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FF 1.2 - Overseer Guide
FF 1.2 - Overseer Guide
Alwaid, Benji, catwill, Doktor Cyberion, Dr Itzhak, Dr. Sack, Dr Vulpes, DrAlberts, Types of Missions 8
Miscellaneous
Establishing a Tone 8
FlynnTheMessiah, Fourmil1, Gabitoon, Grimm, Herolles, hitsujikaip, IDMNS, Setting Boundaries 9
Copyright Statement 16
Kairento, Kpt. Brien D’Ammas, L2, Lo_Dev, Luke mcDonut, Maindz, Miles, Mirakuru Stakes of a Mission 9
Author’s Note 17
1
One-Shot - A full game of a TTRPG that is played in one sitting
Definitions
Overseer (OV) - The person that is running the game,
Now, before going further, it’s imperative that we define the terms that commonly known as the Game Master (GM) in other TTRPGs
Introduction
are going to be used throughout this guide.
Party - Another name for a group of players that are working
SCP Foundation-based Definitions 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
What is Fear in the So what is an Anomaly - An entity or phenomenon that defies scientific explanation
Round - This is a cycle during combat that ends once every
Foundation? overseer? Cognitohazard - Anomaly that can affect people if it interacts with one
of their five senses (Sight, hearing, touch, smell, taste)
entity has had their turn. One round takes six seconds
What’s a Tabletop
various Non-Player Characters (NPCs), which includes Foundation
Infohazard - Anomaly that can affect people if they know about it Target - The entity that a particular Check, attack, or action is
employees, members of various Groups of Interest, and SCPs.
directed towards
Role-playing game? Memetic Agent - Cognitohazard or infohazard; can essentially be
What are the game’s described as “infectious information”
The general layout
First, let’s define a role-playing game (RPG). An RPG is simply a game
where players take on the role of characters in a fictional setting, Basic Mechanics? Memetic Effects - The effects triggered by a Memetic Agent of this guide
often playing the character either by acting or through a complex
system of structured character development. As mentioned earlier, many tabletop role-playing games incorporate Mobile Task Force (MTF) - A team of elite operatives that explore, This guide is divided into three different sections: Master of the
the use of dice. To put it simply, dice rolls are used to add a degree of combat, and play a part in capturing anomalies World, Master of Missions, and Master of Mechanics.
A tabletop role-playing game (TTRPG) is a type of role-playing variability to a game. If players could do whatever they wanted with
game where players perform actions by speaking them into few restrictions, there wouldn’t be any suspense, and we’re all about Researcher - Foundation personnel that are typically tasked with Master of the World. The Overseer crafts the world that
existence, though there are often a set of formal rules dictating what suspense here at Fear in the Foundation. studying and experimenting on SCPs any particular Mission takes place in, and ultimately has
they can and can’t do. Many of these systems involve dice rolls. In
authority over that world during gameplay. This section provides
order to perform a certain action, often in an attempt to overcome Fear in the Foundation utilizes a d100 system, similar to the one seen SCP - An anomalous phenomenon studied and sometimes contained by Overseers with some of the things they may need to know while
an obstacle, players must roll a certain number with their game in Call of Cthulhu. A d100 is a die with one hundred sides. Since these the SCP Foundation creating and controlling their own little worlds.
dice. The Game Master, or GM, is in charge of running the game and dice can be rather large and impractical, the use of percentile dice is
directing the players. Game Masters in Fear in the Foundation are recommended. A set of percentile dice is made up of two ten-sided dice. SCP Foundation - A shadow organization that studies and contains Master of Missions. Since the Overseer is also in charge
referred to as Overseers. One of the dice represents the tens place while the other represents the anomalies. They’re named for their motto: Secure. Contain. Protect. of creating and running Missions, this section includes many
ones place. So, for example, if you rolled a set of percentile dice and
aspects of that, including those before a Mission even begins,
How Does the SCP
got a 30 and a 2, your result would be 32. Security Officer - Foundation personnel that are typically tasked with such as planning things out, establishing a tone, and setting
protecting sites and assisting in containment boundaries. There are also descriptions of things Overseers
Foundation work? Characters in the game have eight Abilities and sixteen Skills. Abilities
are broad, overarching attributes, such as Strength, Agility, Charisma, Game-Based Definitions
should do during gameplay.
