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Production Team

Game Created by Alexander Barker

Based on Concepts Originally Created by the various authors of the SCP Wiki

Written by Alexander Barker

Proofread and Edited by aphelion, ConnorMcCoolguy, Dr Itzhak, Eclectic Slide,


ExAlbioTheHero, God’sTherapist (HAVOC), Maindz, Mirakuru Miki, trugami

Cover Illustration by Tanijathefaun

Layout and Page Design by Alexander Barker and Alyssa Barrell

Playtested by aphelion, aphrodite, ConnorMcCoolguy, dandy, Em, ExAlbioTheHero,


GammaPsi, Henry, iblynx, kate, seagullfloaties, SteamPunk’d, the8bitcasual

Translated into Various Languages by 90377Sedna, Adrian Zaorski, AlphaOrion,


Alwaid, Benji, catwill, Doktor Cyberion, Dr Itzhak, Dr. Sack, Dr Vulpes, DrAlberts,
FlynnTheMessiah, Fourmil1, Gabitoon, Grimm, Herolles, hitsujikaip, IDMNS,
Kairento, Kpt. Brien D’Ammas, L2, Lo_Dev, Luke mcDonut, Maindz, Miles, Mirakuru
Miki, OldHelldog, RonnyModZz, ryno$, Sebzumbruck, SOYA-001, Stanislav, Tanija,
ThatGuyRichard, Thatonetranslator, TheBoxOfFun, TradeHumor

Special Thanks to gpfuns, ImaginaryFriend, and Jarbatalapus, for their various


contributions to the game’s early development.
We would also like to thank our patrons: Damon Sawyer, Etchy, Jack Rabbige, jordan
wildrick, Matthew Hernandez, and Veritas

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Table of contents

Damage Modifiers Based on STR and AGI 16


Introduction
Character Inventory 17
What is Fear in the Foundation? 2
Leveling Up 17
What’s a Tabletop Role-Playing Game? 2
How Does the SCP Foundation Work? 2 Character Creation
What are the Game’s Basic Mechanics? 2 Containment Breach Classes 19
Definitions 3 Containment Breach Perks 19
The General Layout of This Guide 3 Exploration & Re-Containment Classes 20
Writing a Character Background 21
Foundation Lore
Character Traits 23
The SCP Foundation 5
SCP’s Main Goals 5 Combat Mechanics
Object Classes 5 Movement Mechanics 26
Security & Clearance 6 Initiative 26
Secure Facilities 6 Combat Actions 26
Foundation Staff 7 Cover Mechanic 27
Mobile Task Forces 8 Critical Successes on Attacks 27
Groups of Interest 9 Falling Damage 27
Halving Damage 27
General Dice Mechanics
Hitting Unaware Targets 27
Basic Rolling Mechanics 11
Knocking Targets Unconscious 28
Critical Successes and Failures 11
Targeting Specific Body Parts 28
Advantage and Disadvantage 11
Time During Combat 28
Challenge Levels 11
Types of Damage 28
General Rolls 11
Types of Weapons 28
Encounter Rolls 12
Types of Armor 28
Opposed Checks 12
Status Effects 29
Immunities, Resistances; Weaknesses 30
Character Mechanics
Sedative Mechanics 30
Abilities 14
Consciousness and Survival Checks 30
Allocation of Ability Values 14
Skills 14
Weapons and Armor
Allocation of Skill Values 14
Weapons 33
Character Proficiencies 14
Armor 35
The Limits of Ability and Skill Values 14
Natural Stats 15 Clothing and Tools
Luck Mechanic 15 Clothing 37
Power Mechanic 15 Tools 38
Fear Mechanic 15
Rest Mechanic 16 Miscellaneous
Medical Checks 16 Appendix 40
Medicine Mechanics 16 Copyright Statement 44
Amnestics Mechanic 16 Author’s Note 45
Initiative Bonus 16

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Introduction

What is Fear in the So what are players


Foundation? trying to do?
Fear in the Foundation is a tabletop role-playing game set in the There are various game modes in Fear in the Foundation. These include
universe crafted by the authors of the SCP Wiki, a collaborative Containment Breach, Exploration, and Re-Containment.
writing project focused on the exploits of the SCP Foundation. The
SCP Foundation is a fictional shadow organization that captures and Containment Breach Missions are set in a Foundation facility where
studies anomalous phenomena in the pursuit of shielding such things several SCPs have escaped containment and are attempting to flee.
from the eyes of the public and keeping the world safe. “Anomalous” Players take on the role of a Researcher, Security Officer, Field Agent, or
is a term for anything that defies scientific explanation. D-Class and attempt to prevent anomalies from escaping while ensuring
that the facility stays up and running.

What’s a Tabletop Exploration Missions involve players taking on the role of a Mobile
Role-playing game? Task Force (MTF) Agent, Field Agent, or D-Class and going into relatively
uncharted waters to study an anomaly that is of particular interest to
the Foundation. The particular goals players have in these missions can
First, let’s define a role-playing game (RPG). An RPG is simply a game
vary wildly, though the general goal is to learn more about the anomaly
where players take on the role of characters in a fictional setting,
in question in order to advance the Foundation’s research.
often playing the character either by acting or through a complex
system of structured character development.
In Re-Containment Missions, players create characters of a particular
MTF Agent subclass and go out into the world with their team in order to
A tabletop role-playing game (TTRPG) is a type of role-playing
capture an anomaly that managed to escape Foundation custody. These
game where players perform actions by speaking them into existence,
missions can be rather dangerous, as anomalies that were able to escape
though there is often a set of formal guidelines dictating what they
the Foundation are likely to be rather difficult to deal with.
can and can’t do. Basically, it’s storytelling with rules. Often, these
rules incorporate the use of dice. In order to perform certain actions,
often in an attempt to overcome an obstacle, players must roll at, What are the game’s
above, or below a certain number using their game dice. The Game
Master, or GM, is in charge of running the game and directing the Basic Mechanics?
players. They act both as a sort of referee and the lead storyteller. In
Fear in the Foundation, Game Masters are referred to as Overseers. As mentioned earlier, many tabletop role-playing games incorporate
the use of dice. To put it simply, dice rolls are used to add a degree of

How Does the SCP


variability to a game. If players could do whatever they wanted with few
restrictions, there wouldn’t be any suspense, and suspense is one of the
Foundation work? best parts of playing a TTRPG.

Fear in the Foundation uses a d100 system. However, a d100 can be


As stated before, the SCP Foundation, also simply known as “The
impractical, so percentile dice are recommended. A set of percentile
Foundation” is a secretive organization interested in the containment
dice includes two d10s, with one die representing the tens place, while
and study of entities, items, locations, and events that defy scientific
the other represents the ones place. For example, if a player rolls a set
explanation. The Foundation refers to these things as “anomalies.”
of percentile dice and gets a 30 and a 2, the result of their roll is a 32.
Anomalies can range from a gigantic lizard that hates all life to a pen
that kills someone every time it is clicked. Though not all anomalies
Each character has eight Abilities and sixteen Skills. Abilities are
are harmful, the Foundation wants the world to maintain a sense of
broad, overarching attributes, such as Strength, Agility, or Charisma.
normalcy, in which people go about their daily lives without having to
Skills, on the other hand, are more situational attributes, such as
know that there are so many things out there that defy all logic.
Deception, Machinery, or Technology. When making a character, players
assign different scores to each of their Abilities, then use the mean of
Now, the more interesting question is how the SCP Foundation
the score of two Abilities to determine the score of a Skill. For example,
actually functions. It’s hard to think that an enormous shadow
the value of a character’s Intimidation Skill is determined by adding up
organization would have enough resources to realistically keep itself
their Strength and Charisma scores and dividing by 2. So, if a character’s
going, let alone keep itself a secret from the majority of the world’s
Strength is 40 and their Charisma is 60, their Intimidation Skill would be
population. Someone would have to uncover the Foundation at some
50 (40 + 60 = 100; 100/2 = 50).
point, right? Well, that’s the thing. They hide in plain sight.
So how do Abilities and Skills function in-game? Let’s say a character’s
The Foundation collaborates with nearly every government, the
Agility is 50, and they want to jump over an obstacle. The Overseer asks
United Nations, and a number of other governmental entities in order
the player to make an AGI Check. The player then rolls their d100 or
to advance its own interests. Most governments around the world
percentile dice. In order to successfully jump over the obstacle, they
provide the Foundation with funding, manpower, and resources. The
need to roll a 50 or lower. They roll a 42, so their character successfully
Foundation also operates a number of front companies that it uses
jumps over the obstacle. If they had rolled, say, a 68, their character
for international surveillance, as well as employing field agents, who
wouldn’t have cleared the jump, and may have tripped instead.
act as spies in various agencies, organizations, and enterprises.

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To explain further, a “Check” is triggered when a player wishes for Mission - A particular campaign or one-shot that an Overseer and
their character to perform a certain action and the Overseer deems that their players participate in
performing said action requires the use of a particular Ability or Skill.
Checks are used for general actions and taking actions during combat. Non-Player Character (NPC) - A character that is played by the
Overseer rather than the players

Definitions One-Shot - A full game of a TTRPG that is played in one sitting

Now, before going any further, it’s imperative that we define many of Overseer (OV) - The person that is running the game, commonly
the terms that are going to be used throughout the Player’s Guide. known as the Game Master (GM) in other TTRPGs

SCP Foundation-based Definitions Party - Another name for a group of players that are working
towards similar or the same ends in a game. Often stay together
Amnesticization - A Foundation practice of using drugs or anomalous
effects to wipe people’s memories Player - One of the people that is taking part in a Mission

Anomalous - Means that an entity or effect defies scientific explanation Player Character - A character that is created and played by the
Mission’s players, rather than the Overseer
Anomaly - An entity or phenomenon that defies scientific explanation
Round - This is a cycle during combat that ends once every entity
Cognitohazard - Anomaly that can affect people if it interacts with one has had their turn. One round takes six seconds
of their five senses (Sight, hearing, touch, smell, taste)
Skill - A specific and particular attribute that a character has that is
D-Class - Prisoners that are used as guinea pigs by the Foundation meant to deal with particular issues

Field Agents - Foundation personnel that are tasked with infiltrating Speed - How far an entity can move during combat. This is measured
groups to look for and capture SCPs in five foot increments, using the customary system

Hazard - Shorthand used to refer to memetics, which can be divided Status Effect - An effect that enhances or hinders a character’s
into cognitohazards and infohazards abilities. Most of these effects hinder a character

Infohazard - Anomaly that can affect people if they know about it Target - The entity that a particular Check, attack, or action is
directed towards
Memetic Agent - Cognitohazard or infohazard; can essentially be
described as “infectious information”
The general layout
of this guide
Memetic Effects - The effects triggered by a Memetic Agent

Mobile Task Force (MTF) - A team of elite operatives that explore,


combat, and play a part in capturing anomalies For organizational purposes, this guide is divided into a number
of different sections: Foundation Lore, General Dice Mechanics,
Researcher - Foundation personnel that are typically tasked with Character Mechanics, Character Creation, Combat Mechanics,
studying and experimenting on SCPs Weapons and Armor, Clothing and Tools, and the Appendix.

SCP - An anomalous phenomenon studied and sometimes contained by Foundation Lore provides a brief description of how the Foundation
the SCP Foundation operates, as well as some details about the universe that it exists in.

SCP Foundation - A shadow organization that studies and contains General Dice Mechanics explains particular rolling mechanics
anomalies. They’re named for their motto: Secure. Contain. Protect. that are used throughout the game, such as ability and skill checks,
advantage, and challenge levels.
Security Officer - Foundation personnel that are typically tasked with
protecting sites and assisting in containment Character Mechanics details more specific mechanics closely
attached to characters within the game, such as abilities, skills,
Game-Based Definitions proficiencies, and inventory.

Ability - A broad attribute that a character has, such as Strength Character Creation describes what steps players should take when
making a character, including choosing a character class, writing a
Armor Class - The level of protection a character has against attacks background, and choosing personality traits.

Campaign - A full game of a TTRPG that is played in multiple sittings Combat Mechanics focuses on mechanics largely exclusive to
combat situations, such as initiative, combat actions, rolling for
Character - This refers to any living creature within the game damage, and status effects.

Check - A dice roll to determine if a character can perform an action Weapons and Armor includes a full list of all the weapons and
armor that players and NPCs alike can find and use in-game, along
d(#) - “d” stands for “die;” while the number is how many sides it has with all of their individual stats.

Encounter - An event where characters interact with non-party NPCs Clothing and Tools describes a good amount of the attire and tools
that characters and NPCs will be able to use in-game. Essentially any
Entity - Synonym for character; any living creature in the game object can be used as a tool, so this list isn’t all-encompassing.

Feat-Based - Leveling up that is based on accomplishments The Appendix includes extensive lists of several things tied to the
Foundation, such as Mobile Task Forces and Groups of Interest.
Hit Points - Used to determine a character’s full and current health

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Foundation Lore

The SCP Foundation SCP’s main goals


According to the SCP Wiki, an online site that serves as the central The following is a message from the Administrator, who, in some canons,
hub for all things SCP-related, SCP is a “collaborative urban fantasy is known as the single most powerful person in the Foundation. Here,
writing [project] about the fictional SCP Foundation, a secretive they detail the impetus for its creation:
organization that contains anomalous or supernatural items and
entities away from the eyes of the public.” “Mankind in its present state has been around for a quarter of a
million years, yet only the last 4,000 have been of any significance.
Essentially, within the writings found on the site and elsewhere,
the SCP Foundation, often just referred to as the Foundation, is a So, what did we do for nearly 250,000 years? We huddled in caves and
worldwide shadow organization concerned with the containment and around small fires, fearful of the things that we didn’t understand. It
study of things that defy scientific explanation, or “anomalies.” was more than explaining why the sun came up, it was the mystery
of enormous birds with heads of men and rocks that came to life. So
The Foundation often collaborates with world governments, we called them ‘gods’ and ‘demons’, begged them to spare us, and
intelligence agencies, law enforcement agencies, and other groups in prayed for salvation.
order to advance its interests. Within the lore of SCP, there are other
groups that interact with the anomalous world. This includes cults In time, their numbers dwindled and ours rose. The world began
who worship otherworldly gods, corporations that sell anomalous to make more sense when there were fewer things to fear, yet the
products, and more. These are known as Groups of Interest, or GoIs. unexplained can never truly go away, as if the universe demands the
absurd and impossible.
Articles on the site are written as if they are government
documents, with a pretty standard format structured to allow the Mankind must not go back to hiding in fear. No one else will protect
writer to include a great deal of important information about the us, and we must stand up for ourselves.
anomaly in question. The anomalous entities, objects, events, or
locations being recorded in SCP articles are referred to as “SCP-#” While the rest of mankind dwells in the light, we must stand in the
and a codename. For example, one of the highest rated SCPs on the darkness to fight it, contain it, and shield it from the eyes of the
site is SCP-049 - Plague Doctor. SCP files often include containment public, so that others may live in a sane and normal world.
procedures, a general description of the anomaly, an account of how
it was first discovered by the Foundation, testing logs, and addenda. We secure. We contain. We protect.”

The site’s various entries, which include documentation of various Securing, containing, and protecting is what the SCP Foundation is
anomalies, as well as short stories referred to as “tales,” typically named for, and compromise the three aspects of its mission statement:
lie in the realm of horror and suspense, but can often feature more
dramatic or comedic elements as well. For example, there is an Secure
entire section of entries known as SCP-J, which are SCPs written The Foundation secures anomalies with the goal of preventing them
entirely for comedic effect, often mocking the Foundation. Given the from falling into the hands of civilian or rival agencies, through
room for creativity that comes with the premise of the Foundation, it extensive observation and surveillance and by acting to intercept such
makes sense that entries would dive into so many different genres. anomalies at the earliest opportunity.

There is no official SCP canon, so what is canon is really up to the Contain


individual. Everything on the site is simultaneously true and untrue. The Foundation contains anomalies with the goal of preventing their
It’s ultimately the Schrödinger’s Cat of creative writing projects. influence or effects from spreading, by either relocating, concealing,
However, there are some established canons on the site, such as the or dismantling such anomalies or by suppressing or preventing public
Broken Masquerade and the End of Death, which both focus on the dissemination of knowledge thereof.
Foundation adapting to a world-changing scenario.
Protect
The SCP Wiki has been around for over a decade, and features The Foundation protects humanity from the effects of such anomalies
thousands of entries from hundreds of different authors. As of as well as the anomalies themselves until such time that they are
February 2021, the English SCP site is on its sixth series, with over either fully understood or new theories of science can be devised
5,000 SCP articles and hundreds of tales. For anyone interested in based on their properties and behavior. The Foundation may also
seeing the thing that started it all, that would be SCP-173, which neutralize or destroy anomalies as an option of last resort, if they are
conveys both how SCPs are typically written and the overall tone of determined to be too dangerous to be contained.
the project in a pretty effective manner.

The main SCP site is in English, but it has official sister sites in Object classes
many other languages, including Chinese, Czech, French, German,
Italian, Japanese, Korean, Polish, Portuguese, Russian, Spanish, Thai, All anomalous objects, entities, and other phenomena held by the
Traditional Chinese, and Ukrainian. It also has unofficial sites written Foundation are assigned an Object Class. This class is determined by
in Greek, Latin, Nordic, Turkish, and Vietnamese. These sites include a number of factors, with the primary being how difficult the item is
hundreds of translations from dozens of translators all around the to contain. An Object Class determines an item’s containment needs,
world as well as unique works from members of these alternate sites. research priority, and budgeting, among other considerations.

