Professional Documents
Culture Documents
CHARACTER CREATION
Overview
This chapter will get the players started on creating their new recruit they will play as in the
SCP-RPG. Character creation is undergone in a series of six steps. See the following pages for details.
STEP 5 STEP 4
PERSONAL Appearance,
Body Type, &
INFORMATION Reasoning
Page 32
Page 34
STEP 1
PURCHASE STEP 2
ATTRIBUTE PURCHASE
DICE PROFICIENCIES
Page 28 Page 29
STEP 6 STEP 3
SCP RECRUIT CALCULATE
INAUGURATION SUB-STATS
Page 34
Page 30
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STRENGTH
100 EXP = +1D8
EXPERIENCE: 200 EXP = +1D10 Player Name:
500 EXP = +1D12
D8
Hair :
Average Average Scientific
Character Description :
+3 HP
+3 HP
+3 HP
+3 HP
+3 HP
+3 HP
+3 HP
+3 HP
+3 HP
+3 HP
+3 HP
+3 HP
D8 Strange Heavyset Open-Mind
Eyes :
D10 +6 HP +6 HP +6 HP +6 HP +6 HP +6 HP
Personnel Class Creepy Beast Nuts
A B C D E
D12 +16 HP +16 HP +16 HP
+PERK
INTELLIGENCE
strength, dexterity, health, or willpower roll.
SCP
Security Level
D8 MAX HP
D10 +0.5 Mod +0.5 Mod +0.5 Mod +0.5 Mod +0.5 Mod +0.5 Mod
HP:
+1 RD +1 RD +1 RD +1 RD +1 RD +1 RD
INT, PER D10 & DEX D12 +
Damage Reduction
AWARENESS/REACTION
D12
(+ BODY TYPE MODIFIER)
Secure. Contain. Protect.
+PERK
D8
. x x
Upon obtaining ten (10) Merits, employees are granted a +1 increase to his or her Security Clearance Level. The Security Clearance Level grants access
to better gear, weapons, information, and access to other areas of the [redacted] base. Director will award a number. Reduce this number by your
current Security Level to determine your Merit Award. Only authorized personnel are granted issue to any unlocked information or items. Sharing with
lower security access personnel will result in Security Level reduction penalties. For more information please consult your [data expunged]
.
(+ REASONING MODIFIER)
To-Hit Modifiers
Weapon Skill Recoil Melee Hip Ready Aim Clip Size Base Damage X Damage Element Range Special
Ver 6.0
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STEP 1
Starting Attribute Dice
Distribute 20D8 across all eight Attributes. Underneath each Attribute you will see several boxes.
The smallest ones represent eight-sided dice. Fill in twenty of these throughout all your Attributes.
You must fill in at least 1D8 for each attribute. Also be sure you fill them in from left to right. You
cannot purchase D8s out of order. (See below)
Then you get 4D10 to fill in anywhere that already has 2D8 purchased in the above slots.
(i.e. You cannot fill in 2D10 in Strength unless you filled in at least 4D8 in Strength; see below)
You must fill in dice from left to right, and you must
have purchased the two dice in the above slot.
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STEP 2 P roficiency L evel C osts
For each category, you will get points to spend. Keep track of which points you are spending for which
category. You can jot these points on a scratch piece of paper, or lightly on your sheet to be erased later.
Once the points are spent you don’t need to keep track of them anymore.
Purchasing a Proficiency initially will cost 1 point. To increase it to level 2 will cost 2 additional points,
(for a total of 3 points). To increase to level 3 from level 2 will cost 3 more points (for a total of 6 points.)
New characters may not begin with skill levels above 3.
Dr. Gears [DATA EXPUNGED] X
Can this be reworded? It’s not
Each Proficiency category has a number of points you will use to increase
that complicated. Starting with a
proficiency at level 1 costs 1 point. the individual proficiencies listed within them. Depending on where you
Level 2 costs 3 total points, and purchased D10s in Attributes will also grant additional points.
level 3 costs 6 total points. Then
you roll a die to determine the
decimal point. Just look at that
little square in the top right corner.
I feel like this could be reworded.
REPLY EDIT
Once you purchase a proficiency, do not fill in “.0” in the tenths place.
Instead roll 1D10 and use that for the decimal number.
ROLLING A 10
Treat the number “0” on the die as zero when
rolling for the decimal place. Many ten sided
dice use the numeral “10” for this side but
It costs 6 points to put Pilot at level 3.
treat it as zero on this step. This is the only
We rolled a ten-sided die and got a 6. instance where “0” is treated as zero.
Pilot is then written in as 3.6 For all other die rolls treat “0” as ten.
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Survival/Tracking
*Ancient Languages (PER) (INT). . Assault Rifle (DEX) . Dodge/Block (DEX) .
. Move (Move yards equal to move speed)
Technology (INT) (INT).
Architecture . Handgun (DEX) . reAdy/AAnimal
iM/Fire (Prepare
Ken/Tame or fire(CHR)
gun) .