and Education. On the other hand, Skills are more situational attributes,
As stated before, the SCP Foundation, also simply known as “The Master of Mechanics. Lastly, the Overseer acts as a sort of
such as Deception, Medical, Occult, and Sciences. When making a Ability - A broad attribute that a character has, such as Strength
Foundation” is a secretive organization interested in the containment referee for the game’s mechanics. They have complete control
character, players assign different scores to each of their Abilities,
and study of entities, items, locations, and events that defy scientific over the mechanical aspects of the game and have the final say
then use the mean of the score of two Abilities to determine the score Armor Class - The level of protection a character has against attacks
explanation. The Foundation refers to these things as “anomalies.” on disputes related to them. Since the game’s mechanics are
of a Skill. For example, the value of a character’s Intimidation Skill is
Anomalies can range from a gigantic lizard that hates all life to a pen covered in the Player Guide, this section mostly covers what the
determined by adding up their Strength and Charisma scores and dividing Campaign - A full game of a TTRPG that is played in multiple sittings
that kills someone every time it is clicked. Though not all anomalies Overseer needs to do to keep the game running smoothly, from
by 2. So, if a character’s Strength is 40 and their Charisma is 60, their
are harmful, the Foundation wants the world to maintain a sense of a mechanical standpoint.
Intimidation Skill would be 50 (40 + 60 = 100; 100/2 = 50). Character - This refers to any living creature within the game
normalcy, in which people go about their daily lives without having to
know that there are so many things out there that defy all logic.
So how do Abilities and Skills function in-game? Let’s say a character’s Check - A dice roll to determine if a character can perform an action
Agility is 50, and they want to jump over an obstacle. The Overseer, who
Now, the more interesting question is how the SCP Foundation
runs the game, would ask the player to make an AGI Check. The player d(#) - “d” stands for “die;” while the number is how many sides it has
actually functions. It’s hard to think that an enormous shadow
would then roll their d100 or percentile dice. In order to successfully
organization would have enough resources to realistically keep itself
jump over the obstacle, they would need to roll a 50 or lower. They roll Encounter - An event where characters interact with non-party NPCs
going, let alone keep itself a secret from the majority of the world’s
a 42, so they are able to successfully jump over the obstacle. If they had
population. Someone would have to uncover the Foundation at some
rolled, say, a 68, they wouldn’t have cleared the jump. Entity - Synonym for character; any living creature in the game
point, right? Well, that’s the thing. They hide in plain sight.
Feat-Based - Leveling up that is based on accomplishments
The Foundation collaborates with nearly every government, the
To explain further, a “Check” is triggered when a player wishes for
United Nations, and a number of other governmental entities in order
their character to perform a certain action and the Overseer deems that Hit Points - Used to determine a character’s full and current health
to advance its own interests. Most governments around the world
performing said action requires the use of a particular Ability or Skill. Mission - A particular campaign or one-shot that an Overseer and their
provide the Foundation with funding, manpower, and resources. The
Checks are used for general actions and making attacks during combat, players participate in
Foundation also operates a number of front companies that it uses
among other things.
for international surveillance, as well as employing field agents, who
Non-Player Character (NPC) - A character that is played by the
act as spies in various agencies, organizations, and enterprises.
Overseer rather than the players
2 3
Master of the World
5
Theoretically, an Overseer could place a Mission within any SCP
canon, though they should consider whether or not doing so would be Using the SCP Wiki
in any way relevant to the Mission as a whole. Is it really necessary for
a Mission to be set in the Broken Masquerade if the party never has Though SCP sheets may have the majority of information that you will
to interact with the outside world in any meaningful way? Setting a need to know in order to use an SCP in-game, there could possibly be
Mission could be really interesting, if done in a way that really affects a few things missing. In Fear in the Foundation, some of the details
the things characters end up having to do and the choices they have to regarding certain anomalies are removed for brevity. However, some
make. However, if a canon is used flippantly, it could end up harming the of these omitted details could be useful for an Overseer who is trying
overall experience. to focus on a particular anomaly, or is unsure about the mechanics of
an anomaly due to an error on Fear in the Foundation’s part.