5
These are the five Object Classes typically utilized by the Foundation: to personnel working in bookkeeping, logistics, or maintenance
positions at facilities with containment capability or the ability to
Safe handle sensitive information.
These anomalies are easily contained. This often indicates that the
Foundation has researched the SCP well enough that containment Level 2 (Restricted)
does not require significant resources or that the anomaly requires a These security clearances are given to security and research
specific activation or trigger. Classifying an anomaly as Safe, however, personnel that require direct access to information regarding
does not mean that handling or activating it does not pose a threat. anomalous objects and entities in containment. Most research staff
and field agents hold a Level 2 security clearance.
Euclid
Anomalies in this class either require more resources to contain or Level 3 (Secret)
have containment procedures that aren’t always reliable. Usually These security clearances are given to senior security and research
this is because the SCP is insufficiently understood or inherently personnel that require in-depth data regarding the source,
unpredictable. It’s usually safe to bet that an SCP will be this class if recovery circumstances, and long-term planning for anomalous
it doesn’t easily fall into any of the other standard Object Classes. objects and entities in containment. Most senior research staff,
project managers, security officers, response team members, and
SCPs that are autonomous, sentient and/or sapient are generally Mobile Task Force operatives hold a Level 3 security clearance.
classified as Euclid, due to the inherent unpredictability of an object
that can act or think on its own. Level 4 (Top Secret)
These security clearances are given to senior administration that
Keter require access to site-wide and/or regional intelligence as well
These anomalies are exceedingly difficult to contain consistently as long-term strategic data regarding Foundation operations and
or reliably, and often have extensive or complex containment research projects. Level 4 security clearances are typically only
procedures. The Foundation often can’t contain these SCPs well held by Site Directors, Security Directors, or MTF Commanders.
due to not having a solid understanding of the anomaly, or lacking
the technology to properly contain or counter it. A Keter SCP isn’t Level 5 (Thaumiel)
necessarily dangerous, but is very difficult or costly to contain. These security clearances are given to the highest-ranking
administrative personnel within the Foundation and grant
Thaumiel effectively unlimited access to all strategic and otherwise sensitive
SCPs in the Thaumiel class are specifically used to contain other SCPs. data. Level 5 security clearances are typically only granted to O5
Even the mere existence of Thaumiel class objects is classified at the Council members and selected staff.
highest levels of the Foundation and their locations, functions, and

Secure facilities
current status are known to few personnel outside of the O5 Council.

Neutralized
These SCPs are no longer anomalous. This is often because they’ve The Foundation maintains and operates a large number of facilities
been intentionally or accidentally destroyed or disabled. worldwide, from small outposts with only a handful of staff to major
sites with thousands of personnel.
There are three other less common Object Classes:
Site
Apollyon Foundation Sites are covert facilities, meaning that while
This class is used for SCPs that are virtually impossible to contain or existence of the facility is known to the public, such facilities are
are about to permanently break containment. often disguised under government or corporate fronts. Sites are
often built in locations in relatively close proximity to civilian
Explained populations, where facilities require such cover.
SCPs that have been “Explained” are either fully understood to the
point where their effects are now explainable by mainstream science, Area
or are regular phenomena once falsely thought to be an anomaly. Foundation Areas are clandestine facilities, meaning that civilians
are not aware of their existence at all. Such facilities are often
Esoteric/Narrative built far away from civilian populations and may contain extremely
SCPs of this class do not fall into any of the above sections. They are dangerous anomalies. The vast majority of Areas have extreme
generally only used once and are created to further the narrative of a fail-safe measures such as on-site nuclear warheads.
particular SCP article.
Observation Posts
These are tiny facilities established in a multitude of locations
Security & Clearance worldwide. Often limited to small standalone buildings or single
units within larger buildings, Observation Posts are typically used
Security clearances are given to all Foundation personnel, and represent to monitor regional communications to watch for anomalous
the highest level of information they can be gain access to. Having a activity, as well as monitor nearby Foundation facilities. Many
given clearance level does not mean the employee automatically has Observation Posts are also used as secure communications hubs or
access to all information at that level. Personnel are only granted access safe-houses by undercover Foundation agents.
to information on a “need-to-know” basis and at the discretion of the
administrative staff overseeing their respective departments. All Foundation sites and areas are split up into specific sections,
which serve their own unique purposes.
Level 0 (For Official Use Only)
These security clearances are given to non-essential personnel with no Sectors
need to access information regarding anomalous objects or entities in These are sections of Sites or Areas that are designated for specific
Foundation containment. Level 0 access is typically held by personnel purposes, such as containment, research, or storage. The exact
in non-secured bookkeeping, logistics, or maintenance positions at usage of Sectors varies from facility to facility and is dependent on
facilities with no access to operational data. the facility’s primary purpose and size.

Level 1 (Confidential) Units


These security clearances are given to personnel working in proximity These, on the other hand, are self-contained sections of Sites or
to anomalous objects or entities in containment, though they have Areas such as those containing Biological or Dimensional anomalies
no access to them. Level 1 security clearances are typically granted and are designed to self-seal in case of a breach or other

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catastrophic event. All personnel entering or exiting a Unit must follows standard protocols and procedures. They are responsible for
typically undergo a full decontamination procedure. filing reports of misconduct to the Ethics Committee.

Foundation facilities or facility sections may also be labeled with a Containment Specialists
prefix that is meant to more properly describe their specific purpose. These personnel have two main responsibilities. First, containment
teams are often summoned to respond to confirmed cases of anomalous
Armed activity, where they secure and establish initial containment over
This means that a facility or facility section has abnormally high anomalous phenomena and transport them to the nearest Foundation
physical security concerns, either due to containment of violent containment site. Second, Foundation containment technicians work
hostile entities or threat of outside attack. Such facilities typically alongside Researchers to devise, refine, and maintain containment units
have a large amount of military-grade weaponry and vehicles and schemes for anomalous phenomena in Foundation facilities.
as well as a disproportionately large number of permanent
security staff; in the case of a full facility, this typically entails a Counterintelligence Agents
detachment of at least battalion or regiment strength. Agents in the Counterintelligence Department work to ensure that the
Foundation is kept a secret from the general world population, as well
Biological (Bio) as gather intelligence on Groups and Persons of Interest. They also help
These containment facilities or facility sections deal with organize the amnesticization of people outside the Foundation that
infectious/bio-hazardous anomalies and are both isolated and self- encounter anomalies, in order to maintain normalcy.
contained to prevent the escape of such anomalies.
D-Class
Containment These employees are used as test subjects for the experimentation of
These facilities or facility sections are primarily equipped and various anomalies, including the exploration of anomalous areas. They
intended for the containment of anomalous objects or entities. are also often responsible for the care and maintenance of anomalies
that require upkeep, whether these anomalies are safe or dangerous.
Dimensional (Dim)
These containment facilities or facility sections deal with other Field Agents
dimensions or anomalies exhibiting warped space-time. These agents are responsible for general surveillance, as well as
reporting and sometimes attempting to capture anomalies they discover.
Humanoid They often go undercover, and through the use of extensive Foundation
These containment facilities or facility sections primarily deal connections and resources, embed themselves in corporations,
with sentient, sapient human or near-human entities capable government agencies, non-profits, small businesses, and the like.
of understanding and complying with instructions. These are
essentially analogous to a prison facility for anomalous entities. Horticulturists
Personnel in the Horticulture Department are responsible for growing
Protected food for Foundation sites, as well as taking care of certain plant-based
These facilities and facility sections are “safe zones” kept free anomalies. Food is often shipped to Foundation sites in order to feed
of anomalous influence. No anomalies are allowed within these on-site personnel, but Horticulturists help put less of a burden on
facilities at any time, for any reason. Foundation resources, as well as keep an extra stock of food in case the
site or area is cut off from the world for some reason.
Provisional
These facilities are established or built around an immobile Human Resources Personnel
anomaly. They typically only contain a single anomaly. These Foundation staff are responsible for tasks associated with the
hiring, training, transfer, and termination of Foundation personnel.
Reliquary Essentially, Human Resources Agents do all of the paperwork involved in
These facilities or facility sections are designed for handling all of these processes, which involves keeping extensive records of them.
artifacts and objects of religious or historical significance.
Maintenance Personnel
Research Staff in the Maintenance Department work to keep Foundation sites
These facilities or facility sections are designed for either the and areas running. Maintenance personnel act as janitors, plumbers,
handling and study of anomalies/anomalous materials or research electricians, computer technicians, mechanics, groundskeepers, and
and development of new containment schemes and methods. more. Essentially, if there’s any sort of maintenance to be done at a
Foundation facility, Maintenance personnel are on the case.
Storage
These facilities or facility sections are intended for long-term Medical Staff
storage of non-anomalous or inert anomalous objects with no risk Foundation medical staff are responsible for maintaining the health of
of autonomous interaction. site personnel, as well as more agreeable humanoid anomalies. This
means that they have extensive access to medical resources, and that

Foundation Staff
they keep track of the medical records of all Foundation personnel at
the facility they happened to be stationed at.

Foundation personnel operate in a wide array of fields, which is Psychologists


necessary in order for the Foundation to pursue its goals. The Foundation psychologists help employees maintain their mental health,
Foundation employs staff specializing in research, maintenance, which, given the things that some personnel often have to deal with, can
security, communications, horticulture, and a number of other areas. be quite a daunting task. Additionally, psychologists are responsible for
evaluating Foundation staff and assigning them their Psionic Resistance
Regular Staff Index (PRI) by having them perform a series of psychological tests.
Psychologists are required to keep the results of these tests on record.
Communications Agents
These agents are responsible for regulating communication within Records Personnel
their facility, as well as overseeing communication between their Personnel in the Records Department are responsible for maintaining all
facility and other Foundation apparatuses, such as the O5 Council. Foundation records. Though other departments keep their own records,
these staff members are ensure that the records are being maintained
Conduct Personnel properly. Additionally, they tend to Foundation archives, ensuring that
Agents in the Conduct Department work closely with the Foundation’s confidential information is kept safe and secure.
Ethics Committee in order to assure that each Foundation facility

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Researchers weekly reports detailing all of their endeavors.
These staff members study and analyze the various anomalies that the
Foundation runs into. They engage in the experimentation of anomalies, Site Director
including physical tests of the anomaly’s abilities and interviews with This is highest-ranking personnel at any Foundation facility. They are
anomalies that are able to communicate. Researchers also develop and responsible for the continued, safe operation of the station and all of
test containment procedures for anomalies that require them. its anomalies and projects. All major departmental directors report
directly to the Site Director, who in turn reports to the O5 Council.
Security Officers
Often referred simply as guards, these staff members are tasked with Senior Field Agents
defending site personnel and assets, acting as prison guards for D-Class These are field agents that have reached a senior position within
personnel, and generally keeping order within Foundation facilities. They their department, through time and merit. These agents often help
are experts in hand-to-hand combat and have extensive training with the train new field agents, as well as consolidate field reports from a
various weapons the Foundation uses to contain dangerous anomalies. number of agents and present them to the Field Agent Director at
Additionally, they are responsible for surveillance within their facility. their respective facility.

Tactical Response Operatives Senior Researchers


These agents are part of elite strike teams typically stationed relatively These researchers have reached a senior position within the Research
close to a Foundation facility. They mobilize when it seems like the Department, typically due to their skill and expertise. They generally
facility is in danger, usually due to a breach in containment by one or supervise other researchers’ projects, meaning that researchers are
more anomalies or an attack from a hostile GoI. These operatives are required to provide the senior researcher assigned to the project
largely combat-based, and assist security officers and MTF agents in with updates on its current status. Senior researchers also have some
countering all threats to a facility’s security and re-establishing order. say over which researchers get assigned to which projects, though
this can be overridden by the Site Director.
Administrative
Security Director
Communications Director This is the head of the Security Department. They are responsible
This is the head of the Communications Department. They preside over for all security and surveillance within their respective facility. The
all communication within the facility that they are stationed in, as well Security Department itself has a military-like structure. Regular
as between their facility and other Foundation apparatuses. security staff are referred to as officers, staff at the second level
are sergeants, third level are lieutenants, and the fourth level are
Counterintelligence Director captains. The Security Director presides over all of these personnel,
The head of the Counterintelligence Department is generally in and ultimately directs all efforts within the Security Department.
charge of coordinating counterintelligence efforts and reporting the

Mobile Task forces


Counterintelligence Department’s findings to other related departments.

Ethics Committee
This is an overarching administrative department with the specific duty Mobile Task Forces (MTFs), are elite units composed of operatives
to enforce regulations that are set in place for all personnel. It also from all around the Foundation. They are typically deployed to deal
has the power to deem certain containment procedures and practices with specific issues that exceed the operational capacity or expertise
unethical and discontinue them. The Committee can ultimately hold of regular field personnel, such as field agents. Task forces are often
trials and hand out punishments, such as demotion and termination, for relocated to different facilities and locations so they can be where
violation of protocols that it sets forth. However, it still answers to the they are needed. MTF agents represent the “best” of the Foundation.
O5 Council, as all of the Foundation does.
Mobile Task Forces can vary greatly in size, composition, and
Field Agent Director purpose. A combat-oriented task force trained to deal with highly
This person leads the Field Agent Department. They often have some aggressive anomalous entities may be made up of hundreds of troops,
say in where field agents get assigned and what agents go on specific as well as dozens of support personnel, vehicles, and equipment.
missions that fall under the department’s jurisdiction. They also play a However, an MTF can also be a small, specialized force of less
part in coordinating field efforts, which means they often interact with than a dozen personnel focused on intelligence-gathering or the
Mobile Task Force Commanders. investigation of particularly pesky anomalies.

Maintenance Director While in the field, MTF Agents are often disguised as emergency
This administrator is in charge of the Maintenance Department. They responders, local or federal law enforcement, or military personnel.
coordinate maintenance efforts and ensure that all structural parts of Mobile Task Force Commanders are able to request the assistance
the Foundation facility that they preside over, such as its plumbing, of local field agents or personnel stationed at nearby Foundation
temperature controls, and filtration systems, are in proper order. They facilities in order to accomplish their goals.
are required to write a weekly report on the status of maintenance
efforts at their respective site. Most Mobile Task Forces follow a standard naming convention. This
leads to task forces being referred to as MTF [Greek Letter]-[Number]
O5 Council [Nickname]. For example, there are task forces named things such as
This refers to the committee consisting of the highest-ranking directors MTF Iota-4 “Dream Hunters” and MTF Sigma-6 “Hellsingers.”
of the Foundation. The O5 Council oversees all Foundation operations
worldwide and directs its long-term strategic plans, and has complete Organization
access to all information regarding anomalies in containment. Due to the Each task force is structured in a way that best suits their intended
sensitivity of their positions, O5 Council members must not come into purpose. While combat-oriented forces may follow a military-style
direct contact with anything anomalous. The identities of all O5 Council hierarchy, smaller units may have an informal chain of command.
members is classified, and they are referred to only by their numeric As such, the jobs of Mobile Task Force Commanders (MTFC) can
designation (O5-1 through O5-13). Many of the Council are anomalous vary greatly. Commanders of larger units may be responsible for
themselves, which explains their legendary longevity. deploying multiple teams to deal with separate issues, while
commanders of smaller units may join their forces out in the field.
Psychology Director
This is the head of the Psychology Department. They have power over In this same vein, the cohesion of each unit varies as well. Some
which patients are assigned to which psychologists, and generally direct MTFs consist of personnel who have trained and worked together
all efforts within the department, including Psionic Resistance Index for many years or even decades, while personnel in MTFs formed
examinations. Foundation psychologists typically give this administrator at a moment’s notice may know very little about each other.

8
Creation A list featuring a number of important, currently standing Mobile Task
Task forces are commissioned as it is deemed necessary by Forces, such as Alpha-1 “Red Right Hand,” Gamma-5 “Red Herrings,” and
the Foundation’s Director of Task Forces, often with the direct Tau-5 “Samsara,” can be found in the Appendix.
approval of one or more members of the O5 Council. Many

Groups of interest
MTFs are created to deal with specific anomalies that standard
containment or response teams are unable to effectively handle,
though many are created to account for specific types of threats.
In the SCP universe, the Foundation is not the only group with an
Deactivation interest in anomalous phenomena. There are many other groups within
MTFs created with the goal of containing a particular anomaly the universe who possess, use, or attempt to create anomalous objects
are typically deactivated once the anomaly is contained or and entities, either for their own personal gain or to further some other
containment is no longer deemed necessary. Occasionally, one of pursuit. Some of these groups compete with the Foundation, while
these task forces still remains in operation if it seems that their others work closely with it. Each of these organizations is commonly
expertise may be useful for future incidents, but otherwise it will referred to as a Group of Interest, or GoI.
be disbanded and its members will be returned to their previous
posts. Very rarely, an MTF is also deactivated if it suffers enough A list of all of the major Groups of Interest found on the SCP Wiki’s
casualties to render it incapable of operating any longer. In these English site, such as the Chaos Insurgency, the Three Moons Initiative,
scenarios, if it seems the expertise of the MTF is still necessary, a and the Church of the Broken God, can be found in the Appendix.
new task force will be commissioned to replace it.

9
10
General Dice Mechanics

Basic Rolling Advantage and


Mechanics Disadvantage
The game primarily utilizes a d100, or 100-sided die. As stated In normal situations, players only roll once to attempt to pass a Check
or make an attack. However, certain circumstances can either give them
earlier, the d100 is rather large and can be impractical, so percentile an edge or make things harder for them. This is how Advantage and
dice are recommended. These dice are used to make Ability and Skill Disadvantage come into play.
Checks, which make up the vast majority of dice rolls in the game.
Advantage allows a player to roll twice and take the lowest number
When rolling an Ability or Skill Check, players ultimately want to as their result. The reason a player has Advantage on a Check or attack
is usually due to some form of extenuating circumstances. For example,
roll equal to or lower than the value of the respective Ability or Skill. say a Researcher had to make an Education (EDU) Check concerning a
For example, if a player decided they wanted to shove something subject he studied a few months ago, so the Overseer gives the player
over, the Overseer would likely ask them to make a Strength (STR) Advantage on the Check. The Researcher’s EDU value is 70, and he rolls
Check. If their character’s Strength value was 60, they would need to a 78 and a 36. Because the player has Advantage, he takes the 36 as the
roll a 60 or lower in order to succeed. result of his roll, and passes the Check.

Disadvantage forces a player to roll twice and take the highest


Aside from the d100/percentile dice, the game makes use of the number as their result. As with Advantage, a player usually has
d4, d6, d8, d10, d12, and d20. Essentially, everything in a common Disadvantage due to some current circumstances. Let’s say a player
RPG dice set is used in the game. The d4, d6, d8, d10, and d12 are wants to tie some things together in order to make a trap, but one of
most commonly used for damage rolls, while the d20 is often used for their character’s arms is heavily injured. The Overseer may ask them to
make a Crafting (CRA) Check with Disadvantage. Their character’s CRA
more situational rolls, such as those tied to some anomalous effects. value is 45, and they roll a 22 and a 47. Because they are forced to take
the higher number as their result, the player has to take the 47, and
When rolling for damage, players are most often trying to roll high, fails the Check.
since, well, they are likely trying to do the highest possible amount
of damage to an adversary. Situational rolls, however, are more Double Advantage and Double Disadvantage are also possible. With
Double Advantage, a player rolls three times and takes the lowest value
varied. For example, the Overseer may ask a player to roll a d20 as their result, and with Double Disadvantage, they roll three times
before encountering an SCP whose mood varies wildly from moment and take the highest value as their result. Triple Advantage and Triple
to moment, in order to determine what mood the SCP is in when they Disadvantage, however, are not possible. If anything ever gets to the
first encounter it. A roll of 10 or below could result in the SCP being point where a player would have Triple Advantage, they simply pass
angry, while an 11 or more could result in them being overjoyed. without having to roll, while with Triple Disadvantage, they simply fail
on the Check or attack, no roll required.

