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SCP: RPG: D Class

The document describes rules for an SCP Foundation roleplaying game. It outlines how characters have statistics like Physique and Wit that are used in skill tests. Characters also have focuses that provide bonuses to certain tasks. The document provides examples of character roles like Scientist and Guard, and notes that roles provide bonuses and focuses. It also describes how dangers like SCPs can be incorporated into the game.

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Mike Falzone
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100% found this document useful (1 vote)
982 views2 pages

SCP: RPG: D Class

The document describes rules for an SCP Foundation roleplaying game. It outlines how characters have statistics like Physique and Wit that are used in skill tests. Characters also have focuses that provide bonuses to certain tasks. The document provides examples of character roles like Scientist and Guard, and notes that roles provide bonuses and focuses. It also describes how dangers like SCPs can be incorporated into the game.

Uploaded by

Mike Falzone
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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DANGER DIE

Whenever a character rolls for a test, they must roll the single red die
as well. This Danger Die can modify the result of the test for better or
for worse, representing complications or unexpected breakthroughs
with the task, though the outcome is ultimately decided by the Test
result.
• A roll of 6 on the Danger die represents a serious
COMPLICATION with the task, resulting in some kind of
detrimental effect to the characters attempting to complete
it.
• A roll of 1 on the Danger die represents an advantageous
BREAKTHROUGH, saving the characters time or granting
them some kind of benefit.
• A roll of 2-5 on the Danger die means that the task passes
SCP: RPG without any unexpected turns.

The SCP Foundation exists to secure and contain anomalous entities CHARACTERS
throughout the globe. Countless facilities and remote sites are staffed Each player will have a character that they control throughout the
by the hard working personnel of the foundation, ensuring that these course of the game. Each Statistic a character has begins at 1. In
entities are kept safe from the outside world and the outside world order to make a character, a player must be assigned one of three
kept safe in turn. The players take on the role of these staff members. roles, either by randomly determining it by rolling a six sided dice or
These rules can be used to tell the tale of a containment breach, an by being assigned the role by the 05 in charge. Each role grants the
expedition into a given SCP or an operation to capture an rogue entity. character a bonus to one of their statistics and grants them one of
Requirements: A handful of players (4-6), with one of those players their three Focuses.
willing to play the 05, who narrates the story. Each player will need 3 After this a character has 3 points that they may use to increase their
six sided dice (two black and one red), a pen or pencil and some Statistic scores, though no score may be increased beyond 3.
paper.
A character can then choose their 2 other Focuses. These can be
anything relating to the characters skill set, hobbies or personality.
STATISTICS
Players should consult their 05 if they want to have a Focus which
The abilities of characters and SPCs are divided up into 4 Statistics,
isn't provided in the examples.
which are rated on a scale from 1 to 5 each. The higher the score, the
better the character is at tasks related to the Statistic. Finally, each Character should be given a name.
• Physique represents a characters strength and hardiness. ROLES
• Reflexes represent a character dexterity and coordination. 1-2 D Class
• Nerves represent a characters mental fortitude and ability
to endure psychological strain. 2-3 Scientist
• Wit represents a characters smarts and problem solving 3-4 Guard/Agent
ability.
D Class
TESTS These characters are generally ex-criminals or similar delinquents
Whenever a character wants to accomplish a task that wouldn't be that have found themselves in the Foundations possession. They are
trivial, they must succeed on a Test relating to one of the four rarely here of their own accord, living and dying as the Foundation
Statistics. The character states what they are wanting to do and the wills it.
05 assigns one of the four Statistics to that task. The character rolls
+1 Nerves
one of their two black dice. If the result of the die is EQUAL TO or
BELOW their Statistic score, the test succeeds. If it is GREATER THAN One of the following Focuses: Lockpicking, Theft, Firearms, Melee
their Statistic score, the test fails. A roll of 6 always fails and a roll of 1 Weapons, Hand to Hand, Hacking
always succeeds.
Scientists
FOCUS These characters make up the bulk of the foundations staff,
researching a SCPs abilities and effects and developing the
Each character will have three Focuses. These Focuses represent a
containment protocols that are utilised to keep anomalous entities
more specialised understanding of specific tasks. Whenever a
safe.
character attempts a Test that is relating to one of their Focuses, they
may roll both of their black dice and choose which of those dice to +1 Wits
use for the final result. One of the following Focuses: Research, Linguistics (one language),
Examples: Firearms, Melee Weapons, Hand to Hand, Research, Chemistry, Physics, General Medicine, Surgery.
Hacking, Cooking, Tactics, Tracking, Survival Techniques, Linguistics
(one language), Chemistry, Physics, Explosives, Dancing, Singing,
Instrument (one instrument), General Medicine, Surgery.