World Building In these cases, please prefer to the SCP’s article on the site wiki.
Simply go to http://www.scpwiki.com/, select the SCP series that
There are a number of ways Overseers can develop the world their the article can be found in, and find the SCP’s article. The articles
Mission is set in. They can create NPCs, maps, Foundation facilities, past are arranged in numerical order, and each series is comprised of
events, story lines, and more. 1,000 articles. Series I is SCP-001 up to SCP-1000, Series II is SCP-1001
to SCP-1999, and so on. There are six series in total.
Another important aspect of world building is actively explaining the
world to players during playthroughs. This includes using exposition,
explaining things through the dialogue of NPCs, letting characters find
documents that include details about the world, and small details and
clues that players will see as they make their way through the setting.
6
Overseers should also note that newer players may prefer a less
serious tone, especially if they are not entirely familiar with the SCP Roleplaying
universe. New players are more likely to be nervous while playing, and
adopting a less serious tone can make them feel more comfortable. To reiterate, a tabletop RPG is basically a collective improvisation
Master of Missions
Additionally, due to their nervousness and unfamiliarity with the game, exercise where a player rolls to see if they can do the things they
Overseers should remember to be patient with them. wish to do. The story that everyone involved collectively weaves
is shaped not only by their own decisions, but by the rules of the
Setting Boundaries universe they’re in and the power of random numbers.
There are two styles Missions are typically played in, depending on
site or area where anomalous entities and objects are kept under lock
and key. In these missions, some catalyst, such as a site-wide blackout,
Lines and veils should be discussed before a mission even begins. The Directing Players
Overseer should ask each player to provide them with a list of their lines
their length: Campaigns and one-shots. A campaign is typically played has led to many anomalies breaking out of their holding areas and and veils, describing the concept to them if they are unaware of it. The Another one of an Overseer’s responsibilities is directing players.
in a number of different installments where players and Overseers roaming around the site. Some freed SCPs, due to their very nature, entire group should be aware of each other’s lines and veils in order to Overseers are in charge of describing a player’s surroundings to them,
come together to continue the story. One way to think of each are going around causing chaos and/or attempting to break out of the avoid a situation where someone unknowingly violates another person’s which includes the world they exist in. But, beyond that, Overseers
session of a campaign is like an episode in a TV show. A one-shot, on facility completely. Players have many problems to deal with in this line or veil, which could lead to a difficult time. are in charge of giving players things to do.
the other hand, involves a Mission both starting and resolving in the game mode, from dysfunctional parts of the site to dangerous anomalies
same session. Think of a one-shot more like a movie. ripping people apart. In addition to lines and veils, tabletop groups can use things such Overseers create the scenarios that players find themselves in, so
as the X-Card. This strategy mostly work for in-person games or games they sometimes must lead players through these scenarios in one way
When planning out a session for a campaign, an Overseer basically These missions feature four classes that are pretty distinct from one using video chat. The X-Card is an index card with an X drawn on one or another. This could be as simple as providing players with direct
just needs to plan enough to get through one episode of the “show” another: Researchers, Security Officers, Field Agents, and D-Class. side. When a player is uncomfortable with the content for any reason, instructions through the use of Command. A similar things Overseers
that is the campaign. It’s never a bad idea to plan ahead, but which could be a phobia or PTSD, they tap the card, or hold it up to can do, in Missions where Command may not be applicable, is add a
planning out at least one “episode” is a good idea. This means that One of the Foundation’s main goals is understanding the anomalous. show the Overseer. The Overseer should then move on, avoiding the knowledgeable NPC to a party, who could be a useful tool in steering
the Overseer should have some kind of end in sight. The end doesn’t Because of this, they often send personnel in to learn more about topic that the player seemed uncomfortable with. If the Overseer is players in the right direction.