Critical Successes Challenge Levels


and failures Challenge Levels are a way of adding difficulty to rolls without
necessarily having to invoke Disadvantage. Essentially, instead of having
Most dice rolls result in normal successes or failures, which, as you a player roll twice and taking the worse result, the Overseer states that
can imagine, lead to the completion or incompletion of a particular the player must pass the roll by a certain number, such as 10, 20, or 30,
task. However, landing on certain numbers leads to fantastical or which are the typical Challenge Levels that the game allows.
catastrophic results.
For example, say a player wants to intimidate a rather hardy Security
If a player rolls a 1-5 on an Ability or Skill Check, the roll results Officer NPC. The Overseer could have them roll with Disadvantage, but
in a Critical Success. A Critical Success allows the player to perform deems a Difficulty Level more appropriate for the situation. So, the
some sort of amazing feat. For example, if a player rolls a 3 on Overseer asks them to roll an Intimidation (IND) Check and tells them
an Investigation (INV) Check, they may find some useful item they that they must succeed by 20 in order for it to be effective. Since the
wouldn’t have found otherwise, or learn some incredibly valuable player’s character has an IND value of 65, they must get at least a 45 in
piece of information. order to pass the Check.
If a player rolls a 96-100 on an Ability or Skill Check, the rolls Though Challenge Levels can be used as an alternative to
tragically results in a Critical Failure. A Critical Failure is worse than Disadvantage in certain situations, the two are not mutually exclusive.
a typical failure, and causes something exceptionally bad to happen The Overseer could give a Check a Challenge Level on top of making
to the player or someone else in their party. For example, if a player the player roll at Disadvantage. Doing such a thing could be cruel, it’s
rolls a 98 on a Charisma (CHA) Check, the person or entity they are completely possible within the rules of the game.
trying to charm may actually start to severely dislike them.

The nature of critical rolls on either side of the spectrum are General Rolls
mostly up to the Overseer. There’s no set rules on what a Critical
Success or Failure on any rolls mean, aside from attack rolls, which is General Rolls are used for atypical rolls that don’t involve Abilities,
mentioned in the Combat Mechanics section. Skills, or attacks. These rolls typically utilize the d100/percentile dice,
though, theoretically, any die could be used. For this type of roll, the
Overseer will ask the player to roll a d100 or other die in order to
determine a particular outcome.

11
One way of doing this sort of roll is to have half of the possible results Also, it should be noted that Encounter Rolls are an entirely
lead to a good outcome while the other half lead to a bad one. For optional mechanic. They can provide a level of unpredictability
example, a General Roll with a d100 could succeed if the result was 1-50 and make a Mission feel more like a dungeon crawler, but it’s not
and fail if it was 51-100. These ranges can be tweaked according to the necessary to incorporate them into a one-shot or campaign. They
situation, but this is a pretty solid standard. could actually be a hindrance in Missions that are structured in a
more deliberate way. It just depends on what the Overseer and party
A Fortune Roll is one particular type of General Roll. These rolls are really going for.
determine if entities are fortunate in certain situations. For example,

Opposed Checks
let’s say a player is hoping that a piece of equipment they left in a
room thirty minutes ago is still in the same spot. The Overseer could
have them roll a d100. If the result of the roll was a 50 or below, the
equipment would still be there, but if it was 51 or above, it wouldn’t. Opposed Checks take place when two entities have a vested interest
in overcoming each other, or one entity is interested in preventing
another from being able to perform an action. This could be during a
Encounter Rolls combat situation, such as one entity initiating an Opposed Strength
Check in an attempt to escape the Grapple of another, but it could
Encounter Rolls are a way of adding a level of randomness to when also be in another situation entirely, such as one entity trying to
and where players have Encounters with NPCs. An Overseer makes an defeat another in an Opposed Management Check so that the party
Encounter Roll by rolling a d20 at certain moments. Typically, if the follows their plan instead of the other entity’s.
result of the roll is 11 or above, the characters have an Encounter, but if
it’s 10 or below, they don’t. With Opposed Checks, there is always an aggressor and a defender.
The aggressor is the entity who initiates the Opposed Check, such
The moments at which Overseers choose to make Encounter Rolls can as the entity trying to escape the Grappler. The other entity, who is
have a rhyme and reason to them, or simply be random. There are good attempting to defend themselves from the aggressor, is, well, the
times to roll for Encounters, such as when the party enters a new area, defender. There are a set of general rules when it comes to these
after they’ve completed a rest, or as they’re attempting to complete a types of Checks:
task that is taking a rather long amount of time.
If the aggressor fails the Check, the defender automatically wins
Encounters don’t always have to be negative. Though some Encounters If both pass the Check, whoever rolled the lower number wins
can easily lead to combat with a dangerous entity, some might simply If the aggressor passes and the defender fails, the aggressor wins
result in a party running into someone that needs help or has a new task If two player characters both pass and tie, they re-roll the Check
the party could take a shot at. If a player character and an NPC tie, the player character wins

12
13
Character Mechanics

Abilities Allocation of
Strength (STR) - Physical power and force
Skill Values
Agility (AGI) - Physical dexterity, speed, and flexibility A character’s Skill values aren’t determined the same way their Ability
Endurance (END) - Physical durability, stamina, and resistance values are. There’s no predetermined bank of Skill values players choose
Intelligence (INT) - Cunning and comprehension of logic from. Rather, the value of a character’s Skills are determined by adding
up the values of two Abilities and dividing that number by two, or, in
Education (EDU) - Knowledge gained through formal instruction
other words, finding the mean.
Charisma (CHA) - Ability to appeal to others; general likability
Power (POW) - PRI (Psionic Resistance Index), doubles as sanity For example, in order to determine the value of a character’s Medical
Luck (LUC) - A resource players can use to pass failed checks Skill, a player would add up the character’s Endurance and Education,
then divide that total by two. So, if the character’s Endurance was 60
and their Education was 50, the value of their Medical Skill would be 55
Allocation of (60 + 50 = 110; 110/2 = 55).

Ability Values Here are the list of Skills with the Abilities that make up their values:

When first making a character, players get to allocate a value to each Crafting (STR + AGI)
of the character’s Abilities, aside from Luck, which functions in a Deception (INT + CHA)
completely different way. That will be covered in more detail in the Espionage (AGI + INT)
Luck Mechanic section. Anyway, players get to assign a value to seven Firearms (STR + END)
of their character’s Abilities, choosing from this bank: Intimidation (STR + CHA)
Investigation (INT + EDU)
40, 40, 40, 50, 50, 60, 70 Machinery (STR + END)
Management (EDU + CHA)
For example, a player could craft a character with a Strength of Medical (END + EDU)
50, an Agility of 40, an Endurance of 50, an Intelligence of 60, an Melee (STR + AGI)
Education of 40, a Charisma of 70, and a Power of 40, which would Nature (INT + EDU)
properly use up all of the values in the point bank. Occult (EDU + POW)
Perception (POW)
Character classes have bonuses and penalties that affect these Sciences (INT + EDU)
values. For example, Researchers get to add 10 to their Education Special Ops (STR + INT)
on top of the set allocation. So, if a player chooses to give their Technology (INT + EDU)
character an Education of 50, that value will be raised to 60, if they
choose to make their character a Researcher. Perception is the only Skill that differs from the typical formula
for determining the starting value of a Skill. A character’s starting
Perception is simply equal to their starting Power.
Skills
Character
Proficiencies
Crafting (CRA) - Building and shaping tools, traps, etc.
Deception (DEC) - Lying to other entities
Espionage (ESP) - For stealth, tricking entities with disguises While making a character, players get to choose two Skills out of four
Firearms (FIR) - For attacks with Firearms & Misc. Projectiles possible options, depending on their character’s class. Their character
Intimidation (IND) - Persuasion/deterrence through physicality then becomes Proficient in these Skills. Players get to add 10 to the
values of the Skills that their characters are Proficient in.
Investigation (INV) - Trying to find something or learn more
Machinery (MAC) - Operating heavy machinery, such as vehicles The purpose of a Proficiency is to give a character a bit more of an
Management (MAN) - Persuasion through knowledge or logic advantage when it comes to certain Skills, beyond the normal allocation.
Medical (MED) - Used to restore HP to entities
Melee (MEL) - For attacks with Melee Weapons The limits of Ability
and skill values
Nature (NAT) - Identifying/understanding organisms & terrain
Occult (OCC) - Using anomalous objects; performing rituals
Perception (PER) - Recognizing things in one’s surroundings Since Ability and Skill Checks involves numbers that range between 1
Sciences (SCI) - Understanding/using scientific knowledge and 100, there are limits on how high or low Ability and Skill values can
Special Ops (SPO) - Anything that doesn’t fit in another Skill be. The highest that any of these values can be is 90, while the lowest
they can be is 10.
Technology (TEC) - Understanding/using computers, etc.

14
An infohazardous anomaly has an anomalous effect that is triggered
Natural stats when it is described or referred to. SCP-2193 is an infohazard that
spreads through documents related to the Foundation, referencing
Some stats in the game are dependent on a character’s class, such as the existence of a non-existent practice: the “Monthly Termination”
Speed, while other stats are pretty much universal for standard human of D-Class employees. 2193 spreads through various Foundation
characters. This includes Armor Class, vision, and hearing. documents, “infecting” them with this false information.

The natural Armor Class of a standard human character, aside from Memetics are on one side of the spectrum, while antimemes lie on
the MTF Agent, Field Agent, and D-Class subclasses used in Exploration the other. An antimeme is an idea with self-censoring properties. In
and Re-Containment Missions, is 12. A character can get a higher Armor other words, it’s an idea which, by its intrinsic nature, discourages
Class by putting on various pieces of Armor, such as Helmets and Vests. or prevents people from spreading it. For example, SCP-2517 is a
type of psychedelic mushroom. If people are exposed to its effects
A standard human character’s natural vision in normal lighting is 50 for long enough, they will start to believe that their friends and
ft, or 10 spaces, their sight in low lighting is 25 ft, or 5 spaces, and their loved ones have disappeared from reality, and will become incapable
vision in darkness is 5 ft, or 1 space. Standard human characters, of of perceiving them. Eventually, this leads to those affected by the
course, cannot see through solid obstructions, such as walls. mushrooms only being able to interact with other SCP-2517 users.

Hearing has a bit of a wider range than vision. A standard human Whenever characters first encounter an entity or object that has a
character’s natural hearing, when there are no obstructions, is 80 ft, or memetic or antimemetic effect capable of influencing humans, they
16 spaces. When there are moderate obstructions, it’s 40 ft, or 8 spaces. must roll a POW Check. If they pass, the memetic effect won’t be
When there are heavy obstructions, it’s 20 ft, or 4 spaces. able to influence them. However, if they fail, they will be subject
to the memetic effects of the anomaly. For example, if a character
is reading SCP-592 and reads past June 15, 1956, they have to make
Luck Mechanic a POW Check. If they succeed, they’ll likely think that the events
recorded past June 15, 1956 are a bit odd, but it wouldn’t affect
Luck, though it is lumped in with characters’ Abilities, is more of a them in any meaningful way. However, if they fail, they will start to
resource. Players can use Luck points to pass recently failed Checks. think that the false events they’ve read are completely true and will
be subject to the fits of mental distress 592 is able to trigger.
For example, let’s say a player wants to roll an Espionage (ESP)
Check to sneak past a foe that is unaware of their presence, and their In most cases, characters will only have to make one POW
character’s ESP is 45. They end up rolling a 48, so they fail the Check. Check for a particular anomaly, such as when they first detect a
However, the player expends 3 points of Luck in order to make the Check cognitohazard with one of their five senses. However, some anomalies
a success. This results in them passing the Check, then subtracting 3 have effects that override this, such as SCP-3000. SCP-3000 is a giant
points of Luck from their character’s total. eel that gives entities around it feelings of unease and paranoia.
When encountering this anomaly, characters have to make a POW
At the start of a campaign, all player characters get 100 points of Check for every 5 ft closer they draw to the entity, once they are
Luck, while, at the start of a one-shot, they get 20. Though it may seem within a certain range of it, and the effects of it worsen with every
like characters have a large amount of Luck points, it’s wise to use them POW Check they fail.
pretty sparingly. It is possible for a character to blow a good deal of
Luck points on one drastically failed Check, and there is no way for a Power can also operate as a sanity meter. In certain instances,
character to re-generate Luck points within an individual Mission. failed POW Checks will result in a character losing some of their
POW, thus lowering the value of their Power in general. Characters
Players can also choose to expend 10 Luck points to have their can lose 5, 10, or 15 Power from these failed Checks. The level
character overcome one of their Fears and no longer be Frightened by tied to a particular Check is determined by the Overseer. Most POW
it during a single Encounter. However, this sudden burst of courage will Checks that can cause a character to lose Power are related to an
only last for the duration of that single Encounter. In other words, the instance of extreme mind-melting horror, a near-death experience,
next time the character encounters something that triggers that Fear, or a gruesome manifestation of one of the characters’ Fears, which
they will once again be Frightened. are covered extensively in the Fear Mechanic section.

Power Mechanic For example, after a character goes through a near death
experience, the Overseer asks the player to roll a POW Check. They
fail the Check, so the character loses 5 Power, which is subtracted
This section details the way Power (POW) functions in-game. POW largely
from their total POW value. If a character loses all of their Power,
functions like a normal Ability, but is a bit more complex than other they will become Insane. The full effects of a character becoming
Abilities like Intelligence or Charisma. Power represents a character’s Insane are detailed in the Status Effects section.
Psionic Resistance Index (PRI), which is essentially a measure of their
mental ability to resist mind-altering phenomena. Lost Power can be restored through the use of Amnestics, which
are covered more in the Amnestic Mechanic section. To put it simply,
In the world of SCP, there are several types of mind-altering Amnestics restore Power, but can have some negative side effects,
anomalies. Many of these anomalies are commonly referred to as which are determined by a d100 roll.
memetics. Memetics are anomalous effects that spread through some
sort of communication or physical sense, such as hearing or sight. They
are divided into two main categories, cognitohazards and infohazards. Fear Mechanic
A cognitohazardous anomaly affects entities when they register it with Many entities in Fear in the Foundation have Fears. This includes
any of their five senses. For example, SCP-592 is a history book titled both player characters and NPCs. During character creation, players
“Chronicle of the 20th Century,” which includes an accurate account select 2-3 Fears to give their characters. These include things like
of historical events from January 1, 1900 to June 15, 1956. Past that autophobia, the fear of being alone, as well as claustrophobia, the
point, however, all information in the book is extremely and increasingly fear of small spaces.
inaccurate. If any human reads anything past the date of June 15, 1956,
they will believe the inaccurate events mentioned in the book are true, When entities encounter something that triggers one of their
and will typically experience confusion and bouts of paranoia when met Fears, they will become Frightened. “Frightened” is a Status Effect
with accounts that contradict these beliefs. which is covered more extensively in the Status Effect section. In
terms of role-play, players will become more hesitant in the presence
of one of their Fears, and may try to retreat from the situation.

15
Though some Fears are applied during character creation, the form of small white pills that a subject ingest or syringes that inject
characters can also develop new Fears if they fail POW Checks in the medication directly into a subject’s bloodstream.
certain situations. Ultimately, an Overseer determines whether a
failed POW Check results in the development of a new Fear. Medicine heals 4d4 of HP without the need for a MED Check.
Additionally, it cancels out three Status Effects, Poisoned, Stunned and
For example, say a character encounters an insect-like SCP that Weakened. The regenerative abilities it provides can heal wounds such
nearly kills them. The Overseer asks the player to make a POW as bone fractures, bruises, burns, cuts, dislocations, organ injuries, etc.
Check, which they fail. Then, the Overseer asks them to subtract However, it does not have the ability to kick-start the regeneration of
5 POW from their character’s total Power value. After this, the lost limbs or organs. For example, if a character loses an arm and takes
Overseer informs the player that their character has developed Medicine, the wound will close up and the bleeding will stop, but the
Insectophobia, the fear of insects. However, the fear doesn’t have lost arm will not fully regenerate. However, some medical SCPs, such as
to be so on-the-nose. Instead of Insectophobia, the character could SCP-500, can cause a limb to fully regenerate.
develop something like Cnidophobia, the fear of stings.
Players can take Medicine for themselves or give it to another entity.

Rest Mechanics
During combat, doing so counts as an action.

In order to avoid becoming Fatigued, relieve Fatigue, or restore Hit Amnestics Mechanic
Points (HP) without having to make any Checks or use any resources,
characters can take a Long Rest or a Short Rest. During Rests, Amnestics are a way for entities to restore lost Power or cancel out the
characters cannot take any actions or roll any Checks unless they effects of memetic hazards. Amnestics are similar to Medicine, as they
interrupt the Rest. either come in the form of small yellow pills that a subject ingests or
syringes whose contents can be injected into a subject’s bloodstream.
Long Rests take up 2 hours and automatically restore a character
to Full HP. During Long Rests, characters are asleep, taking a short Each Amnestic taken restores 10 lost POW. They can bring a character
nap. During these Rests, they may need one or more people to act as back up to their maximum Power value, but not beyond it. In addition to
look out. their restorative abilities, Amnestics have a primary side effect. Every
time an entity takes an Amnestic, the person controlling them has to
Short Rests take up 1 hour, recover 3d6 of HP, which characters roll roll a d100. If the result is higher than 50, the entity will lose a major
themselves. During these Rests, characters can be awake or asleep, memory, such as an event or place that is important to them. If the
as they receive the benefits of the Short Rest regardless. If awake, result is lower than 50, they will forget something minor, such as what
characters can still talk and interact with one another, but they can’t they ate for breakfast that morning. Critical successes on these rolls will
move around. result in the character not forgetting anything, while critical failures
will lead to them forgetting something incredibly salient, such as an
All Rests can cure certain Status Effects. These Status Effects are important person in their life or an event that shaped them as a person.
Disoriented, Fatigued, Stunned, and Weakened. Additionally, for Class
Traits, if a trait indicates that it can be used “once per Rest,” this Entities can take an Amnestic for themselves or give them to another
means that once a trait has been used during play, a player cannot entity. During combat, doing this counts as an action.
use it again until their character has taken a Rest of some kind.

