to learn.. I will kick him saying he can join back when he is ready to learn the basics. A player is threatening the server to you in private PM's, threatening to DOX staff or DDoS the server or a similar threat, what do you do? I will immediately screenshot the DMs and permanently ban his account and give an IP ban if possible. I would then send the screenshots to whoever needed. A player is clearly minging but the players pay it no mind or are amused by it, what do you do? If it is not peak-time, I'll leave it be but if it is during peak time, I'll warn him to stop then kick him if he doesn't. If he continues, I will give him a day ban. You see a member of staff higher in rank than you doing something against the rules, what do you do? Gather evidence of him doing such things (screenshots, videos, logs, etc) then report it to someone higher than him. A player is actively disrupting an event, much to the annoyance of staff, but the disruption provides roleplay opportunity for surrounding players, what do you do? I'll message him, telling him to not do it again. If he continues, I'll ban him for a day so he cannot disrupt the event again. A player outright calls the server, players and its staff shit in OOC. It's not constructive, and quite plainly meant to be an insult, and some players do seem to be insulted, what do you do? I'll kick him and if he comes back again and continues, I'll ban him for a day.. then 3 days... then a week.. I affirm that I have answered all questions to the best of my ability, and are completely truthful Yes Do you understand that if your application is found questionable, you will be subject to a staff applicant interview to ensure you are fit for the position? Yes
  21. To everyone who wishes to play this finale of our six-year running Black Mesa RP. Premise: BM: Final Hours plays in a select amount of post-disaster maps. So far we have confirmed these maps will play part: Sector C, Sector D, Sector E, Hydro Dam and Sector F. You start in Sector C, as one of the staff members of C, an initial survivor of the devastating incident. You have one goal, and one goal only: Escape by any means necessary. Dangers: The Black Mesa facility has turned from a comfortable place to live and work into a dangerous place to traverse. Years of skimmed maintenance and engineering has made the existing infrastructure fragile to tremors. Some of the dangers you may encounter: Hostiles - This can be in the form of Xenians and Marines. Deadly all around. Environmental - Environmental hazards can be anything and everything of your surroundings, either mechanically mapped in or performed through roleplay. Envronmental hazards have a 99% chance of death. Environmental hazards can look innocuous, or even be plain invisible until certain criteria are met. Caution advised. Story and the Finale: Your finale is Sector F, provided you live to reach it. Should you be able to escape through Sector F, your character's story ends there, but you are free to write up your own ending. Where and how do they end up? Combine invasion is not canon in this story, for the preservation of the roleplay. Characters who die will not be included in the ending story bar a mention here and there. Those characters may no longer be used in any continuation of this story, even if we ever return and restore the Black Mesa Facility. Miscellaneous: Players whose survivor has died will get the Xenian and Marine whitelist, to serve as present characters during events or even locally ambient. A rarer situation is that if you were hit by a headcrab (which is an instant kill, more on that later), you may be turned into a zombie (50% chance) to return later. Miscellaneous information: - Health regeneration is turned off. Your only lifeline is the medical kits that spawn during the story. - There are no magical solutions. You do not have infinite items, and there's no easy way to stock up. Scavenge what you can, use what you reasonably must. Conservation and consolidation of resources is key. - Headcrabs will be a rarer enemy to come across, though they are lethal in one hit (at 75% base rate). Headcrabs are universally played by staff/deceased players. Headcrabs will have a base 50% chance of turning you into a zombie. This chance increases the worse off you are in general health. - Marine NPC's will drop ammo based on the weapon they are carrying, at one clip per time. Medic NPC's will have a base rate of 50% to drop a first aid kit alongside a single magazine for the gun they carry. - Several characters are important to your odds of survival. Should these characters die, potential hidden rooms will be blocked from ever to be found, having you miss out on those crucial supplies. - Scanners will have no functional use anymore, which renders clearance moot on a mechanical level. However, certain scanners to open doors or shortcuts can become useful if the appropriate person is around. More information to follow. Within our Discord, you can do !bmfh in bot-commands in order to read up on more accurate information (it changes often), and also sign up for this roleplay.
  22. Updated 3rd of Feb, 2020. - Terminology added for Staff / Non-Staff so that clarification is present.
  23. Updated 1st of Feb, 2020. - Noykat, Brushie and Aptare added to Gamemasters list. - Added additional clarification to who is and isn't considered "staff".
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