necessarily have to be super clear cut, and tabletops are structured anomalous entities, locations, and other phenomena. In Exploration unsure of what the player wanted, they should ask them privately, in
in such a way that an Overseer should be able to find plenty of Missions, a team of MTF agents, field agents, or D-Class is either sent order to clarify. However, Overseers can also use mysteries and clues to direct
decent stopping points within any campaigns. A stopping point could out into the field or directly into an anomaly to investigate it. In some players in a less direct way. For example, when players walk into a
be the end of an Encounter, the end of a conversation with an NPC, missions, personnel will have a great deal of information and resources, One addition an Overseer could make to the X-Card would be to have room that contains some interesting information, Overseers can tell
or the party figuring out which task they need to do next. while in others, they will have much less. players put an O on the other side of the index card. When the session them to make a Perception Check. Sometimes players will do things
includes something that players would like to see more of, they hold up like this on their own, but it’s sometimes alright for the Overseer to
However, when planning out a one-shot, an Overseer needs to plan In Re-Containment Missions, a team of MTF agents is sent out in the O side of their card to include that to the Overseer. give them a little push.
out the entire thing, since one-shots are essentially self-contained order to either capture or terminate an anomaly that has escaped
narratives. As was mentioned earlier, one-shots are more like movies. containment. The MTF that is sent out depends on the anomaly.
They should be able to stand alone. In some cases, players may not Stakes of a Mission Creating Encounters
be able to finish a one-shot in one session, which may cause it to
become a short campaign with a small number of separate sessions. Establishing a Tone One important thing to consider is that the Foundation offers a Encounters are a pretty integral part of most Missions. An Encounter,
good mix of high and low stakes. On the one hand, if an anomaly like as is defined in the Introduction of this guide, is an event where
Establishing a tone is an important part of preparing for a mission.
Planning things out
SCP-058 escapes, it may wipe out a whole city or hide for months and characters interact with non-party NPCs. Though some Encounters
Players and the Overseer should have a mutual understanding of what cause untold harm before the Foundation is able to bring it back in. are likely to result in combat, not all of them have to. They can
they want the mission to be. Is there going to be a more serious tone, or Some anomalies even have the capacity to restructure the very fabric range from the party being attacked by SCP-049 to them running into
Given that Overseers run the game, they typically have to do some a more carefree and comedic one? Is horror going to be one of the main of reality if they’re released out into the wild. However, on the other a researcher in need of medical help.
prep in order to be ready for a session. This prep may include writing themes? If so, what level of horror is everyone comfortable with? hand, the Foundation also deals with pretty trivial things, like SCP-1689,
out notes to help with remembering characters and events, planning a bag that contains a spatial anomaly that allows it to hold many more Below are some examples of non-violent encounters:
out encounters, creating new NPCs, preparing maps, and more. It’s important for the Overseer and their players to communicate potatoes than it should be able to.
before the start of a mission to make sure everyone is on the same page. Two injured researchers are trying to get to safety
There are typically two types of Game Masters/Overseers, when it It could be very unfortunate to start a Mission and then realize not A mix of high and low stakes can be good for any campaign, even ones Security officers are searching for a dangerous SCP
comes to planning for a session. There’s the more meticulous planner, everyone was up for the way the story is being told. where horror is the primary focus. Light, low stakes can give players a Three Records personnel are exploring the archives
who spends hours preparing for sessions, planning out everything in little space to have fun with the campaign. Additionally, if every single Medical staff are trying to find an injured individual
detail and considering all of the choices that players may make. One way to help establish a more serious tone, if that’s what the thing that players have to deal with is the end of the world, it may Containment specialists are searching for an anomalous item
party wants to pursue, is to use jargon often seen in the SCP Universe. lead to burnout. Like most things, though, it depends on the players, so Horticulturists are collecting gardening-oriented supplies
On the other hand, there’s the less structured planner, who plans For example, in Exploration or Re-Containment missions, Command, as Overseers should talk to their players about what kind of stakes they’d Maintenance staff are going around fixing cameras for security
for a session, but much less than the meticulous planner. They lean well as MTF Agents, can call team members by their designations, such prefer to deal with within the purview of a particular Mission. The party suddenly sees SCP-5842, which triggers POW Checks
more heavily into improvisation and planning things proactively, as as “Mercury,” “Atlas,” and so on. SCP-208 approaches the party, offering to help them out
players make choices.