While a party rests, things still happen in the background. NPCs Initiative Bonus
and SCPs continue to move around and interact with one another.
Initiative determines in what order entities take their turns during
When a party takes a Rest, the Overseer can choose to roll an combat. It is covered more extensively in the Initiative section. The
Encounter Check. For a Short Rest, they roll a standard Encounter goal, ultimately, is to roll the lowest possible number.
Check, while, for a Long Rest, they roll an Encounter Check with
Adv. If the roll results in an Encounter during a Short Rest, it happens A d100 roll is used for Initiative. Characters get a bonus depending on
at the end of the rest. However, for a Long Rest, the Encounter can the value of their Agility, which they subtract from their Initiative roll.
happen either in the middle of the rest or at the end of it. If the The following are the values associated with different Initiative Bonuses:
Encounter starts in the middle of a Long Rest, it effectively makes
that rest a Short Rest, so players only receive the benefits of a Short 0-30 0
Rest before the Encounter begins.
35-50 -5

Medical Checks 55-70 -10


75-90 -15
Medical Checks are a way for characters to heal themselves or others
and restore HP without having to use any medical resources, such as For example, if a character has an Agility of 60, their player should
Medicine or medically-beneficial SCPs like SCP-500, which are pills subtract 10 from the result of the character’s Initiative roll. Say combat
that can heal any injury or ailment. begins, and the Overseer asks all of the players to make Initiative rolls.
The player rolls a 58, but since their character has an Initiative Bonus of
Successful MED Checks restore 2d4 of HP, which the characters roll -10, their actual result is 48.
themselves after passing the Check. These Checks can be done in or
outside of combat. During combat, they count as an action.
Damage Modifiers
There are a number of ways to describe a successful MED Check.
For example, a player could say they’re putting pressure on an area
based on STR and AGI
to stop bleeding or carefully removing a projectile from their skin. Each attack does some amount of damage, which is listed as part of the
attack. For example, a shot from a Pistol does 2d4 + 2 total damage.
Medicine Mechanic Most Blunt Force and Piercing weapons, as well as Unarmed Strikes, have
damage amounts such as 1d4 + STR or 1d6 + AGI. When + STR or + AGI is
Fear in the Foundation takes place in a universe where the SCP listed, this is tied to the Strength or Agility of the attacker.
Foundation has successfully studied medical anomalies such as SCP-
500 and 5980, leading to the creation of anomalous medication that Each character has a Strength or Agility bonus tied to the amount of
gives entities temporary regenerative abilities, which either comes in damage certain attacks do. The range of these bonuses is as listed:

16
Medicine, Amnestics, and Sedatives are much like Grenades, when
0-30 0
it comes to a character’s Inventory. Up to three instances of any of
35-50 +1 these things can fit in an individual Tool Slot, though separate types
55-70 +2 cannot occupy the same slot.

75-90 +3
Leveling up
For example, if a character’s Strength was 65 and they were trying to
make an attack with a Baton, which does 1d4 + STR, the total amount of Like many other tabletop role-playing games, Fear in the Foundation
damage their Baton attack would do is 1d4 + 2. offers a system through which characters can level up and improve
their skills and abilities.

Character Inventory The game’s system for leveling up characters is feat-based. This
means that the Overseer determines when characters level up by
All characters have a number of items that they can carry, which deciding when characters have achieved enough great feats in
is known as their Inventory. These items are divided into two main order a reach a higher level. Great feats can include things such
categories: Weapons and Tools. Complete lists of all the available as defeating a particularly difficult foe, completing a number of
Weapons and Tools in the game are included in later sections. challenging tasks, or finishing a major arc within the overall story. If
players believe they should level up after accomplishing some feat,
Characters have a total of four Weapon Slots. Each weapon that a they can make their case to the Overseer, but as with all other things
character has equipped takes up one or more of these slots. Typically, relating to the rules, the Overseer gets to make the final decision.
the stronger a weapon is, the more slots it takes up. For example, a
Baseball Bat takes up one slot, while a Shotgun takes up two. In the current iteration of the game, the max level for both player
characters and NPCs, which can also level up, is 6. The only thing in
Some weapons do not take up an entire Weapon Slot. Rather, multiple the game not able to level up are SCPs, who maintain their standard
instances of that same weapon can fit in the same slot. For example, up properties throughout Missions.
to three Grenades, Flashbangs, or Tear Gas Canisters can fit in the same There are a number of bonuses that come along with leveling up.
Weapon Slot. However, three separate types of these projectiles cannot These bonuses are dependent on what level a character has reached.
fit in the same slot. They must all be allocated to different ones. If a A full description can be found below.
character has one Grenade, one Flashbang, and one Tear Gas Canister,
they will take up three separate Weapon Slots. Every Level
For each level that a character gains, they gain one d4 of Hit
If a character’s Weapon Slots are full, they will have to drop a weapon Points, plus the modifier that is tied to the character’s class. For
in order to have enough free slots to pick up a new one. Again, the example, a Researcher gains 1d4 + 2 of Hit Points after leveling up,
amount of weapons they have equipped can never exceed the four slot while a Security Officer gains 1d4 + 3.
maximum.
Only on Even-Numbered Levels
In addition to their four Weapon Slots, characters have four Strike When characters reach level 2, 4, and 6, they add 5 points to the
Slots. These slots are only used for Unarmed Strikes. When making a values of two separate Skills. 10 points cannot be added to the
character, players choose a number of Unarmed Strikes to fill these slots. same Skill on a single level up.
These Unarmed Strikes can only be changed while a character is leveling
up. Say a character has Jab equipped, but wants to change that strike Only on Odd-Numbered Levels
to a Push Kick. They can do so, but only while in the process of changing When characters reach level 3 and 5, they add 5 points to the
their character after they’ve gained a new level. values of two separate Abilities. As with Skills, 10 points cannot be
added to the same Ability on a single level up.
The last component of a character’s Inventory is the number of Tools
they are able to carry. Typically, characters have a total of six Tool Slots. There is an aspect to leveling up that is only found in Containment
Tools include things such as flashlights, keycards, and pens. Medicine, Breach Missions. When Containment Breach characters reach level 6,
Sedatives, and Amnestics also fit in the Tool category. they gain the ability to choose a Perk, which gives them Advantage on
certain Ability or Skill Checks.

17
18
Character Creation

Containment Breach Classes

Level
Starting Starting Ability Proficiency
Speed Up HP Class Traits
HP AC Effects Options
Bonus
+10 INT OCC Experienced - Use once per Rest to gain Adv on a POW Check
+10 EDU NAT Foundational - Use once per Rest to gain Adv on an OCC Check
Researcher 24 12 35 ft +2
+10 CHA SCI Geek - Use once per Rest to gain Adv on a SCI or TEC Check
-10 STR TEC Uptight - Use once per Rest to gain Adv on a MAN Check
+10 STR FIR Active - Get two actions per turn during combat
Security +10 AGI IND Sergeant - Use once per Rest to gain Adv on an IND Check
28 14 25 ft +3
Officer +10 END INV Thick-Skinned - Use once per Rest, gain Resist. against an attack
-10 INT MEL Warden - Use once per Rest to gain Adv on an INV Check
+10 INT DEC Active - Get two actions per turn during combat
+10 CHA ESP Chameleon - Has Adv on CHA, DEC, & MAN Checks while in disguise
Field Agent 26 13 30 ft +3
+10 POW INV Rhetoric - Use once per Rest to gain Adv on a CHA Check
-10 END SPO Sneaky - Use once per Rest to gain Adv on an ESP Check
+10 AGI CRA Chameleon - Has Adv on CHA, DEC, & MAN Checks while in disguise
+10 END DEC Escapist - Use once per Rest to Dash without using an action
D-Class 26 12 40 ft +2
+10 POW MEL Survivor - Use once per Rest to gain Adv on a MED Check
-10 CHA PER Vindictive - Use once per Rest to gain Adv on a DEC Check

Starting Loadouts

Armor Weapons Tools


Keycard, Pen, Recording Device, Research Journal,
Researcher N/A Baton, Pepper Spray
Walkie Talkie
Security Ballistics Vest, Light Vest, or Rifle, Shotgun, or Pistol; Baton;
Flashlight, Handcuffs, Keycard, Walkie Talkie
Officer Edge-Bladed Vest; Riot Helmet Grenades or Tear Gas Canisters (3)
Ballistics Vest, Light Vest, or
Field Agent Pistol, Baton, Pepper Spray Flashlight, Handcuffs, Simple Disguise, Walkie Talkie
Edge-Bladed Vest
D-Class N/A Shiv Durable Piece of String

Containment BreacH Perks


Containment Breach characters are able to choose a Perk once they reach level 6. These give them Adv on certain Ability or Skill Checks.
Researcher Field Agent
Doctorate - Has Adv on MED Checks Archivist - Has Adv on EDU Checks
Oracle - Has Adv on INT and INV Checks Big Brother - Has Adv on PER Checks
Shaman - Has Adv on NAT and OCC Checks Certified Spy - Has Adv on ESP Checks
Maestro - Has Adv on SCI and TEC Checks Method Actor - Has Adv on DEC and CHA Checks

Security Officer D-Class


Beefcake - Has Adv on STR and END Checks Breakout - Has Adv on AGI and ESP Checks
Deadshot - Has Adv on FIR Checks Brute - Has Adv on STR Checks
Sheriff - Has Adv on IND and MAN Checks Cockroach - Has Adv on END Checks
Warrior - Has Adv on MEL Checks Hannibal - Has Adv on INT Checks

19
Exploration & Re-containment Classes
MTF agent Classes

These MTF Agent classes are used in Re-Containment and Exploration Missions. Loadouts are determined by the specific mission.

Starting Starting Level Up Ability Proficiency


Speed Class Traits
HP AC HP Bonus Effects Options
+10 END IND
Active - Get two actions per turn during combat
+10 EDU MAN
The Commander 34 14 30 ft +3 Listen Up - Use once per Rest to gain Adv on a MAN Check
+10 CHA MED
Sharp - Use once per Rest to gain Adv on an INT Check
-10 POW OCC
+10 AGI CRA
Active - Get two actions per turn during combat
+10 INT MAC
The Engineer 30 13 40 ft +3 Engineer - Use once per Rest to gain Adv on a TEC Check
+10 EDU SPO
Mechanic - Use once per Rest to gain Adv on a MAC Check
-10 END TEC
+10 INT ESP
Active - Get two actions per turn during combat
+10 EDU INV
The Strategist 30 13 35 ft +3 Adaptive - Use once per Rest to gain Adv on an INT Check
+10 CHA MAN
Vigilant - Use once per Rest to gain Adv on an INV Check
-10 AGI SPO
+10 STR ESP
Active - Get two actions per turn during combat
+10 AGI FIR
The Sharpshooter 32 13 35 ft +3 Bullseye - Use once per Rest to gain Adv on a FIR Check
+10 END MED
Mender - Use once per Rest to gain Adv on a MED Check
-10 CHA NAT
+10 STR CRA
Active - Get two actions per turn during combat
+10 END FIR
The Tank 36 15 25 ft +4 Durable - Use once per Rest to gain Adv on an END Check
+10 POW MED
Warrior - Use once per Rest to gain Adv on a STR Check
-10 INT MEL
+10 EDU CRA
Active - Get two actions per turn during combat
+10 CHA MAC
The Wizard 30 13 40 ft +2 Sage - Use once per Rest to gain Adv on a NAT Check
+10 POW SPO
Warlock - Use once per Rest to gain Adv on an OCC Check
-10 END TEC

Field Agent classes

These Field Agent classes are only used in Exploration Missions. Loadouts are determined by the specific mission.

Starting Starting Level Up Ability Proficiency


Speed Class Traits
HP AC HP Bonus Effects Options
+10 END IND
Active - Get two actions per turn during combat
+10 INT MAN
The Alpha 30 13 30 ft +3 Control - Use once per Rest to gain Adv on a MAN Check
+10 EDU MED
Strong - Use once per Rest to gain Adv on a END Check
-10 POW OCC
+10 INT DEC
Active - Get two actions per turn during combat
+10 CHA NAT
The Bishop 28 13 40 ft +2 Chaplain - Use once per Rest to gain Adv on an OCC Check
+10 POW OCC
Druid - Use once per Rest to gain Adv on a NAT Check
-10 END SCI
+10 AGI INV
Active - Get two actions per turn during combat
+10 INT MEL
The Explorer 28 13 40 ft +2 Lookout - Use once per Rest to gain Adv on a PER Check
+10 POW PER
Observant - Use once per Rest to gain Adv on an INV Check
-10 CHA TEC
+10 STR DEC
Active - Get two actions per turn during combat
+10 AGI ESP
The Fixer 30 14 30 ft +3 Dexterous - Use once per Rest to gain Adv on an AGI Check
+10 END FIR
Gunshow - Use once per Rest to gain Adv on a FIR Check
-10 INT SPO
+10 STR CRA
Active - Get two actions per turn during combat
+10 AGI NAT
The Hunter 28 14 35 ft +2 Tracker - Use once per Rest to gain Adv on an INV Check
+10 POW OCC
Trapper - Use once per Rest to gain Adv on a CRA Check
-10 EDU PER
+10 STR IND
Active - Get two actions per turn during combat
+10 END MAC
The Unit 32 15 30 ft +4 Healer - Use once per Rest to gain Adv on a MED Check
+10 EDU MED
Tough - Use once per Rest to gain Adv on an END Check
-10 AGI MEL

20
D-Class classes

These D-Class classes are only used in Exploration Missions. Loadouts are determined by the specific mission.

Starting Starting Level Up Ability Proficiency


Speed Class Traits
HP AC HP Bonus Effects Options
+10 STR FIR
Dispatcher - Use once per Rest to gain Adv on a FIR Check
+10 CHA IND
The Boss 26 13 30 ft +3 Muscle - Use once per Rest to gain Adv on an IND Check
+10 POW MAN
Planner - Use once per Rest to gain Adv on an INT Check
-10 AGI MED
+10 INT CRA
Charming - Use once per Rest to gain Adv on a CHA Check
+10 EDU DEC
The Communicator 24 12 35 ft +2 Con Artist - Use once per Rest to gain Adv on a DEC Check
+10 CHA IND
Fast Talk - Use once per Rest to gain Adv on a MAN Check
-10 STR SPO
+10 AGI DEC
Nimble - Use once per Rest to gain Adv on an AGI Check
+10 INT ESP
The Escape Artist 26 12 40 ft +2 Paranoid - Use once per Rest to gain Adv on a PER Check
+10 CHA INV
Slippery - Use once per Rest to gain Adv on a ESP Check
-10 END PER
+10 END INV
Cultist - Use once per Rest to gain Adv on an OCC Check
+10 EDU OCC
The Influenced 24 13 40 ft +2 Hannibal - Use once per Rest to gain Adv on an EDU Check
+10 CHA NAT
Naturalist - Use once per Rest to gain Adv on a NAT Check
-10 POW SCI
+10 STR IND
Beefy - Use once per Rest to gain Adv on an STR Check
+10 END MAC
The Powerhouse 28 14 25 ft +3 Fighter - Use once per Rest to gain Adv on a MEL Check
+10 POW MEL
Innovator - Use once per Rest to gain Adv on an SPO Check
-10 EDU SPO
+10 AGI CRA
Homeopath - Use once per Rest to gain Adv on a MED Check
+10 END MED
The Unbreakable 30 13 30 ft +4 Numb - Use once per Rest to gain Adv on a POW Check
+10 POW MEL
Survivor - Use once per Rest to gain Adv on an END Check
-10 CHA PER

Security Officer - SCP’s Muscle


Writing a character
background Purpose: Security officers act as the Foundation’s shield. They
are tasked with defending site personnel and assets, acting as
The Foundation works with almost every world government, as well prison guards for D-Class personnel, and generally keeping order
as an extensive list of organizations and groups. As such, Foundation within Foundation facilities. Security officers are experts in hand-
employees come from all over the world and have a wide range of to-hand combat and have extensive training on how to use the
different upbringings, personalities, and life experiences. This allows for various weapons the Foundation utilizes in containing certain highly
a lot of variance when it comes to writing backgrounds for characters. dangerous anomalies.

What follows is a description of each class’s purpose, how they are Recruitment: Officers are typically recruited from government
recruited to the Foundation, and their possible motivations for joining agencies and departments, such as the FBI, CIA, and the Department
and staying with the Foundation. of Defense, as well as other agencies specializing in combating
anomalies, such as the Global Occult Coalition (GOC). Many other
Researchers - SCP’s Brains security officers are military veterans. Due to the sensitivity of
Foundation information, average police officers are not typically
Purpose: Researchers are the lifeblood of the Foundation. In order to recruited to work for the Foundation, but can be in select cases,
accomplish its goals, the Foundation needs people to study and analyze especially when the Foundation is low on manpower and resources.
all the strange anomalies they run into. Otherwise, the Foundation
would have a much harder time containing anomalies. Researchers Motivation: Security officers may join the Foundation for a
engage in experimentation with anomalies, including physical tests of number of reasons. Like researchers, some see themselves as heroes
the anomaly’s abilities and interviews with anomalies that are able to defending humanity, while others see it as a necessary obligation.
communicate. Researchers are often experts in some areas of anomalous Though it is less common, some enjoy the thrills that come with
study, such as memetics. containment operations and containment breaches. A few officers
have reported that they appreciate the challenge of securing
Recruitment: Researchers are usually recruited from government anomalies and D-Class alike.
agencies; anomalous organizations like Anderson Robotics, Deer College
or Wilson’s Wildlife Solutions; or large corporations that work on Field Agent - SCP’s Eyes and Ears
scientific government projects, such as Boeing or Lockheed Martin.
Purpose: Field agents are responsible for surveillance, as well as
Motivation: Like any other Foundation staff member, there may reporting and sometimes attempting to capture anomalies that they
be a number of reasons researchers join and choose to stay with the discover out in the field. They often go undercover, and through the
organization. They may see the Foundation as a higher calling to defend use of Foundation connections and resources, embed themselves in
humanity, simply enjoy studying the paranormal, appreciate the high corporations, government agencies, non-profits, etc. Field agents
amount of freedom the Foundation grants them in certain instances, or are often the first to report anomalous activity when a new anomaly
see their efforts as a necessary obligation to protect the world. comes to light. These agents are versatile spies trained in combat,
deescalation tactics, and conducting investigations.