+1 PROJ Visual Signals/Sign Lang. (INT) (INT).
Astronomy . *Heavy Artillery (DEX) . deFense (Dodge or block an attack)
Athletics (DEX) .
RD +1 RD +1 RD
Hold (Wait before taking action)
STEP 3
+PERK
Caretaking/Nurture (CHR). . Credits: Hunting/Sniper Rifle (DEX) . Empathy (CHR) .
+1 ACC
+1 PROJ AnAlyze (Observe situation and act sooner)
CE
+PERK Computer/Hacking (INT) . Shotgun (DEX) . Endurance (HTH) .
SCP
exertion
EXERTION +
Cooking (INT) . Submachine Gun .
TY Initiative (INT) .
(DEX)
SELF-CONTROL
. Calculate Substats
Security Level (+ REASONING MODIFIER)
*Demolitions (INT) Acting/Lie Cognitive
(CHR) . Intimidate/Taunt (CHR) .
Fashion/Etiquette (CHR) . Resistance
Intuition (INT) .
0.5 Mod +0.5 Mod Art/Music (INT) .
HP/Max HP
Gambling/Gaming .
+1 RD +1 RD
+PERK
Occult/SCP
• For each
Psychology (CHR) D12
in IMMEDIATE
. add 16 HP
TERMINATION
Showmanship (CHR) . x x . .
.
To-Hit Modifiers
Religion (INT) Swim (DEX) .
MA
.
oil Melee Teaching . .
. Base Damage X Damage(INT) Element Special
Hip Ready Aim Clip Size Range
Research/Internet (INT)
Wrestle/Disarm (DEX) . .
Science/Physics (INT) .
Survival/Tracking (PER) . Writing (INT) .
Technology (INT)
Visual Signals/Sign Lang. (INT)
.
.
.
Exertion Points
exertion
+PERK . Credits: You start with 1 Exertion point. spend to add +1 and 1d12 to any
ENCE
strength, dexterity, health, or willpower roll.
For each D10 you purchased in Willpower, you
SCP
start with 1 additional Exertion point.
Security Level
MAX HP
HP:
Fill in the dashes underneath the squares to
Fill in the smaller dash for each point of Exertion.
represent your Maximum Exertion.
Mod +0.5 Mod +0.5 Mod
RD +1 RD +1 RD (For more on Exertion, see page 39)
INT, PER D10 & DEX D12 +
The larger box is used to keep track of how much Damage Reduction Ver 6.0
AWARENESS/REACTION
Exertion has been spent. Points refresh for your (+ BODY TYPE MODIFIER)
Secure. Contain. Protect.
+PERK
Character after a night of sleep.
Reaction Move Melee Projectile
WER Merit Count
Defense Speed Multiplier Multiplier
. x x
Upon obtaining ten (10) Merits, employees are granted a +1 increase to his or her Security Clearance Level. The Security Clearance Level grants access
Cognitive Resistance
to better gear, weapons, information, and access to other areas of the [redacted] base. Director will award a number. Reduce this number by your
current Security Level to determine your Merit Award. Only authorized personnel are granted issue to any unlocked information or items. Sharing with
lower security access personnel will result in Security Level reduction penalties. For more information please consult your [data expunged]
.
(+ REASONING MODIFIER)
Do not round off this number
To-Hit Modifiers
Enter this number lightly because it will likely be adjusted on Step 4.
Recoil Melee Clip Size Base Damage X Damage Element Range Special
(ForHip
moreReady Aim
on Cognitive Resistance, see pages 25, 145, or 190)
ENGTH EXPERIENCE:
Reverence Points
100 EXP = +1D8
Player Name:
200 EXP = +1D10
500 EXP = +1D12
All new Characters start with
MELEE +1 MELEE
reverence 1 Reverence
Character Name point for each D8 purchased in
Gender : Fate
Appearance Body Type Reaso
A B C D E
Melee Multiplier
Your Melee Multiplier starts at 1, and gets +1 for every other
D10 purchased in Strength, and an additional +1 for
each D12 purchased in Strength.
(New Characters will not start with twelve sided dice)
Projectile Multiplier
Your Projectile Multiplier starts at 1 and gets +1 for every other
D10 purchased in Perception, and an additional +1 for
each D12 purchased in Perception.
(New Characters will not start with twelve sided dice)
Reaction Defense
Your Reaction Defense is equal the number of D10’s purchased in
Intelligence & Perception plus the number of D12’s purchased in Dexterity,
plus your Awareness/Reaction proficiency. Do not round off this number.
(New Characters will not start with twelve sided dice)
Enter this number lightly because it will likely be adjusted on Step 4.
Move Speed
You start with a Move Speed of 2. You get an additional +1 to
Move speed for each D12 purchased in Dexterity.
(Since new characters don’t start off with any D12’s, they will have a Move Speed of 2)
Intelligence Modifiers
For each D10 you purchase in Intelligence, you may place a +0.5
Modifier to any Proficiency except for Awareness/Reaction and Modifiers go in
Dodge/Block (These Proficiencies have a darker grey area for the the RIGHT SIDE column
Modifiers column.) You may apply this modifier to the same
Proficiency twice, giving you a +1.0 or higher Modifier.