8 9
Here are some Encounters that could result in violence:
Designing NPCs
The party encounters SCP-058 attacking someone in a hallway
An enemy tosses SCP-323 at the party and runs away Just as players design their own characters, Overseers design their own
SCP-817 flies down the hallway, striking the party as it goes by NPCs. Though the game currently provides a number of premade NPCs,
A member of the party is struck by SCP-343 as they enter a room they likely won’t be enough to carry a longer campaign.
The party finds Chaos Insurgency agents destroying computers
SCP-4680, out of anger, shoves a member of the party While making NPCs, Overseers should treat it like they’re making player
A security officer attempts to capture a D-Class in the party characters, just with fewer details. Each NPC should have a bit of a
background and a few defining character traits, which could be directly
Random Encounters taken from list of Personality Traits, Flaws, and more that are found in
the Player Guide.
Encounter Rolls can be a useful tool to add a sense of randomness
and general unpredictability to a Mission. As is mentioned in the NPC Party Members
Player Guide, an Overseer may want to roll a d20 at certain times,
such as when players enter a new room or take a Rest. If the result NPCs can be a vital tool to any party, whether these NPCs serve
is higher than 10, the party has a random Encounter, which doesn’t as scholars on the workings of the Foundation, valuable spies, or
necessarily have to result in combat. juggernauts during combat. These NPCs can range from normal humans
to friendly, powerful anomalies, such as SCP-275 or SCP-999.
If an Overseer decides to use this mechanic, they may want to
have a premade list of Encounters at the ready, to help the game
move along more quickly. Navigation
Depending on the Mission, players may find themselves having to
Running Encounters navigate a vast and complex SCP facility, an overgrown forest, or some
other location. In some cases, navigation may become difficult for the
Some Encounters may be entirely based on roleplay, with players party. In these instances, Overseers should make an effort to help the
having conversations with NPCs. However, a good number of group find their way.
encountering will result in combat. Here’s a short guide on how
Overseers should run Encounters that feature combat. This can be done by the use of certain markers or by NPCs.
One. If the players are unaware of the threat and it makes the first
attack, the Overseer should have everyone in danger roll a Perception Between Encounters
Check. Whoever fails is eligible to be a target of the attacking entity,
or entities, in their surprise round. In any Mission, there will be a good number of things that characters can
do between Encounters. In many cases, downtime between Encounters
A surprise round is a round of combat that takes place before will involve exploration and investigation. Many Missions will involve
everyone rolls for Initiative, typically because some entities catch great deals of mystery, which are useful for generating suspense and
others by surprise. Attacking entities will get to attack unaware keeping players interested in the Mission. Time between Encounters may
entities with Advantage. also be spent taking Rests or repairing damaged supplies and machines.
Three. Once Initiative has been dealt with, the Overseer will be in Officer O’Neil Butterfly Effect Chart
charge of directing combat by letting everyone knows whose turn it
O’Neil, along with Officer Akers, goes along with the party
is and playing all of the NPCs. Each entity should make their attacks, Event 1
after they visit a Security Station
actions, and movements during their turns, of course.
O’Neil leads SCP-XXX away from the party when Dr. Sullivan
Event 2
There are two main ways that combat can end. First, it can end commands her to, separating from the group
when all members of one side are removed from the area, typically
O’Neil survives and returns to the party, arriving just in time
because they have retreated or been pushed out in some other Event 3
to help them fight the SCP-XXXX entities
way. Second, it can end when all members of one side are killed,
incapacitated, or other restrained and unable to take actions. O’Neil is badly injured but survives. She does a great deal of
Event 4
damage to the entities, saving Diana in the process
10
with them, but if they roll a 51 or above, all six will stay on their
tail. These rolls essentially take a little weight off the Overseer and Amnestics Mechanics
add even more unpredictably to the narrative, as they can throw
everyone, including the Overseer, for a loop. Without Amnestics, a party can end up being affected by a number of
Master of Rules
memetic phenomenon, and/or lose all of their Power, causing them to
Opposed Checks become Insane. Therefore, in Missions where players face off against
SCPs with memetic effects, they should always have some Amnestics
either on-hand or nearby. Amnestics are essentially Medicine for the
The Overseer’s job, when it comes to Opposed Checks, is to know mind, and are effectively as vital to gameplay.
when the Checks need to be triggered, who is on the offensive and
who is on the defensive, and to verify who the winner is.