21
Recruitment: Field agents are often recruited from government Think about where the character was before joining the Foundation
intelligence agencies like the Federal Bureau of Investigation (FBI),
the Central Intelligence Agency (CIA), and M15. They also come Where did the character grow up? What was their family like? Did they
from security-oriented groups specializing in anomalies, such as the go to college? If so, where did they go, and what did they study? What
Unusual Incidents Unit (UIU), the Global Occult Coalition (GOC), and jobs did they have in the past? Did they have any encounters with the
the Office for the Reclamation of Islamic Artifacts (ORIA). Some are anomalous before becoming part of the Foundation?
former police detectives, though this is less common.
Consider what the character’s tenure with the Foundation has been like
Motivation: Field agents often join the Foundation out of either a
sense of duty and obligation, in defense of humanity, because they Ultimately, why did they decide to join the Foundation? What have they
enjoy the paranormal, or because they enjoy the unique challenges done during their tenure? What is their take on the Foundation’s mission?
and unpredictably that comes along with the job. Do they enjoy being with the Foundation, or are they colder and more
calculated? What are their motives and beliefs?
D-Class - SCP’s Outstretched Hand
Think about the different aspects of the character’s personality
Purpose: D-Class are at the forefront of Foundation research. They
are often used as test subjects in various experiments involving How do they feel about the people around them? How do they treat
anomalies, and often play a role in the care and maintenance of those people? How do they feel about themselves? What things make
anomalies that require upkeep. Due to this, D-Class have much higher them the most happy? Are there any particular things that make them
mortality rates than other types of Foundation employees. Without really upset? What events from their past affect how they approach
D-Class, it would be much harder for the Foundation to study and situations today? Who do they look up to, and why?
contain anomalies.
The character has a life of their own, including hobbies and interests
Recruitment: D-Class are often hardened criminals that, at a
federal or state government’s discretion, are recruited by the What do they like to do in their free time? Have any of their hobbies or
Foundation from various prisons across the world. Most of them have interests affected their experiences in the Foundation? Do they affect
committed violent or high-profile crimes, though, during times of their relationships with their colleagues? Remember, all Foundation
hardship, the Foundation will recruit people who have committed personnel have complex, unique lives outside of work.
crimes that are pettier in nature. Additionally, other Foundation
personnel can be demoted to D-Class for particularly egregious and Consider who the character’s friends and rivals are
reckless actions or crimes.
Does the character have any close work partners? Who do they answer
Motivation: Typically, D-Class are told that if they work with the to? Did they have a mentor? Do they have any rivals in their field?
Foundation for a month, they will either be sent back to their old
prison with various new privileges or be set free. However, D-Class Other Things to Consider
are regularly amnesticized to keep them from figuring out that
they’ve been with the Foundation much longer than a month and There’s no official canon in the SCP universe, so, when writing a
eventually terminated by anomalies while in the line of duty. D-Class character’s backstory, players don’t have to worry too much about
may do it in the hopes that they will be set free or get special getting exact details wrong or contradicting things on the SCP Wiki.
privileges, but they can have other motivations as well. They may do However, if their character’s backstory does involve things that amount
it for the excitement or because it’s something to do. D-Class that to changes to the way the SCP universe works, they should discuss these
were formerly another type of Foundation personnel, of course, work things with their Overseer to make sure it doesn’t contradict anything in
to re-earn their former position. the world the Overseer has crafted.

MTF Agents - SCP’s clenched fist It’s perfectly fine to write a dramatic or tragic backstory for a
character, but it’s not always necessary. Often, Foundation personnel are
Purpose: Mobile Task Force (MTF) Agents are part of elite forces pretty normal people who just happen to work with anomalous entities
that are considered the best of the Foundation. These agents are and phenomena that fundamentally defy the laws of reality.
sent to deal with certain threats and situations that may exceed
the expertise or resources available to standard Foundation agents. As a general rule, no player should make their character an Ally or
MTF units are often relocated to various facilities and locations, as Enemy of an administrative officer at one of the highest levels, such
they go where they are needed. These units can vary greatly in size, as a member of the O5 Council, a Site Director, or a Security Director,
composition, and aims. without first discussing it with the Overseer. This is largely due to the
risk of potentially creating confusing contradictory information for the
Recruitment: MTF Agents are typically recruited from places campaign. However, characters can be allies or rivals with members
similar to those that security officers are recruited from, such as of any other employee class, which includes Counterintelligence or
government agencies and departments, like the Department of Communications Agents, as long as the Overseer plans to include that
Defense, as well as other agencies specializing in dealing with class in the Mission.
anomalies, like the Global Occult Coalition (GOC). Many MTF agents
are former military officers and personnel, and some even have It is possible for a character’s Personality Traits and Flaws to
experience in elite special forces units. contradict each other. Honestly, this can make for a more interesting
character. For example, there are plenty of real-life people who are
Motivation: MTF Agents may join the Foundation for a number of calm and rational in most circumstances, but can be extremely childish
reasons. Like researchers, some see themselves as heroes defending and bull-headed in particular moments.
humanity while some see it as a necessary obligation. Some enjoy
the thrills that come with the operations of Mobile Task Forces. There are a number of ways Fears can be interpreted. For example,
Additionally, many appreciate the challenge that comes with if a character has hemophobia, the fear of blood, they could become
securing, exploring, and possibly combating anomalies. Frightened when seeing any blood, or only when they see their own.
Players should consider the different ways their character’s Fears can
Writing a character’s background manifest. Additionally, they should talk to their Overseer at some point
before the start of a Mission so that the Overseer knows how their
There are a number of things to consider while crafting a character’s character’s Fears are triggered and how they affect the character.
personality and background. Ultimately, the goal is to establish who
the character is, how they think, and how they interact with others.

22
There is a maximum number of languages that any character can
speak when they’re first created, which is three. This acts as a sort of Personality Traits (5 to 7)
balancing mechanic so no one starts off too well-versed. Absent-Minded Adaptable Adventurous Aggressive
Appreciative Assertive Benevolent Calm
Character traits Caring Cautious Calculating Charming

A character’s traits help define who they are as a person, including their Cheerful Confident Considerate Cooperative
outlook on life and how they will react to certain situations. They are Courageous Curious Decisive Detached
divided into Alignments, Personality Traits, Ideals, Flaws, and Fears.
Disciplined Dramatic Easygoing Energetic
An Alignment typically underscores how a character conforms to Foun- Farsighted Firm Flexible Focused
dation protocols and to what extent they’re willing to stick their neck
Forceful Forthright Friendly Generous
out for others. For example, a Devoted Good character is likely to follow
protocols even if it gets in the way of their goals, and risk themselves Gentle Hardworking Helpful Heroic
for the good of others. Meanwhile, a Rebel Evil character isn’t likely to Honest Humble Humorous Idealistic
follow protocols, especially if they can get away with it, and is unlikely
to put themselves at risk for the sake of others. Independent Individualistic Kind Magnanimous
Mature Methodical Meticulous Objective
Personality Traits really make up who a character is and how they act.
They provide players with a general outline of how to role-play as the Optimistic Organized Passionate Patient
character. When playing a TTRPG, players are trying to put themselves Perceptive Pessimistic Polite Practical
in the headspace of their characters. If, in a particular situation, they
struggle to determine how their character would think or act, referring Principled Protective Proud Prudent
to the character’s Personality Traits could be useful. Rational Realistic Respectful Relentless
Selfless Self-critical Sensitive Serious
Ideals define what a character values about most. They may also
play a role in determining what the character truly wants to accomplish Sociable Stubborn Suspicious Tolerant
during a Mission. For example, a character that values glory may try to Trusting Understanding Vivacious Warm
make a name for themselves by attempting to perform some kind of
extreme action they wouldn’t do otherwise. Wise Witty

Flaws are a character’s weak points, from a role-play perspective.


These can affect how they come to the conclusions that they do, as well
as how they interact with others. Flaws can also be a source of conflict.
Ideals (2 to 4)
If a character is violent, they may get a party into combat that they Aspiration Charity Community Fariness
could have otherwise avoided, while if they’re a coward, they may not
Freedom Generosity Glory Greater Good
assist the party during crucial moments during combat.
Greed Honesty Honor Independence
Fears, as mentioned earlier, define what a character is really afraid Justice Knowledge Loyalty Nature
of, which tie into other game mechanics, namely Power and the
Frightened mechanic. There are a number of things that can go into a Obligation Power Punishment Rationality
character’s fears. They could be random and irrational, or tied to past Responsibility Respect Self-improvement Sincerity
experiences. A Fear could come from a dark place within a character
that they are afraid to confront. For example, a character afraid of
failure may have had a difficult upbringing and been mistreated in their
youth, leading to the development of the Fear and a deep sense of inse- Flaws (2 to 3)
curity. Throughout the course of the Mission, perhaps there could a way Aloof Antagonistic Apathetic Argumentative
for them to confront that and attempt to overcome that insecurity and
grow stronger. It is possible for characters to lose Fears during a Mission’s Arrogant Authoritarian Bull-headed Brutish
play-through, just as it is possible for them to gain new ones. Callous Careless Charmless Childish

As a disclaimer, the number following each header indicates how Cold Conceited Cowardly Clumsy
many of each trait a player should choose when crafting a character. For Crass Crazy Cynical Deceitful
example, a player should give their character two to four Ideals, as well
as five to seven Personality Traits. Delicate Dependent Desperate Destructive
Dishonest Distractable Dogmatic Domineering
Character Alignment (1) Egocentric Envious Erratic Faithless
Devoted Good - Follows most protocols, often selfless Fanatical Fearful Foolish Gullible
Impartial Good - Follows protocols if necessary, often selfless Hedonistic Hesitant Hypocritical Impatient
Rebel Good - Doesn’t follow most protocols, often selfless Impulsive Indecisive Insecure Insensitive
Devoted Impartial - Follows most protocols, morally fluid Judgmental Morbid Narcissistic Neurotic
True Impartial - Follows protocols if necessary, morally fluid Nosy Obsessive Oblivious Overconfident
Rebel Impartial - Doesn’t follow most protocols, morally fluid Overcautious Overly Loyal Paranoid Partisan
Devoted Evil - Follows most protocols, often selfish Power-hungry Reactionary Resentful Rigid
Impartial Evil - Follows protocols if necessary, often selfish Sadistic Selfish Shallow Stupid Bravery
Rebel Evil - Doesn’t follow protocols, often selfish Thin-skinned Thoughtless Underhanded Unfair
Vacuous Vindictive Violent Weak-willed

23
Fears (2 to 4)
Accidents – Dystychiphobia Amphibians – Batrachophobia Anger or becoming angry – Angrophobia
Angina or choking - Anginophobia Animals – Zoophobia Ants – Myrmecophobia
Bald people – Peladophobia Bats - Chiroptophobia Bacteria – Bacteriophobia
Beards – Pogonophobia Beautiful women – Venustraphobia Bees – Apiphobia
Being alone – Autophobia Being bound or tied up – Merinthophobia Being buried alive – Taphephobia
Being forgotten – Athazagoraphobia Being hypnotized – Hypnophobia Being laughed at – Gelotophobia
Being robbed – Harpaxophobia Being smothered – Pnigophobia Being stared at – Scoptophobia
Birds – Ornithophobia Blind spots – Scoptophobia Blood – Hemophobia
Bulls – Taurophobia Cats – Elurophobia Celestial space - Astrophobia
Cemeteries – Coimetrophobia Certain fabrics – Textophobia Chemicals – Chemophobia
Childbirth – Lockiophobia Children – Pedophobia Clocks – Chronomentrophobia
Clowns – Coulrophobia Cockroaches – Katsaridaphobia Confined spaces – Claustrophobia
Cosmic phenomenon – Kosmikophobia Criminals – Scelerophobia Crosses and crucifixes – Staurophobia
Crowds or mobs – Ochlophobia Darkness – Achluophobia Daylight and sunshine – Phengophobia
Death and dead things – Necrophobia Decaying matter – Seplophobia Dental surgery – Odontophobia
Dentists – Dentophobia Disease – Pathophobia Dirt – Mysophobia
Doctors – Iatrophobia Dogs – Cynophobia Dolls – Pediophobia
Double vision – Diplophobia Dreams – Oneirophobia Failure – Atychiphobia
Feet – Podophobia Fever – Febriphobia Fire - Pyrophobia
Firearms – Hoplophobia Fish – Ichthyophobia Flowers - Anthrophobia
Flying – Aerophobia Fog – Homichlophobia Frogs – Ranidaphobia
Germs – Verminophobia Ghosts – Phasmophobia Gods or religion – Theophobia
Growing old – Gerascophobia Halloween – Samhainophobia Heaven – Ouranophobia
Heights – Acrophobia Hell – Hadephobia High speeds – Tachophobia
Holes – Trypophobia Horses – Equinophobia Hospitals – Nosocomephobia
Human-like figures – Automatonophobia Ice or frost – Pagophobia Imperfection – Atelophobia
Insanity – Dementophobia Insects – Insectophobia Itching – Acarophobia
Kissing – Philematophobia Lakes – Limnophobia Large things – Megalophobia
Lice – Pediculophobia Light flashes – Selaphobia Loud noises – Ligyrophobia
Love – Philophobia Meteors – Meteorophobia Mice – Musophobia
Mirrors – Catoptrophobia Monsters – Teraphobia Moon – Selenophobia
Moths – Mottophobia Muscle in-coordination – Ataxophobia Narrow spaces – Stenophobia
Needles/injections – Trypanophobia Night – Noctiphobia Nosebleeds – Epistaxiophobia
Nudity – Nudophobia Oceans – Thalassophobia Open spaces & crowds – Agoraphobia
Outer space - Spacephobia Pain – Algophobia Parasites – Parasitophobia
Plants - Botanophobia Pointed objects – Aichmophobia Poison – Iophobia
Pregnancy – Tocophobia Priests & sacred things – Hierophobia Punishment – Mastigophobia
Puppets – Pupaphobia Rabies – Kynophobia Radiation – Kynophobia
Razors – Xryophobia Reptiles – Herpetophobia Riding in a car – Amaxophobia
Rooms full of people – Koinoniphobia Schools – Scolionophobia Serious injury – Traumatophobia
Sermons – Homilophobia Sexual love – Erotophobia Sexual perversion – Paraphobia
Shadows – Sciophobia Sharks – Selachophobia Shellfish - Ostraconophobia
Sinning – Hamartophobia Skin lesions – Dermatophobia Slime – Blennophobia
Small things – Microphobia Snakes - Ophidiophobia Snow - Chionophobia
Spiders – Arachnophobia Social evaluation – Sociophobia Spirits – Pneumatiphobia
Stars - Siderophobia Stealing – Kleptophobia Stings – Cnidophobia
Suffering – Panthophobia Surgical operations – Tomophobia Tornadoes & hurricanes – Lilapsophobia
Thunder & lightning – Astraphobia Trains – Siderodromophobia Trembling – Tremophobia
Tyrants – Tyrannophobia Voids or empty spaces – Kenophobia Vomiting – Emetophobia
Wasps – Spheksophobia Witches and witchcraft – Wiccaphobia Worms – Scoleciphobia

24
25
Combat Mechanics

Movement Mechanics Initiative


In Fear in the Foundation, movement is largely unrestricted, at least During combat, every entity gets a turn to perform actions, make
outside of combat, though characters have to abide by the rules of attacks, and move around. A full rotation of turns during a combat
the universe. They cannot typically shift through physical barriers, situation is called a round. Initiative determines in what order entities
fly, or otherwise defy the laws of physics. Though those things may be take their turns during a round of combat.
achieved through the use of certain anomalies, characters cannot do
them on their own, as normal human beings. Initiative is determined by a standard d100 roll. The lower an entity’s
roll, the higher their spot in the order of turns. For example, if two
The laws of physics also apply to movement during combat, which entities roll for Initiative, and their results are 24 and 52, the one
has some additional complexities, on top of the standard physical that rolled a 24 would go first, while the entity that rolled 52 would
limitations. All movement during combat is tied to 5 ft, or 1.5 m go second. This order does not change for the entirety of a combat
squares, and movement between these squares involves a character’s situation. So, at the start of each round, the person who got 24 would go
Speed. For example, if a character’s Speed is 25 ft (7.5 m), they are first, followed by the person who rolled a 52.
able to move up to 5 squares during one of their turns during combat,
without using any special actions or Tools. Movement is considered As stated in the Character Mechanics section, characters get a bonus
separate from a character’s combat actions. to subtract from their Initiative roll, which depends on the value of
their Agility. NPCs do not get this same bonus, so their Initiative is just a
During combat, there is no penalty for one entity attempting to standard d100 roll with no modifiers.
pass another by entering the space that entity is occupying, unless
the individual being passed wishes to prevent the other’s movement.
If any being wants to stop another from getting past them, they may Combat Actions
initiate an Opposed Agility Check against that entity. This applies
There are a number of actions that entities can perform during combat.
whether the two entities are hostile towards one another or not.
Attacks are the most standard action, but there are a number of things
characters can do rather than attack. As stated earlier, an entity using
Some beings in the game have the ability to fly. If an individual
their Speed to move around is separate from their combat actions. A
wishes to prevent a flying entity from getting past them, they can
character can move before, in-between, and after their actions, and
initiate an Opposed Strength Check to attempt to pull them to the
don’t have to use all their Speed at once.
ground, as long as they are able to reach the entity.
Typically, entities can only perform one combat action during their
While crawling, climbing, or swimming, entities move at half their
turn, unless they have a trait that allows them to take more than one,
normal Speed. If the number is odd, like 25, for example, it rounds
or their sheet specifically states otherwise.
down after it is cut in half. Since 25 ft cut in half is 12.5 ft, an entity
with a Speed of 25 ft would have a speed of 10 ft while crawling,
Here is a complete list of the actions entities can take during combat:
climbing, or swimming.
Attack
Armor Class There are two types of attacks player characters can make. Those
requiring a Firearms Check, and those requiring a Melee Check. Attacks
Every entity in the game has an Armor Class, or AC, which determines require a Firearms Check when they involve the use of a Firearm or
how difficult they are to hit during combat. However, Armor Classes Miscellaneous Projectile, while they require a Melee Check when they
are only actively used by the Overseer. When players make their involve using a Blunt Force Weapon, Piercing Weapon, or Unarmed
attacks, they roll a d100, and hit as long as they pass the Check Strike. To reiterate, attacks made by player characters are successful as
tethered to the attack, which will be either be Firearms or Melee. long as the attacker passes a Check related to the weapon they’re using.