SCP:RPG | Version 1.0


Guard/Agent Gas Mask. Allows breathing in areas with contaminated air.
These characters either work protecting the foundations facilities Keycard (Level 1-5). Allows access to restricted areas.
from outsiders or work out in the field, securing rogue SCPs to be
PDA. Allows remote access to a network.
taken into facility protection.
Blueprints. A map of the facility or area.
+1 Physique
Pistol. A small firearm. Can be used to attack once a turn and deals 1
One of the following Focuses: Firearms, Explosives, Tracking, Tactics,
Damage to Physique.
Melee weapons, Hand to Hand.
Assault Rifle. A larger calibre rifle. Can be used to attack up to three
SLOWING IT DOWN times per turn and deals 1 Damage to Physique.
In circumstances where there is a lot going on in a short period of Broken Pipe. Can be used as a weapon. Can be used to attack once a
time, during a firefight, a chase or other suitably dramatic turn and deals 1 Damage to Physique.
occurrence, the 05 may slow the game down. During this time
players take turns, with the character with the highest Reflex score SCPS
acting first and then going down the list, with each character allowed The primary subjects and antagonists of the game are the SCPs
to do around 6 seconds worth of actions during their turn. This themselves. If you need inspiration or ideas for your games, look no
continues until the threat is dealt with. further than http://www.scp-wiki.net/ .
SPCs instead have a number of turns they may take at any point after Due to the nature of SCPs, its nearly impossible to define every
a character acts. A SCP may only take a single turn at a time. Once all aspect of their being. Fortunately the SCP Wiki does a great job of
characters have acted, the SCP regains all of its expended turns. defining an entities abilities, as well as their weaknesses and relevant
Containment Protocals.
ATTACKS Its up to the 05 to assign Statistics to a SCP, though a SCP doesn't
Whenever a character comes into conflict with another force, Attacks necessarily need Statistics to function. Consider how the SCPs
come into play. During their turn, a Character or SCP may choose to abilities interact with an individual. Whenever a SCPs properties
use an item or one of their anomalous properties to Attack one or would affect a character, have them roll a test with a relevant
more characters. Each attack will have a Statistic attached to it. Statistic. On a failure, they are affected by the entities anomalous
Attacks made with firearms are generally Reflex, melee combat will properties, potentially taking Damage to one or more statistics.
be with Physique, physiological attacks will be with Nerves and a
Many SCPs are impervious to harm and so a 05 will rarely need to
battle of the minds will be with Wits.
worry about the entity taking damage. In the event they can be
The attacker, as well as all characters targeted by the attack, all roll destroyed, track Damage as you would for a Character. Some entities
tests with the relative Statistic (though cases may be made to use may be particularly robust, able to replenish damage every turn.
another statistic if the player wishes, for example if they use Reflex to
SCPs are also assigned a number of turns they may take. SPCs that
dive out of the way of a melee attack). If the attacker Succeeds on the
are similar to humans in speed will generally only have a single turn.
test, the targets of the attack take damage. For each target that also
Supernaturally fast SCPs may take two or more turns. Environmental
Succeeded their test, they half the damage taken (rounding down).
hazards or SCPs that bend the concept of time or reality may take a
DAMAGE turn after every character.
Whenever a character takes damage, they reduce one of their Finally, each SCP should have a Containment Protocol. This is a
Statistics, as defined by the type of attack or effect, by the amount of series of tasks that the characters must complete to contain the
damage taken. entity. This can range from incapacitating the target and hauling
them back to the facility, to completing some obtuse ritual or even
If a characters Statistic is reduced to 0, it can no longer be used for
luring the SCP back to their containment cell. The Containment
tests. If a character is to take damage but the targeted Statistic is
Protocol functions as a win condition for the characters and unless
already on 0, they take damage to another Statistic of the 05’s
they find themselves up against a Keter class object, they should at
choice.
least have a chance at containing the entity again.
As soon as the character has 3 Statistics on 0, they are dead.
Not all SPCs are dangerous. Some instead provide beneficial effects,
RECOVERING increasing a characters Statistics or providing some other
Statistics that have taken damage can be restored. Surgery can advantageous side effect.
restore lost Physique or Reflex, resting can restore lost Wits and
doing something your character enjoys can restore lost Nerves. The
EXAMPLE SCP
SCP-173
nature of the task and whether it restores any Statistic damage is up
to the 05. Class: Euclid
SPC-173 is functionally immune to Physique and Reflex damage. It
ITEMS can not speak. It can not move whilst begin perceived by a character.
As players progress through their story, they may acquire new items Whenever a characters look at 173, they must all make a Nerve test.
to use. The exact nature of these items is up to the 05 but some If all Nerve checks fail, 173 can move directly towards a character,
examples are below. Ammunition should be tracked every time an often appearing right in front of them. If allowed to move for any
attack is made with a ranged weapon, as should other limited use more than a second whilst 173 is next to a character, its travels
items. behind the character and attempts to break their neck, dealing 3
Torch. Illuminates an area. Physique damage.

SCP:RPG | Version 1.0

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