Inventory
Power Mechanic Managing Inventory is very important. If players were allowed to carry
Mechanics Master Critical Rolls An Overseer can use Power to instill a sense of fear and suspense in
infinite resources, the game could become incredibly imbalanced. An
Overseer’s role, when it comes to Inventory, is essentially making sure
In addition to controlling the world a Mission is set in and the Some types of rolls, such as attack rolls, have set rules for what players, since the difference between a successful or failed Power that characters, as well as NPCs, do not exceed their max Inventory.
environment, they also act as a referee for the game’s mechanics. The happens when a player critically succeeds or critically fails. However, Check can have pretty dire consequences. In some cases, Overseers
mechanics contained within this guide, the Player’s Guide, and the when it comes to Ability and Skill rolls, Overseers decide what should even push a player’s character to the brink of insanity, slowly However, Overseers should also try to ensure that players have enough
Anomaly Guide do not have to be strictly followed. Rather, they are happens on a Critical Roll. lowering their POW value and exposing them to more and more resources to deal with the trials they are bound to face. If characters
meant to serve as a blueprint for how the game can be played. horrific phenomena. Power is, to put it simply, a very powerful tool. don’t have opportunities to collect resources, Missions can become
On a critical success, players succeed in a fantastical way, overwhelmingly difficult for them, easily leading them to the grave.
On the mechanical side of things, one important thing Overseers
Rolling Dice
getting to do something they may have not been able to otherwise.
should remember to tell players, especially new ones, is that when a
Leveling Up
For example, a player who critically succeeds on a Perception or
Investigation Check may notice something hidden that they would not character’s POW drops, the values of Power-related Skills, Occult and
While players use the d100/percentile dice for nearly all of their rolls, have seen had they just succeeded normally. Perception, do not change. Essentially, if a character loses 10 POW,
the dice that Overseers used is more varied. Since the attacks rolls and the value of their Occult Skill is 55, the value of their Occult will Since leveling up is based on feats, Overseers control when players level
of NPCs are made through the use of a d20, Overseers use this die Meanwhile, on a critical failure, players fail in rather stupendous stay at 55. The value of a character’s Power only dictates the starting up. Feats can include things like capturing dangerous SCPs, surviving
much more than players do. Additionally, many anomalies have unique ways. A player who critically fails an Agility Check may fall Prone value of these Skills. After that, it is no longer attached to them. incredibly dangerous situations, achieving some major goal, or otherwise
mechanics that require the use of certain dice, with the d20 being one or slip and drop their weapon. A player who critically fails an making some major progress through the Mission as a whole. As such,
of the major ones. The d4, d6, and d10 are also used often, when it
comes to the mechanics of anomalies.
Intimidation Check could become intimidated themselves.
Fear Mechanic Overseers should make sure to facilitate scenarios in which players can
accomplish these goals.
Advantage Fear, as one could imagine, can play a central role in a number of
Forms of Injury
While players must accept the results of their dice rolls, Overseers can
decide to change the results of their own dice rolls, which is commonly scenarios in the SCP universe. Characters in the game have fears that
known as “fudging a roll.” Say an Overseer makes an attack roll for an An Overseer’s role, when it comes to Advantage or Disadvantage is they have before Missions start and can develop fears due to certain
NPC, and the result is 15. Since the player they targeted has an Armor determining when a roll should be granted one or the other. Though circumstances that they find themselves in. There will be forms of injury that may happen during the game that are
Class of 12, this would hit them. However, if the player takes any more the game’s basic rules cover some of these circumstances, there are not tied to attacks or fall damage. The following is a guide for how to
damage, they will be downed, making combat infinitely harder for the plenty of scenarios that exist outside of the encompassed subjects. The Overseer has a number of responsibilities and goals when it assign damage values to these forms of injury. This guide does not need
party, and possibly leading to their deaths. The Overseer may want to comes to Fears. For one, they want to put the players in scenarios to be strictly followed. It’s simply a general guideline.