Attacks made by SCPs and other NPCs work differently. For one, Dash
their attack rolls are made by rolling a d20, not a d100. In order for This action allows an entity to move up to double their typical Speed.
one of their attacks to hit, they must beat their target’s Armor Class. For example, if a character’s Speed is 30 ft and they wish to go further
Say, for example, a character has an Armor Class of 13. In order for than that, they may take a Dash action, which would allow them to go
an NPC or SCP to hit this character, the Overseer must roll a d20 and up to 60 ft during their turn. Entities don’t have to use the full distance
get a result equal to or greater than 14. the Dash allows them in able to use the action.

As mentioned in the Character Mechanics section, many character Entities can take other actions while in the middle of using the extra
classes have a natural Armor Class of 12, though that can differ. The distance they’ve gained from using their Dash action. For example, the
primary way an entity can better their AC is by acquiring better character with a Speed of 30 ft could make an attack after going 40 ft,
armor, such as vests and helmets, which are described in more detail if they used a Dash and had an action left over, and then run 20 more ft.
in the Weapons and Armor section.
Defend
By taking this action, entities ensure that all attacks made against them,
at least until their next turn, are taken at Disadvantage. In-game, this
results in their character bracing for attacks or focusing on dodging
incoming swipes and strikes.
26
Disarm Retreat
The Disarm action can be a vital tool during combat. In order to Disarm By Retreating, a character is actively trying to get away from a
an opponent, a character makes a MEL Check. The Check must succeed combat situation they are currently engaged in. They have to make
by 10 or more in order for the Disarm to be successful. an Agility Check in order to properly Retreat.

In-game, a successful Disarm doesn’t do damage, but results in the If they pass the Agility Check, they will be able to Retreat without
opponent dropping the weapon the attacker targeted. Once the weapon any penalties. However, if they fail, the closest opponent will get to
is dropped, no one will be able to pick it up until the round after next. attack them with Adv, assuming they are within range.

Grapple Search
In order to Grapple a target, an entity must defeat their target on an By choosing to Search, a character devotes a combat action to finding
Opposed STR Check. During this Opposed Check, they are the aggressor. something or simply investigating their surroundings. Depending on
the nature of the search, the Overseer will likely ask them to make
There are a number of rules for attacks on Grapplers and the Grappled. either an Investigation Check or a Perception Check.
All attacks against the Grappled entity have Adv, as long as the attacker
is facing them. If the Grappler is in the way, attacks on the Grappled Throw
have Disadv. The same rules apply to attacks made against the Grappler. Individuals can Throw items, such as Tools and Weapons, to each
other during combat. The thrower has to succeed on a Strength
The Grappler can drag the Grappled entity along with them, but must Check in order to throw the object well, while the receiver has to
pass a Strength Check first. If they pass this Check, they can go their full succeed on an Agility Check in order to properly catch the object.
Speed while dragging the Grappled entity along with them. If they fail
the Check, they can still move, but can only drag the Grappled entity A Throw’s range is typically 15 ft, though it can vary depending on
for half of their Speed, which means they can only go half their normal the weight of the item and the strength of the thrower. The farthest
Speed as well, unless they release the Grappled entity. a Throw should be able to go is 30 ft, while the shortest is 5 ft.
A Grappled entity can escape a Grapple by succeeding on an Opposed Use Tool/Object
Strength Check against the Grappler. Another individual can also engage This action allows an entity to use or interact with a Tool or other
in an Opposed Strength Check against the Grappler to help the Grappled object during combat. For example, a character could open a door
entity escape. during their turn by using this action.

Help Use SCP Tool/Weapon


A character can choose to aid another entity in completing a task. The This action is essentially the same as using a Tool or object, though
entity receiving aid gains Adv on the Check associated with the task, the use of some SCPs may require a successful Check that using a
assuming they attempt it before the start of the Helper’s next turn. Tool or object may not, such as a Firearms, Melee, or Occult Check.
Additionally, most SCP Tools and Weapons have set parameters on
Hide their use which are more detailed than those for Tools or objects.
A character can Hide during combat by finding some kind of cover, such

Cover Mechanic
as some sort of barrier, breaking the line of sight of the entity they are
trying to hide from, and passing an Espionage Check.

If all these conditions are met, the entity will be able to evade their Cover is any sort of barrier that protects characters from attacks
opponents, and maybe even their allies, for at least a turn, assuming or damage. A character could take cover by getting under a table,
they don’t draw attentions to themselves. bracing behind a bookshelf, and so on.

Medical Check All attacks on a target that is behind some sort of cover has Disadv,
A character can attempt to perform a Medical Check during combat to and any of the damage they take is cut in half.
restore some Hit Points to themselves or someone else. As mentioned
earlier, successful Medical Checks restore 2d4 of HP.
Critical successes
Reaction on attacks
By taking a Reaction, a character can save one of their combat actions
in order to respond to the action of another entity during someone else’s If an attack critically succeeds, the attacker adds an extra die to
turn. Any other combat action can be used as a Reaction. every hit die worth of damage involved in the attack. The damage
modifier, however, is not affected. Attacks that do damage without
Ready the use of hit dice, such as several Unarmed Strikes, simply see that
Taking a Ready action allows a character to save a combat action in value double.
order to give themselves Adv on whatever action they choose to do next,
whether that be within the same turn or in their next one. For example, if an attack’s standard damage was 1d6 + 1d4 + 2,
the Critical Success damage would be 2d6 + 2d4 + 2. Meanwhile, a
Readying can also cancel out possible Disadv. For example, if an action Jab that typically does 2 damage would do 4 on a Critical Success.
isn’t taken to Ready a shot from a Sniper Rifle, it will be fired at Disadv.

Reckless Attack Falling Damage


A Reckless Attack naturally has Adv, but at a cost. If a character makes a
Reckless Attack, the next attack made against them will also have Adv. Entities take Falling Damage whenever they fall from any height of
10 ft or greater. For every 10 ft that the entity falls, they take 1d4 of
It’s possible for a character to make multiple Reckless Attacks in a turn. damage. The maximum damage that an entity can take from a fall is
For each Reckless Attack they make, an attack against them will have 20d4, which, on average, does 51 damage.
Adv. For example, if a character makes two Reckless Attacks in the same
turn, the next two attacks against them will have Adv. Entities fall at a rate of 200 ft per round of combat. So if entities
are falling more than 200 ft, they may be able to take an action in
However, these attacks can only have Adv until the reckless attacker’s the middle of their fall. The actions entities will be able to make are
next turn. If no attacks are made against the reckless attacker before limited and are likely to be highly situational.
their next turn, attacks made against them will return to normal, and
will not have naturally have Adv.

27
Halving Damage Types of damage
In some scenarios, such as those involving Cover and Resistances, The game includes twelve different types of damage. Damage types are
which are covered more extensively in other sections, the amount of largely important for Immunities, Resistances, Weaknesses, and choosing
damage characters take will be cut in half. different pieces of Armor, such as Vests and Helmets.

If damage is halved and the resulting number isn’t a whole number,


Damage Types
the number rounds down. For example, if an attack does 15 damage
and is halved, it ends up doing a total of 7 damage, rather than 7.5. Anomalous Damage From non-memetic anomalous effects

Blunt Force Damage Being struck by blunt objects


Hitting Unaware Chemical Damage Being struck with dangerous substances

Targets Cold Damage From intense cold and ice-based attacks

Electric Damage From lightning and electricity-based attacks


All attacks on targets that are unaware of the attacker’s presence
have Adv. If combat has not already started, the target gets the Explosive Damage From explosions and explosive weapons
opportunity to make a Perception Check. Fire Damage From intense heat and fire-based attacks

Firearm Damage Being struck with projectiles from Firearms


If the unaware target succeeds on the PER Check, the attack
loses their Adv and everyone who could potentially be involved in Light Damage From being exposed to intense light
the incoming combat will roll for Initiative. However, if the unaware
Memetic Damage From memetic effects, often affects the mind
entity fails their PER Check, the attacker gets one surprise attack on
them, which is taken with Adv. After that attack, all entities that can Piercing Damage Being struck by sharp objects
possibly be involved in combat will roll for Initiative. Sound Damage From loud sounds; those at certain frequencies

Knocking Targets Many types of Armor can grant their wearers Resistance to certain
types of damage. For example, the Edged-Bladed Vest makes the wearer
unconscious Resistant to Piercing Damage. SCPs can also be Immune, Resistant, or
Weak to certain types of damage. If players know which damage types
When doing any attack that could possibly knock the target’s HP to 0, their enemies are strong or weak against, this can give them more room
the attacker can choose to try to knock the target Unconscious rather to strategize both before and during confrontations.
than attempting to kill them, as long as they are using a Blunt Force
Weapon or Unarmed Strike. This cannot be done with Firearms, Misc.
Projectiles, or Piercing Weapons, which, if used to knock an entity’s Types of Weapons
HP to 0, automatically result in deadly force.
There are six types of weapons in the game, which are divided into
In the case of player characters, knocking them to 0 without three categories. Each weapon has its own individual stats.
attempting to use deadly force will send them into Consciousness
Checks, but they will not have to perform Survival Checks, as they Projectile-Based Weapons
will automatically survive. In the case of NPCs and SCPs, they will
automatically be knocked Unconscious if the attack is successful and Firearms
knocks their HP to 0. This is, of course, assuming the NPC or SCP is Miscellaneous Projectiles
capable of being knocked Unconscious.
Melee-Based Weapons

Targeting specific
Blunt Force Weapons
Piercing Weapons
body parts Unarmed Strikes
It’s possible for a character to aim for a specific area or body part Miscellaneous Weapons
of the target of their attack in order to exploit a weakness or do Weapon SCPs
damage on a concentrated area. In order to do this, the character
must succeed on the related Check, which is likely a Firearm or Projectile-Based Weapons require Firearm Checks, while Melee-Based
Melee Check, by 10 or more. If they fail, the attack simply misses. Weapons use Melee Checks. Miscellaneous Weapons can require either
This can make targeting a bit of a gamble, as the attacker has to Firearm Checks, Melee Checks, or Occult Checks, depending on the
count on succeeding by at least 10 in order to hit at all. individual weapon.

For example, if an entity has one leg that was naturally weaker On another note, it is possible for characters to craft weapons, such
than the other, and a character wants to target that leg by shooting as the Shiv or Zip Gun. These weapons are made by collecting a number
it with their Pistol, they have to succeed by 10 or more on their of components and joining them together with a Craft Check. Craftable
Firearms Check. If they fail, their shot completely misses the target. weapons aren’t limited to the ones on the Weapons List, but must
always fit into one of the categories listed above, and require either a
Time During Combat Firearms, Melee, or Occult Check.

Each round of combat lasts 6 seconds. This is mostly used to Types of Armor
determine the duration of certain status effects, such as Disoriented,
Frightened, or Poisoned. There are three primary classifications of armor. Helmets, vests, and
full body armor. A character can only wear one instance of each of these
For example, if all entities hit by an SCP’s attack are Disoriented types of armor at a time. For example, in order to put on a new helmet,
for 18 seconds, this means they will be Disoriented for 3 rounds. an entity must take off the one they are currently wearing.

28
Check. If the player fails the Check, their character may become
Status effects (SE) Frightened for a length of time, typically from 30 to 60 seconds.

Blinded Characters can also become Frightened after another entity succeeds
Entities with this status are unable to see. This means that they on an Intimidation Check against them, and, as a result, may
automatically fail any Checks that require sight. All attack rolls that temporarily be afraid of that entity.
they make have Disadv, while attack rolls made against them have Adv.
Grappled
Charmed The Speed of a Grappled individual becomes 0. The Grappler can drag
A Charmed entity becomes unable to attack the Charmer or directly them around with or without successful Strength Checks, though they
harm them in any way, unless they have some sort of anomalous trait or will only be able to drag them half as far if they fail the Checks.
Tool that overrides the Charm. Additionally, the Charmer has Adv on any
Check needed to socially interact with the Charmed entity. Grappled entities can still attempt to attack and take certain actions
that don’t require them to make any use of their Speed.
Deafened
The Deafened effect is much like the Blinded effect. Deafened entities The condition ends once the Grappled individual succeeds on an
are unable to hear. They automatically fail any Check that requires Opposed Strength Check against the Grappler, or if an ally does so
hearing. Unless the attacker is in their line-of-sight, attack rolls they for them. The Grapple will also end if the Grappler is Incapacitated,
make have Disadv, and attack rolls made against them have Adv. knocked Unconscious, killed, or if some effect removes the Grappled
individual from the reach of the Grappler.
Disoriented
Entities that are Disoriented have Disadv on all attacks and Checks. Incapacitated
An Incapacitated entity is typically conscious, but unable to move
Enslaved or take any actions whatsoever. They automatically fail all Checks
An Enslaved individual is at the will of another entity, typically due to an involving any form of physical movement.
SCP with certain mind-altering effects, such as a cognitohazard. While
Enslaved, all of an entity’s movements and actions are controlled by the Insane
Overseer, since they control the thing affecting the entity. A character becomes Insane once they have lost all of their Power.
They will not work with their party and will likely be at odds with
This means that the Enslaved entity is unplayable, unless the thing them instead. Insane characters are prone to fits of madness and
affecting them is destroyed, they are effectively separated from it, or rage, neurotic behavior, enduring paranoia, and hallucinations. They
someone gives them Amnestics. It really depends on the rules tied to the are unpredictable and often a danger to themselves and others.
thing that has Enslaved the individual.
The player can choose to continue to play this character or allow
Fatigued the Overseer to take control of them. Insane characters can have
In order to become Fatigued, entities must have not rested for more their Power restored, effectively ending the status effect, if other
than 48 hours, or had no Long Rests in more than 72 hours. There are individuals force them to take an Amnestic, which will automatically
multiple levels of Fatigue, which increase every 6 hours the Fatigued put them back up to 10 Power.
individual goes without sleeping, once they have become Fatigued.
Paralyzed
A Paralyzed entity is unable to move, speak, or take any actions.
Levels of Fatigue They automatically fail STR and AGI Checks. Attack rolls against them
1 Speed is cut in half (rounds down) have Adv, and any attack that hits them is a Critical Success.
2 Disadvantage on all Ability Checks
Petrified
3 Disadvantage on attack rolls and Perception Checks A Petrified entity is transformed, along with any non-anomalous
4 Max HP is halved, entity must make Consciousness Checks items that they are carrying or that are on their person, into a
solid inanimate substance. They cease to age and are largely
5 Speed is cut down to 0. The entity cannot move on their own preserved within the substance, unless they are killed. The entity
6 Individual immediately enters Survival Checks becomes unable to take any actions, cannot move or speak, and are
completely unaware of their surroundings. They also fail all Strength
The effects of Fatigue compound as levels build up. For example, an and Agility Checks.
entity at Fatigue level 3 can only move half their Speed, has Disadv on
all Ability Checks, and has Disadv on attack rolls and PER Checks. Attacks against a Petrified entity have Adv, though they only take half
damage, since they are encased in a substance. Anomalous poisons,
Fatigue can be cured by taking a Rest, or through some anomalous diseases, and memetic effects may still be able to affect the entity.
means. SCP-500 is an example of one such anomaly.
Poisoned
Frightened Once Poisoned, entities have Disadv on all Checks and attacks. They
Entities that are Frightened have Disadv on Ability and Skill Checks, as also take damage over time relative to the specific poison. Poison can
well as attack rolls, as long as they are able to perceive the source of have a set duration or affect an entity perpetually until its effects are
their Fear, or for a set length of time, such as 60 seconds. nullified. This can be achieved through the use of Medicine or some
sort of beneficial medical SCP.
Entities typically become Frightened when encountering the source
of one of their Fears, after having a near-death experience, or after Prone
witnessing some mind-numbingly horrifying event. This is a relatively common Status Effects. Entities are often knocked
Prone after being hit with certain attacks, such as a Takedown.
When encountering the source of one of their Fears, entities become
Frightened as soon as they are aware of the thing’s presence, and Prone entities can only move by crawling, which is at half their
remain Frightened until they overcome their Fear through the use of Speed. If this value isn’t a whole number, it’s rounded down. In order
Luck or until they are no longer able to detect the source of the Fear. to get up, a Prone entity must succeed on an Agility Check. Standing
up uses half of their Speed for that turn.
After a character has a near-death experience or experiences a
particularly horrifying event, such as one of their friends being torn All attack rolls made against a Prone entity have Adv, while all
apart in front of them, the Overseer can ask the player to make a Power attacks they attempt have Disadv.
29
Restrained On the other hand, if an entity is Weak to Fire Damage, any Fire
Entities often become Restrained after being handcuffed to an Damage-based attack will be a Critical Hit. So, if an entity is Weak to
object, tied up with rope, or find their movement restricted by some Fire Damage and hit by a Flame Thrower, the attack will deal 2d8 + 2 of
anomalous effect. A Restrained entity’s Speed is 0, and their actions damage, rather than the standard amount: 1d8 + 2 of damage.
are limited, though it depends on the nature of the way they are
Restrained. Attack rolls against the entity have Adv.
Rules for Checks
A Restrained entity can free themselves through the use of a Strength Immune All related Checks automatically fail
or Agility Check, which is taken at Disadv. Resistant All related Checks have Disadvantage
Stunned Weak All related Checks have Advantage
Often, entities become Stunned after they are hit with certain
attacks or affected by certain anomalous effects. They are unable For example, if an entity is Immune to Charisma Checks, these Checks
to take actions, can’t move, and have very limited speech. They will be incapable of being effective against them. SCP-682 is one such
automatically fail all Strength and Agility Checks, and attack rolls entity. If an individual attempts to perform a Charisma Check on 682, it
against them have Adv. will automatically fail, and they may simply end up making themselves
more of a target for the colossal lizard.
Entities are often Stunned for a set period of time, depending on the
effects of the thing that Stunned them in the first place. Resistances and Weaknesses to Checks are pretty straight forward,
simply utilizing standard Advantage and Disadvantage mechanics.
Unconscious
Entities are often rendered Unconscious when their Hit Points reach
0 and they aren’t killed. They are unable to take any actions or Sedative Mechanics
make any Checks, cannot move, and are unable to speak. All attacks
Sedatives can be used to knock characters and NPCs Unconscious, if
against them have Adv.
their HP is pretty low. Specifically, a target’s HP has to be equal to 1/4
of their Maximum HP, or lower, in order to be susceptible to Sedatives.
When they are first knocked Unconscious, they drop whatever they
are holding and fall Prone.
Sedatives come in the form of pills or syringes that can be used once.
Attempting to use these during combat counts as an action. Users must
Vanished
succeed on an Agility Check in order to properly inject their target
An entity usually vanishes due to the effects of an anomaly. The
with a Sedative. After a target is injected, they will get to make an
nature of their disappearance varies depending on the anomaly itself.
Endurance Check. If they fail, they will fall Unconscious.
Due to the extensive variance in anomalous effects, a number of
things could happen to Vanished individuals. In some instances, they Consciousness and
could eventually return to the spot they were before they Vanished.
However, they could also be teleported to a different location or survival checks
be gone permanently. The anomaly could even wipe them from
existence and the collective memory of everyone who knew them. Once a character’s HP hits zero, they must make an END Check. If
they fail, they will be knocked Unconscious. This is referred to as a
Weakened Consciousness Check. If a character succeeds on this initial END Check,
Entities are often Weakened due to the effect of an anomaly. They they will remain conscious, but will still be in danger of passing out.
are only able to move at half their Speed and fail all END Checks.
Once an entity is Weakened, all attacks they make using Melee- Characters have to make a Consciousness Check at the start of every
Based Weapons, including Unarmed Strikes, only do half damage. one of their turns during combat, as long as their HP remains at or below
Additionally, attacks made against a Weakened entity have Adv. 0. If not in combat, they will still have to make Consciousness Checks
periodically, which will be prompted by the Overseer.