Site Director Locke s86-0105 X
All Modifiers are listed in that grey column of your
proficiencies and not in the white area. You can’t
increase your modifiers with experience points
like you can your actual rating. Please carefully
examine the graphic to see how to record Modifiers. Not here!
They do NOT get added directly to the rating!
REPLY EDIT
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STEP 4
Choose Your Characters Appearance,
Body Type, and Reasoning
Appearance
Looking beautiful has obvious benefits, but looking strange, creepy,
or average has its advantages too. Choose what level you’d like your
Character to be and fill in the dot on the front of your Character sheet,
then apply the Modifiers listed. Be sure to pencil in modifiers on the
right side column as seen on opposite page.
Body Type
Not all people are built the same. You can have an average body type, or
choose to be thin, small, heavyset, or a beast. Choosing your body type
may apply a bonus to your starting HP (Max Hit Points) and can apply a
permanent adjustment to your Reaction Defense. Don’t forget to check
your Body Type if you need to recalculate your Reaction Defense or Max HP.
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Reasoning
Everyone rationalizes situations differently. Choose your characters philosophy when dealing with anomalies.
Don’t worry if you choose to be too skeptical or naive because you can adjust this downward once per
session if you feel your characters belief structure has changed. Simply come back to this page and make
the proper adjustments and let your Director know.
You should usually choose Naive if your character has never experienced anomalous activities within
the SCP universe. Naive characters go into situations ready to disprove superstitions and debunk paranormal
claims. Being a healthy Skeptic is great for a starting character, especially since players may freely adjust
their Reasoning levels downward once per session if they choose to. This will help character development as
they inevitably dive into the strangeness of the SCP universe, but is entirely optional. Most members of the
Foundation are of a Scientific mind-set. If you would like your character to have seen some shit and lived to
tell the tale - you may want to choose to be Open-Minded. These are people that don’t dismiss any claims of
the paranormal and let the evidence lead them in any direction. You can also choose to be Nuts. Once you’ve
chosen Nuts though, there’s no going back. Nuts characters have seen so much anomalous activity in their
lives they can’t help but think that anything and everything is being caused somehow by paranormal activity.
If they lose a sock in the dryer, their first course of action is to pull out the Ouija board.
Reasoning Modifiers
Reasoning Cognitive (+) modifiers (-) modifiers
Resistance bonus
Naive +15 +3.0 Resist Distress -3.0 Initiative
-3.0 Intuition
-2.0 Occult/SCP Lore
Skeptical +12 +2.0 Resist Distress -2.0 Initiative
-2.0 Intuition
Scientific +9 (none) (none)
Open-Minded +6 +2.0 Initiative -1.0 Resist Distress
+2.0 Intuition
Nuts +3 +3.0 Initiative -2.0 Resist Distress
+3.0 Intuition
+2.0 Occult/SCP Lore
Modifiers go in
the RIGHT SIDE column
Emeric Cage s093 X
Modifiers are always applied to whatever proficiency
they are modifying. So if you had a -2.0 modifier to a
skill at 3.1 you only get to add 1.1 to the roll. Likewise
if it was a +2.0 modifier you’d get to add 5.1 to it.
The only reason they aren’t applied directly to the
proficency itself has to do with calculating how much
time or experience it costs to raise them.
REPLY EDIT
Not here!
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STEP 5
STEP 6
SCP Recruit Inauguration
Consult your Director for this step. Each Character may or may not begin with a
set of starting gear, credits, and/or supplies. If this is your first day on the job
it’s possible you’re starting out with nothing but the shirt on your back. Ask the
Director what your Character knows about the present situation regarding the SCP
facility, and what NPC Characters you may already know. The Director will also
determine your starting Personnel Class and Security Clearance Level .
If you get some starting Credits record them above your Security Badge, and
ask the Director what items (if any) are available to purchase as starting gear.
Depending on your campaign, the Director may even provide your character with
a starting loadout of equipment (see page 76)
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Backstory
Now that your Character is almost complete, work with the Director and think or write up your
Characters backstory. How did they get mixed up with working for the Foundation? Does your Character have
family? If not, why? Where are they now? What are your Characters goals? Look over your proficiencies
and perhaps this will help you come up with something, such as how much college/school your Character had.
Each campaign may have special rules and/or restrictions so be sure to consult the Director with a general idea
about your backstory before you begin. The longer the campaign is designed to be, the more effort and detail
you should put into your Characters history. Conversely, if you’re only doing a one or two session game you
likely won’t even need a backstory, or maybe the Director provides your Characters backstory for you. If you
are doing a longer game though, it’s always a good idea to come up with interesting little plot hooks that the
Director may use later on down the road, such as you had a sibling that went missing years ago, but they left
you a note saying that they had something important to take care of and not to worry about them (but come
up with your own!). Good Directors love it when you help craft the story like that.
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