lie and say that they actually rolled a 9, or something else that wouldn’t Additionally, Overseers have the ability to allow players to attempt where their fears will be triggered. Second, they want to prompt
lead to the attack succeeding, in order to keep the target alive. to perform certain actions that will could give them Advantage on players to make Power Checks in certain high-stress situations so that
they have opportunities to develop new Fears. Type of Injury Damage (Average) Example
other ones. For example, say a player wants to use an anomalous
Fudging rolls is a controversial topic within the tabletop RPG tool that will give them Advantage on their next Agility Check. The A small rock falling 10 ft and
Minor Injury 1d4 (1-4)
community. Some say that it ruins the authenticity of the game, and can
make players less trusting of their Game Master, while others think that
Overseer asks them to make an Occult Check, which they pass.
Because of this, the Overseer gives them advantage on their next
Rest Mechanics hitting someone in the arm
Tripping and falling down a
it is a useful tool Game Masters can use to help players or make a game Agility Check. Allowing for this sort of gameplay rewards characters Moderate Injury 2d6 (7)
It’s important for entities to take Rests when they state to get few stairs before stopping
more interesting in certain circumstances. for being creative and making the most of the game’s mechanics.
exhausted or are really low on HP and don’t want to expend a great Being set on fire and receiving
deal of resources to fix that issue. Overseers should give characters Serious Injury 4d4 (10)
relatively substantial burns
Abilities & Skills Challenge Levels plenty of opportunities to take Rests, and should be proactive in
getting players to let their characters rest. The Overseer likely knows Tripping and getting impaled
Severe Injury 4d6 (14)
more about the road ahead than any of the players do, and should by a jagged piece of metal
A player’s Abilities and Skills cover the vast majority of rolls they As mentioned in the Player Guide, the typical Challenge Levels
should need to make while playing the game. The Overseer’s job, when for the game are 10, 20, and 30, though an Overseer can make a keep that in mind when trying to convince eager players to let their Being heavily electrocuted
Critical Injury 6d6 (21)
it comes to these attributes, is to determine which Ability or Skill a Challenge Level whatever they want, theoretically. characters chill for a little bit. while covered in water
particular Check should require. Being slammed against a wall
Since they passed, the Overseer asks them to toss the axe into a door
by making a STR Check with Disadvantage. The Overseer explains that
they have Disadvantage because they are throwing against the wind.
Pass Fail
The axe goes into the door. This The axe comes back the
allows the character to brace character’s way, and they take
themselves from the wind, which 2d6 of damage from a Moderate
gives them Advantage on the Injury as the axe slashes their
Strength Check needed to avoid shoulder
being blown away by the wind
14
Copyright Statement Author’s Note
Fear in the Foundation, as with the SCP Wiki, is released under Creative Commons I’d like to thank everyone mentioned in the credits at the beginning of this book, as
Share-Alike 3.0 (CC-BY-SA 3.0). This copyright policy specifically allows for well as everyone who has purchased the beta up to this point. I can’t thank all of you
commercial usage, but does not bar others from creating derivative works of the enough for believing in this project and helping me fund its development. I’ve had a
game similar to how the game itself is a derivative work of the contents of the SCP number of creative and artistic passions since I was very young, but I don’t think any
Wiki, where all ideas and concepts featured in the game originate. These ideas and of them have been realized to this extent. That is largely due to the help of dozens
concepts are owned by the original authors of the works, as well as the SCP Wiki. 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
Others may create derivative works based on this game assuming they license it me and see where this road takes us. This community has been amazing.
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 On that note, I promise that I’ll keep coming out with content well into the
from the SCP Wiki. 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,
If you are the creator of any of the content used in the game and either want to be community events, and the like. I even have ideas for other games I want to develop
credited, in the case that we could not find the original creator of the content, or alongside Fear in the Foundation, and am looking into creating a TTRPG company of
want your content removed from the game for any reason, please contact the game’s my own, to fit a number of games under the same banner.
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. 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.
- Alexander Barker
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