Immunities, Once a character fails a Consciousness Check and is knocked

resistances;
Unconscious, they have to start making Survival Checks. In order to
succeed, they must roll a 50 or below using a d100 or percentile dice.
weaknesses Two successful Survival Checks will result in the character regaining
2d6 of HP, which the player gets to roll themselves. Additionally, the
character will regain consciousness and be at the start of their turn.
Entities can be Immune, Resistant, or Weak to certain types of
However, they start this turn Prone.
damages or Checks. There are particular rules related to these things
when it comes to damage types that differ from the rules for Checks.
On the other hand, two failed Survival Checks result in a character’s
death. Though some SCPs are able to revive dead characters, the
Rules for Damage character will likely be gone, and if they are brought back, they may not
fully be themselves. It’s rare that an SCP will bring someone back from
Immune The entity cannot be affected
the dead without some kind of hiccup.
Resistant The entity only takes half damage
Weak Every hit of this damage type is a Critical Success Characters can be hit while in Consciousness or Survival Checks. If a
character is at 0 HP and hit, they accumulate negative HP. If a character
For example, if an individual is Immune to Fire Damage, no attack ends up having as many negative Hit Points as their Maximum HP, they
dealing exclusively Fire Damage can hurt them. However, if an attack automatically die without the need for failed Survival Checks. For
does two separate damage types, such as Chemical and Fire, the example, if a character’s Maximum HP is 26, they will automatically die
entity will effectively only be Resistant to it, if they are only Immune if their HP is knocked down to -26, regardless of whether or not they are
to Fire Damage. still conscious.

If an entity is Resistant to Fire Damage, they only take half damage It’s possible for an attack to knock a character’s HP below 0. The
from any Fire Damage-based attack. If, after being cut in half, the damage a character receives from an attack does not stop if their HP
damage is not a whole number, it rounds down. For example, if hits 0 and there is damage left over. For example, if an attack is set to
an entity Resistant to Fire Damage takes 11 damage from a Flame do 13 damage to a character with 7 HP, the character will be knocked
Thrower, it will be cut down to 5, not 5.5. down to -6 HP, and will enter Consciousness Checks.

30
An ally can give a character with 0 or negative HP Medicine or
make a successful Medical Check on them in order to stabilize them. A
character can also stabilize themselves, if they are still conscious. The
Medicine or Medical Check they receive will negate the negative HP they
have compiled. Essentially, any Medical Check or Medicine given to a
character making Consciousness or Survival Checks acts as if they are at
0 HP, even if they have accumulated negative HP.

31
32
Weapons and Armor

Weapons

Firearms
Guns can be used for melee. Range - 5 ft; 1d4 + STR Blunt Force Damage

Range Damage Hit Bonus Slots Traits


Bedpost Shotgun 5 ft 2d6 + 4 None 2 Blunt Force Damage, Craftable
Bolt Rifle 20 ft 2d4 + 4 None 2 Electric Damage; Shoots electric bolts that Paralyze targets for 6 seconds
Double Crossbow 25 ft 2d4 + 2 None 2 Piercing Damage; Shots naturally have Adv
Longbow 25 ft 1d6 + STR None 1 Piercing Damage; For every +1 to STR the bow has another 5 ft of Range
Pistol 50 ft 2d4 + 2 None 1 Firearm Damage
Rifle 50 ft 2d6 + 2 None 2 Firearm Damage
Shotgun 15 ft 1d6 + 2d4 + 1 None 2 Firearm Damage
Sniper Rifle 80 ft 1d8 + 2d6 + 1 None 2 Firearm Damage; If action is not taken to Ready, will be fired at Disadv
Submachine Gun 50 ft 3d4 None 1 Firearm Damage
25 ft, 10 Explosive Damage; 10 ft blast radius, Attacker & allies must pass an AGI Check
Rocket Launcher 2d8 + 1d6 None 3
ft radius if they are in its path in order to dodge it
Zip Gun 15 ft 1d6 + 2 None 1 Firearm Damage, Craftable

Miscellaneous Projectiles
The “radius” of these weapons refers to their blast radius or range of effect, which is typically a sphere surrounding the square they detonate in

Range Damage Hit Bonus Slots Traits


15 ft throw, Chemical Damage; Attacker & allies have to pass AGI Check if they in its
Acid Grenade 2d6 None 3 in 1 Slot
10 ft radius path in order to dodge it
Chemical Damage; Attacker & allies must pass an AGI Check if they are in
Acid Thrower 15 ft 1d10 + 2 None 2
its path in order to dodge it
Fire Damage; Attacker & allies have to pass AGI Check if they are in its
Flame Thrower 15 ft 1d10 + 2 None 2
path in order to dodge it
Light & Sound Damage; Those hit are Blinded, Deafened, and Disoriented
15 ft throw,
Flashbang 1d4 + 1 None 3 in 1 Slot for 6 seconds; attacker & allies have to pass AGI Check if they are in its
10 ft radius
path in order to dodge it
15 ft throw, Explosive Damage; Attacker & allies have to pass AGI Check if they are in
Grenade 2d4 + 2 None 3 in 1 Slot
10 ft radius its path in order to dodge it
Liquid Nitrogen Cold Damage; Attacker & allies have to pass AGI Check if they are in its
15 ft 1d8 + 2 None 2
Thrower path in order to dodge it
Pepper Spray 5 ft 1d4 None 1 Chemical Damage; Hit targets Disoriented for 6 seconds
15 ft throw, Sound Damage; Attacker & allies have to pass AGI Check if they are in its
Pulse Grenade 1d4 None 3 in 1 Slot
10 ft radius path in order to dodge it
Sound Damage; Deafens & Disorients anyone in its radius for 12 seconds;
Sound Cannon 15 ft 1d4 + 2 None 2
allies have to pass AGI check if they are in its path in order to dodge it
Chemical Damage; Those hit will be Blinded & Disoriented for 6 seconds;
15 ft throw,
Tear Gas Canister 1d6 None 3 in 1 Slot attacker & allies have to pass AGI check if they are in its path in order to
10 ft radius
dodge it

33
Blunt Force weapons
Values in parentheses indicate the stats of these weapons when they are thrown

Range Damage Hit Bonus Slots Traits


Baseball Bat 5 ft 1d4 + STR -10 1 Blunt Force Damage
Baton 5 ft 1d4 + STR -10 1 Blunt Force Damage
Bench Press Bar 5 ft 1d6 + STR -5 1 Blunt Force Damage
Book 5 ft (15 ft) 1d4 + STR (1d4 + AGI) -10 (-5) 1 Blunt Force Damage
Broom 5 ft 1d4 + STR -10 1 Blunt Force Damage
Cane 5 ft 1d4 + STR -10 1 Blunt Force Damage
Crowbar 5 ft 1d6 + STR -10 1 Blunt Force Damage
Electric & Blunt Force Damage; Must take action to ready at
Electric Baton 5 ft 1d6 + STR None 2
start of combat; Hit targets Stunned for 6 seconds
Electric & Blunt Force Damage; +1 AC; Must take action to
Electric Shield 5 ft 1d4 + STR None 2
ready at start of combat; Hit targets Stunned for 6 seconds
Fire Extinguisher 5 ft 1d6 + STR -5 2 Blunt Force Damage
Hammer 5 ft 1d4 + STR -10 1 Blunt Force Damage
Meal Tray 5 ft 1d4 + STR -10 1 Blunt Force Damage
Nunchucks 5 ft 1d4 + AGI -5 1 Blunt Force Damage; Craftable
Pool Cue 5 ft 1d4 + STR -10 1 Blunt Force Damage
Riot Shield 5 ft 1d6 + STR -5 2 Blunt Force Damage; +2 AC
Shovel 5 ft 1d6 + STR -5 2 Blunt Force Damage
Staff 10 ft 1d4 + STR -10 1 Blunt Force Damage
Wooden Plank 10 ft 1d6 + STR -5 1 Blunt Force Damage
Wrench 5 ft 1d4 + STR -10 1 Blunt Force Damage

Piercing Weapons
Values in parentheses indicate the stats of these weapons when they are thrown

Range Damage Hit Bonus Slots Traits


Axe 5 ft (15 ft) 1d6 + STR (1d4 + STR) -10 (-5) 1 Piercing Damage
Butcher’s Knife 5 ft (15 ft) 1d6 + STR (1d4 + STR) -10 (-5) 1 Piercing Damage
Combat Knife 5 ft (15 ft) 1d4 + STR (1d4 + STR) -10 (-5) 1 Piercing Damage
Machete 5 ft 1d8 + AGI -10 2 Piercing Damage
Makeshift Short Spear 5 ft (15 ft) 1d6 + STR (1d6 + STR) -5 (-5) 1 Piercing Damage; Craftable
Razor Whip 5 ft 1d6 + AGI -10 1 Piercing Damage; Craftable
Scalpel 5 ft 1d4 + STR -5 1 Piercing Damage
Scissors 5 ft 1d4 + STR -10 1 Piercing Damage
Shiv 5 ft 1d4 + STR -5 1 Piercing Damage; Craftable
Switchblade 5 ft 1d4 + STR -10 1 Piercing Damage; Craftable
Sword 5 ft 1d10 + STR -5 2 Piercing Damage
Whip 10 ft 1d6 + AGI -10 1 Piercing Damage

Unarmed Strikes
Reminder: These take up Strike Slots rather than Weapon Slots

Range Damage Hit Bonus Slots Traits


Elbow 5 ft 3 + STR -5 1 Blunt Force Damage
Jab 5 ft 1 + STR -15 1 Blunt Force Damage
Hook 5 ft 2 + STR -10 1 Blunt Force Damage
Push Kick 5 ft 2 + AGI -5 1 Blunt Force Damage; Knocks hit target Prone if they fail an AGI Check
Straight Kick 5 ft 2 + AGI -10 1 Blunt Force Damage
Takedown 5 ft 3 + STR -5 1 Blunt Force Damage; Knocks hit target Prone if they fail an AGI Check

34
Armor
Helmets

Effect on Armor Class Other Effects


Dark View Helmet +1 User is Resistant to Light Damage, -5 to PER
Reinforced Helmet +2 -10 to PER
Riot Helmet +1 None
Scramble Goggle Helmet +1 User is Immune to sight-based Memetic effects
Sound-Insulated Helmet +1 User is Resistant to Sound Damage, -5 to PER

Vests

Effect on Armor Class Other Effects


Ballistics Vest +1 User is Resistant to Firearm Damage
Edged-Bladed Vest +1 User is Resistant to Piercing Damage
Flame-Resistant Vest +1 User is Resistant to Fire Damage
Heavy Vest +3 -10 ft to Speed
Light Vest +1 User is Resistant to Blunt Force Damage
Multi-Threat Vest +2 -5 ft to Speed
Rubber-Padded Vest +1 User is Resistant to Electric Damage
Thermal Vest +1 User is Resistant to Cold Damage

Full Body Armor

Effect on Armor Class Other Effects


Bomb Suit +1 User is Resistant to Explosive Damage
Hazmat Suit +0 User is Immune to Chemical Damage

35
36
Clothing and Tools

Medical
Clothing Foundation Medical staff typically wear long-sleeved dress shirts and
suit pants, with or without white coats, with black leather shoes.
Each type of employee at the Foundation has a standard code for what
type of attire they are supposed to wear in the workplace. This provides MTF Agents
the basis for disguises, which are a tool players can use to help them These Agents typically wear protective gear all over their body,
deceive and influence NPCs. including bulletproof vests, assault webbing, knee pads, gloves, black
boots, and a helmet equipped with a visor for eye protection, along
The Foundation also stores a wide range of attire for Field Agents to with a mic for communications. The color of their armor varies by
wear out when assuming their positions out in the open world, including what environment they are going into, though some MTFs have colors
the standard attire of members of several Groups of Interest, police they wear universally.
uniforms, the uniforms of employees for numerous companies, etc.
Psychologists
Men in this Department often wear a collared shirt; dress pants,
Attire by Foundation Employee Class khakis, or slacks; and loafers or oxfords. Women in the department
The attire of each class also applies to the administrative members wear a blouse or shirt, slacks, and closed-toe pumps or slacks.
of that class. For example, the Communications Director dresses like a
standard Communications Agent.
Security Officers
Comms, Conduct, Counterintelligence, Human Resources, Records Foundation Security Officers typically wear gray and black protective
Agents in all of these departments wear standard office wear. Typically, gear all over their body, including bulletproof vests, assault webbing,
this means men wear a suit or dress pants with a collared shirt, a jacket, knee pads, gloves, heavy black boots and a helmet equipped with a
and loafers or oxfords. Ties are worn by some. Women often wear slacks, visor for eye protection, along with a mic for communications. Their
a blouse or shirt, a jacket or cardigan, and closed-toe pumps or flats. armor typically has an SCP logo printed across each of the shoulders.

Containment Specialists, Researchers Tactical Response Teams


These personnel, when typically wear white lab coats with shirts Agents on Foundation Tactical Response Teams typically wear
underneath, semi-professional pants such as slacks or khakis, and semi- protective gear all over their body, including bulletproof vests, eye
professional shoes underneath, though there is no strict dress code wear, assault webbing, knee pads, gloves, heavy black boots, and a
dictating what shoes these personnel must wear. It is just recommended helmet equipped with a visor for eye protection, along with a mic for
that they wear non-slick shoes. When dealing with anomalies more communications. The color of their armor varies from team to team.
closely, Containment Specialists and Researchers wear protective gear
that is relevant to the particular situation, which could include hazmat Other classes
suits, flame-resistant coveralls, respirators, goggles, or gloves.
Chaos Insurgency Agents
D-Class Strike forces under the banner of the Chaos Insurgency typically
As D-Class are typically considered prisoners, they wear orange dress similarly to Foundation Security Officers, wearing black and red
jumpsuits and black running shoes. These jump suits include a patch protective gear all over their body. Most of these agents typically do
on the left side of the chest, which includes the D-Class’s particular not have a Chaos Insurgency logo printed on their uniforms, but some
designation (D-####). The back of the jump suit features a black SCP may have the logo printed across the side of one of their shoulders.
logo that says “D-CLASS” in black lettering underneath.
Marshall, Carter, & Dark Agents
Field Agents Strike teams that work for Marshall, Carter, & Dark dress much like
These agents typically dress like modern detectives, when not in the Foundation Security Officers or Chaos Insurgency Agents. The primary
field. This typically includes an open jacket with a shirt underneath, way it differs is that their gear is typically all black with no physical
slacks or similar semi-professional pants, and semi-professional footwear. indicators that they are employed by MC&D.
When in the field, Field Agents wear whatever disguise is necessary
for the role they’re filling, such as a police uniform or professional Humanoid SCPs
corporate wear. Field Agent storage closets often have a number of these SCPs that are humanoid in nature typically wear an orange jumpsuit
disguises on-hand and ready to go. and black shoes nearly identical to those worn by D-Class, unless
noted otherwise. The jump suits these SCPs wear are properly
Horticulturists crafted to fit their specific body dimensions.
Personnel in the Horticulture Department typically wear coveralls over
denim pants, work boots, and gardening gloves. Other SCP Entities
Some SCPs who aren’t exactly humanoid are still able to wear orange
Maintenance Foundation jumpsuits that are specifically made to fit their body.
Staff in the Maintenance Department typically wear flame-resistant Others, such as SCP-662 and SCP-1770, do not wear any clothing.
coveralls, denim pants, and industrial work boots. They may also wear
hazmat suits, industrial shirts and pants, or other industrial clothing,
depending on the job they are doing. These jobs can range from
janitorial work to electrical repair.

37
Tools
Mechanical Uses and Guidelines
Used to restore Power, and up to three can fit in one Tool Slot. More information can be found in the Amnestic
Amnestics
Mechanic section
Beaker Can be used for SCI Checks involving chemicals, or to store chemicals for later use
Can help ensure entities are Blinded in situations where they may want to be, such as when facing entities with
Blindfold
memetic effects that are triggered by sight
Camera Can be used to record situations, as well as see anomalous phenomena that cannot be observed with the naked eye
Communications Headset Used by personnel to communicate with Command or one another. Must be attached to a Helmet
Obtaining information on anomalies, personnel, and Foundation operations. Can typically be used to advance one of
Computer
the Mission’s narratives or make a task or Encounter easier
Durable Piece of String Can be used to choke out an opponent once they are low on HP, tie two objects together, etc.
This is a less conspicuous form of communication than a headset. It doesn’t need to be attached to a Helmet, but can
Earpiece
be knocked out of the user’s ear, which could be a problem
Line attached to a harness at the wearer’s waist. This is used to pull the wearer back from where they came from or
Exploration Line
help them find their way back after exploring certain anomalies
Fire Extinguisher Could be used to put out fires the party encounters. Also doubles as a Weapon
Grants 15 ft of visibility in darkness, has to be held in hand, can damage enemies suspectible to Light Damage - Does
Flashlight
1d4 of Light Damage for every turn the entity is exposed to the light
Grants 25 ft of visibility in darkness, can damage enemies susceptible to Light Damage - Does 1d6 of Light Damage for
Flood Lights
every turn the entity is exposed to the light
Handcuffs Could be used to Restrain an entity that may be a bit suspect, or handcuff two entities together
Headlamp Grants 15 ft of visibility in darkness, has to be attached to a Helmet
Used to open Foundation doors. If an entity does not have a keycard, they must open a door through one of the
Keycard following ways: They have to pass a STR Check at Disadv to destroy a door, a TEC Check at Disadv if it’s a door with
some sort of electric lock, or some sort of anomaly, such as SCP-005
Can be used to pick doors, given a successful ESP Check. Doors that can be picked, that is. In sites, this means mostly
Lockpick
the doors to Storage Closets, Restrooms, and other related doors
Medicine Used to restore Hit Points. More can be found in the Medicine Mechanic section
Night Vision Goggles Grants 25 ft of visibility in darkness, but cuts vision to down to 5 ft if worn in normal light
These can be used in situations where there is not enough oxygen in the surrounding atmosphere. Each tank holds 1
Oxygen Tanks
hour of oxygen
Paper Can be used to write things down, which can be particularly when facing SCPs that cause memory loss
Used for writing. Could be used for DEC, such as through the use of a forgery, or to help an entity remember
Pen/Pencil
something they may forget
Journals of SCP staff. Can help players get a better understanding of the Foundation, the site, and possibly SCPs.
Personal Journals
Player characters may also have their own Personal Journals
Pocket Knife Can be used for CRA Checks, among others. Doubles as a Weapon
Obtaining information about anomalies, personnel, and inner workings of a facility. Could also be used to advance a
Printed Documents
storyline or give players a better understanding of their adversaries
Can be used to record sounds. This could be useful, as some SCPs emit sounds that can only be heard using some kind
Recording Device
of Recording Device
Can be used to help a Researcher remember something they’ve worked on or took notes on, including technology,
Research Journal
anomalies, etc.
Can be used to Restrain Incapacitated or Unconscious entities or perhaps to try to capture an unsuspecting enemy.
Rope
Could be made into a lasso
Rations These can be used to recover 1d4 of HP in certain circumstances, or alleviate a level of Fatigue
Respirator Grants user Immunity to Chemical Damage from chemicals in the air
Scalpel Gives Adv on some MED Checks, such as when an entity needs a bullet removed from their body
Sedative Used to render entities with low HP Unconscious. More information can be found in the Sedative Mechanics section
Simple Disguise Characters can use a disguise to impersonate others, which can give them Adv on ESP Checks
Gives entities Adv on PER Checks involving entities that have a heat signature, which all humanoid and animal-like
Thermal Goggles
entities have, unless stated otherwise
Towel Could be used to distract enemies. If a towel is over an entity’s head, they may be Blinded
Way to stay in communication with other entities. Site personnel often use Walkie Talkies, especially when better
Walkie Talkies
forms of communication aren’t available

38
39
Appendix

extradimensional location in the same space as Portland, Oregon. The


Groups of Interest school is sponsored by the FBI’s Unusual Incidents Unit.

Alexylva University Doctor Wondertainment


An organization that collects anomalies in a parallel universe where This is a mysterious person, or group of people, that make strange
Greek and Latin cultures dominate the Western Hemisphere. anomalous objects and entities that thematically resemble children’s
toys. Many of these anomalies have been contained.
Ambrose Restaurants
A large restaurant chain that is responsible for producing a variety of The Factory
anomalous foods and entertainment. They primarily operate in extra- Little is known about this group, other than that is capable of
dimensional locations, but have a number of public locations as well. manufacturing dangerous anomalous artifacts that often involve
industrial components.
Anderson Robotics
A company that focuses on the creation of anomalous robots and The Fifth Church
technology, headed by and named after its founder, Vincent Anderson. A cult that seems to wants to bring all of humanity together as a
They are known to have close ties to Marshall, Carter, and Dark Ltd. single entity. Due to this goal, they seem to dislike the Foundation.

Arcadia Gamers Against Weed


A drug-fueled video game company that created various anomalous An unorganized group that primarily operates in online spaces and
gaming-related objects. After the video game crash of 1983, they took a uses anomalies for satirical purposes, or to assist left-wing political
major hit, and still haven’t returned to their former prominence. organizations. They are often a thorn in the Foundation’s side.

Are We Cool Yet? The Global Occult Coalition (GOC)


A collective of anomalous artists, or “anartists,” able to obtain or create Formed after WWII, this well-funded U.N. group destroys all
anomalous objects and entities to use in their art pieces. The phrase anomalies they encounter rather than containing them. This
“Are We Cool Yet?” is always incorporated into each piece. contributes to their mixed relationship with the Foundation.

The Black Queen GRU Division “P”


Very little is known about the Black Queen, aside from her hostility A Soviet governmental organization that captured and studied
towards the Foundation. This is partially due to conflicting reports of anomalies during WWII and throughout the Cold War.
her activities and motivations. She possesses unusual knowledge of the
Foundation’s structure and projects, which she has used to cause several Herman Fuller’s Circus of the Disquieting
breaches and hinder Foundation efforts. She seems to have close ties A circus that puts anomalies on display. The Foundation has
with the Serpent’s Hand, and may even be their leader. captured many anomalies related to the circus, but has not directly
encountered it.
The Chaos Insurgency
A splinter group that broke away from the Foundation in 1924. It The Horizon Initiative
operates in a similar manner to the Foundation, but primarily aims to Religious group that collects anomalies related to the three
strengthen its power on the world stage. The Insurgency is openly hostile Abrahamic religions, and destroys anomalies that seemingly
to the Foundation, and has caused several breaches in order to damage contradict their faiths. Though they often compete with the
Foundation assets and steal several anomalies. Foundation, they aren’t typically directly hostile.

The Chicago Spirit The Imperial Japanese Anomalous Matters Examination Agency
This was likely one of the largest anomalous criminal organizations to Also known as IJAMEA, this organization captured, researched, and
ever exist. It operated all across North America during the early-to-mid attempted to use anomalous objects to benefit the Japanese Empire.
20th century, and was full of humans with anomalous abilities. It had a good deal of power during the 1940s, and though it still
exists today, it has very little of the influence it once did.
The Church of the Broken God
A religious cult that wants to revive their “metal god,” by combining Manna Charitable Foundation
several anomalous objects held by the Foundation. They ultimately An international charity that attempts to use seemingly beneficial
believe that technology will allow all of humanity to ascend to a higher anomalies to try to help those in third world countries. The group has
state of being, and often attempt to steal SCPs important to their faith. been responsible for containment breaches in the past.

Church of the Second Hytoth Marshall, Carter, and Dark Ltd.


An extraterrestrial religion that has some cells on Earth, though its A “club” that sells anomalous weapons and tools to whoever will buy
followers are scattered throughout the universe. The group is dedicated them, which often includes governments and paramilitary groups.
to preventing an extrauniversal entity from eating what they believe to MC&D has been known to indirectly interfere with Foundation efforts,
be the second iteration of this universe, or “hytoth.” and even cause containment breaches.

Deer College “Nobody”


This is a university that attempts to combine mundane studies with The Foundation does not know whether “Nobody” is an individual or
the study of the anomalous. It is located in Three Portlands, an a group. “Nobody” has been known to assist the Foundation in their

40
efforts, though they sometimes hinder them as well. The entity or
entities only ever appear to Foundation personnel as a Caucasian man Mobile Task Forces
dressed in a gray suit and a fedora.
MTF Alpha-1 “Red Right Hand”
Office For The Reclamation of Islamic Artifacts (ORIA) Alpha-1 reports directly to the O5 Council and handles situations that
After the Iranian Revolution in 1979, the Foundation was forcefully require the strictest operational security. This MTF consists of the
removed and ORIA took its place. ORIA is an Iranian governmental Foundation’s best and most loyal operatives.
department claiming to be interested in acquiring anomalies thought
to be related to Islam. However, the ultimate goal of the organization MTF Alpha-9 “Last Hope”
is to use anomalies to advance the interests of Iran. Alpha-9’s primary goal is to train and utilize humanoid SCPs in the field.
Another MTF, Omega-7 “Pandora’s Box,” had the same goal, but was
Oneiroi Collective deactivated after a tragic event that resulted in the deaths of the vast
This group is thought to be a collective consciousness of dreaming majority of the unit’s members.
persons or dream-based entities. They are mostly only known by the
things they leave behind, and their goals are currently unknown to MTF Beta-7 “Maz Hatters”
the Foundation. Beta-7 specializes in the acquisition and containment of anomalies
exhibiting biological, chemical, or radiological hazards as well as the
Parawatch rapid containment and cleanup of areas affected by such anomalies.
A conspiracy website that is obsessed with the paranormal, but does This includes the planning and deployment of contingencies for the wide
not actually know about the existence of anomalies. The Foundation spread of contagious phenomena.
allows them to unintentionally misinform public
MTF Gamma-5 “Red Herrings”
Prometheus Labs, Inc. Gamma-5 specializes in preventing the dissemination of knowledge of
A multinational conglomerate that used the study of anomalies anomalous phenomena in cases where initial suppression efforts have
to create advanced technology. It often sold its advanced and proven ineffective, or in cases where public knowledge has reached
anomalous technological creations to governments, militaries, and critical levels. In these scenarios, they may deploy experimental
other Groups of Interest. Though it actively resisted Foundation amnestics and memory fabrication procedures.
oversight, it often worked with the Foundation in order to maintain
normalcy. Prometheus Labs eventually fell apart in 1998 following MTF Delta-5 “Front Runners”
severe financial decline. Delta-5 is made up of a number of autonomous deep-cover cells
specializing in the identification and acquisition of anomalous objects
Sarkic Cults and entities important to other Groups of Interest.
These cults follow the teachings of “Grand Karcist Ion,” and regularly
practice human sacrifice, cannibalism, and the like. They believe MTF Epsilon-6 “Village Idiots”
that humanity is currently weak but can ascend to a higher state of Epsilon-6 specializes in the investigation, containment, and cleanup of
being through disease and the manipulation of the flesh. They are at anomalies in rural and suburban environments.
odds with the Church of the Broken God and their goals are a huge
threat to normalcy and the Foundation at large. MTF Epsilon-9 “Fire Eaters”
Epsilon-9 specializes in the use of explosive and incendiary weaponry
The Serpent’s Hand and operations in high-temperature environments.
This group is based primarily in the Wanderers’ Library, a seemingly
infinitely large library that can be accessed through the use of various MTF Epsilon-11 “Nine-Tailed Fox”
portals throughout the world. They are known for causing a number Epsilon-11 handles internal security for the Foundation, under oversight
of containment breaches, and seem to be fond of using paranormal from MTF Alpha-1 “Red Right Hand.” They are a special ops force
objects, particularly to free various sentient and humanoid anomalies deployed to Foundation facilities when standard protocols fail and
that aren’t inherently dangerous. They are actively at odds with multiple containment breaches are imminent.
groups who destroy or mistreat anomalies.
MTF Zeta-9 “Mole Rats”
Shark Punching Center (SPC) Zeta-9 specializes in the exploration and containment of underground or
The SPC seems to be a version of the Foundation existing in one enclosed areas exhibiting anomalous phenomena, particularly those with
or more alternate universes. The organization seems to be more inconsistent topography or space-time.
unstable militaristic in tone, though the structure and tone of
documents recovered from the SPC seems to vary wildly. MTF Eta-5 “Jäeger Bombers”
Eta-5 specializes in the tracking, capture, and containment of Large-
The Three Moons Initiative Scale Aggressors (entities over 30 meters in height). Deploys from and
An extradimensional human military organization based in a human detains LSAs within Dimensional-Site-172.
afterlife. They made a deal with a deity in their dimension that has
allowed them to act as a multi-dimensional security force to protect MTF Eta-10 “See No Evil”
the human race. However, due to their strength and a load of internal Eta-10 specializes in the investigation, acquisition, and initial
problems, they sometimes do more harm than good. containment of objects or entities exhibiting visual cognitohazards, or
that otherwise require indirect observation to safely handle.
Unusual Incidents Unit (UIU), Federal Bureau of Investigation
During the Cold War, the U.S. government started the UIU to utilize MTF Theta-4 “Gardeners”
anomalies and prevent the Soviets from doing the same. Though they Theta-4 specializes in the acquisition and containment of plant or plant-
were initially given extensive resources and manpower, they have like anomalous objects and entities, especially in situations involving
greatly declined since the end of the Cold War. The UIU is aligned wide-spread infestations of such anomalies.
with the Foundation and the two work together closely.
MTF Iota-10 “Damn Feds”
Wilson’s Wildlife Solutions (WWS) Iota-10 maintains undercover operatives in various international,
A paranormal publicly-funded wildlife service that is closely federal, and provincial law enforcement agencies and specializes
aligned with the Foundation. The Foundation allows WWS to handle in facilitating the transfer of anomalous evidence and objects into
containment of several Safe or Euclid plant-based anomalies under Foundation control as well as the transfer of jurisdiction over anomalous
supervision from MTF Beta-4 “Castaways.” locations from local law enforcement to the Foundation.

41
MTF Lambda-4 “Birdwatchers” major facilities under circumstances where a site-wide breach,
Lambda-4 specializes in the identification, tracking, and containment of enemy compromise, or other catastrophic event is suspected.
airborne biological anomalies, especially anomalous avian ones.
MTF Pi-1 “City Slickers”
MTF Lambda-5 “White Rabbits” Pi-1 specializes in the investigation, containment, and subsequent
Lambda-5 specializes in traversing unstable, surreal, and controlled cleanup of anomalies in densely-populated urban environments,
reality, and containing potentially dangerous persons and artifacts particularly in the New York metropolitan area.
capable of manipulating space and time.
MTF Rho-9 “Technical Support”
MTF Lambda-12 “Pest Control” Rho-9 handles cyber security for the Foundation. Given all the
Lambda-12 specializes in tracking, containing, and exterminating dangerous anomalies lurking in the digital world, this is no easy task.
anomalous vermin. They are often mobilized as a first-response team
when the Foundation is attempting to track anomalous organisms. MTF Sigma-66 “Sixteen Tons”
Sigma-66 is formed of captured members from other Groups of
MTF Mu-4 “Debuggers” Interest. Despite the lack of loyalty the Foundation expects from the
Mu-4 specializes in the identification, tracking, retrieval, and assembled team, they find the members’ expertise to be of value.
containment of electronic devices and transmissions, especially
anomalous computers and network-related anomalies. This includes the MTF Tau-5 “Samsara”
investigation of seemingly anomalous internet sites. Tau-5 consists of immortal cyborg clones created from the flesh of a
dead god. This group utilizes experimental Foundation weaponry to
MTF Mu-13 “Ghostbusters” investigate and contain thaumaturgic, magical, and psionic threats.
Mu-13 specializes in the tracking, analysis, and containment of They are one of the strongest task forces in the Foundation.
incorporeal or intangible manifestations and entities, particularly those
believed to be sentient, sapient, or otherwise intelligent. MTF Psi-7 “Home Improvement”
Psi-7 specializes in the undercover investigation, containment,
MTF Nu-7 “Hammer Down” and/or demolition of anomalous buildings or buildings affected
Nu-7 is a battalion-strength force consisting of special operations by anomalies. This includes the acquisition or transfer of affected
infantry forces, a light armored vehicle company, tank platoon, buildings to the Foundation as well as initial observation and
helicopter squadron, chemical-biological-radiological-nuclear (CBRN) documentation of such buildings prior to their transfer to local
platoon, combat engineer platoon, nuclear weapon specialist (NWS) containment teams.
squad, plus additional combat specialists and support personnel. Nu-7
is based primarily out of Armed Bio-Containment Area-14 and is tasked
with responding to incidents involving loss of communication with

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Copyright Statement

Fear in the Foundation, as with the SCP Wiki, is released under Creative Commons
Share-Alike 3.0 (CC-BY-SA 3.0). This copyright policy specifically allows for
commercial usage, but does not bar others from creating derivative works of the
game similar to how the game itself is a derivative work of the contents of the SCP
Wiki, where all ideas and concepts featured in the game originate. These ideas and
concepts are owned by the original authors of the works, as well as the SCP Wiki.

Others may create derivative works based on this game assuming they license it
under CC-BY-SA and properly credit the creator of this game as well as the creators
of all of the original writers of the content involved, including pages and articles
from the SCP Wiki.

If you are the creator of any of the content used in the game and either want to be
credited, in the case that we could not find the original creator of the content, or
want your content removed from the game for any reason, please contact the game’s
team through our email: fearinthefoundation@gmail.com. We apologize for any
problems you may have, and will respond to your request as quickly as possible.

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Author’s Note

I’d like to thank everyone mentioned in the credits at the beginning of this book, as
well as everyone who has purchased the beta up to this point. I can’t thank all of you
enough for believing in this project and helping me fund its development. I’ve had a
number of creative and artistic passions since I was very young, but I don’t think any
of them have been realized to this extent. That is largely due to the help of dozens
of people willing to put their time, money, and effort into developing this project.
I’m so thankful for each and every one of you, and I hope you’re willing to stick with
me and see where this road takes us. This community has been amazing.

On that note, I promise that I’ll keep coming out with content well into the
future. For now, I’m preoccupied with polishing everything as much as I can before
the game’s full release, but after that, I’m excited to get started on expansions,
community events, and the like. I even have ideas for other games I want to develop
alongside Fear in the Foundation, and am looking into creating a TTRPG company of
my own, to fit a number of games under the same banner.

Lastly, I’d like to thank my girlfriend, who got me interested in TTRPGs in the first
place. Who knew a single campaign of D&D that started right before the beginning
of the pandemic would lead to all this, right? She’s encouraged me during the entire
process of making this game, and has made a number of suggestions that have
changed the game for the better. It’s impossible to put my appreciation for her into
words, though I’m trying my best here.

Anyway, I hope you enjoy the game! Roll initiative!

- Alexander Barker

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