PDA

View Full Version : Rules for "SCP Containment Breach" RPG. Feedback wanted.



Dachimotsu
2016-12-29, 09:26 PM
On a whim, I wrote these rules in the span of five hours. After a playtest session, I spent an extra day improving the rules slightly and creating a small monster manual.

These are rules for a tabletop-RPG based on "SCP Containment Breach", which itself is heavily inspired by the illustrious SCP-Wiki (http://www.scp-wiki.net/). They are intended to be incredibly simple, easy to pick up and play, and uses only d6's. Character creation is super fast, and gameplay requires minimal book-keeping.


STATS
Roll one six-sided die for each of your five stats. You can gather your results and assign them yourself, or apply the results to each stat in order.


HP - Roll 1d6 to determine. If you fall under half your HP, you are weakened (heavy bleeding and nausea). While weakened, your Speed is halved, your skills become inactive, and you will lose 1 HP every 10 minutes. If your HP drops to 0, you die.
Blink - Roll 1d6 to determine. Depletes by 1 at the end of every round. If it drops to 0, you blink, which recovers all Blink points. You can also choose to blink at any time.
Speed - Roll 1d6 to determine. Each point represents 5 feet of movement. Each turn, you can move up to your speed, taking actions before, during, or after the process.
Stamina - Roll 1d6 to determine. On your turn, you can spend 1 point of stamina to move up to twice your speed. On any turn that you do not spend a point of stamina, you regain 2 points of it.
Willpower - Roll 1d6 to determine. This is a defense score that represents your ability to resist supernatural effects imposed by SCPs. When exposed to an SCP's mental effects, roll a d6. If you roll under your Willpower score, you resist the effects for that round. Physical effects, such as diseases and blunt force, cannot be resisted with this score.


As an alternative to rolling, you can allocate points to your stats based on the number of skills you want to have.
0 skills = 30 points
1 skill = 23 points
2 skills = 16 points
3 skills = 10 points
4 skills = 5 points
All stats must range from 1-6.

Tip: You can keep track of each stat during gameplay using the d6s themselves by displaying their remaining values.


SKILLS
If the sum of the numbers rolled when determining your stats is 29 or less, you may choose 1 skill to be an expert in.
If it's 20 or less, you may choose 2 skills.
If it's 10 or less, you may choose 3 skills.
If you rolled a 1 in every stat (for a total sum of 5), you may choose 4 skills.
If you rolled a 6 in every stat (for a total sum of 30), you cannot choose a skill.


Athletics - Stronger, leaner, and more agile. You can jump 1d6 extra feet for high jumps and 2d6 extra feet for long jumps (with a running start). You speed is not halved when climbing and swimming.
Charisma - The ability to make friends or enemies through speech and/or body language. Use this skill to influence the dispositions of other people or intelligent SCPs. You can persuade them, lie to them, make them laugh, seduce them, or try to scare them. Results vary per SCP. This skill does not become inactive when weakened.
Craft - Choose 1d6 creative hobbies, such as stonemason, painter, woodworker, illustrator, chef, programmer, writer, etc. You are an expert in those fields and will not fail to perform any of them, as long as doing so is possible at the time (as determined by the GM).
Immunity - You are not affected by, nor do you contract, contagious diseases.
Insight - An understanding of human behavior. You automatically know if someone is lying to or taking advantage of you. This skill does not become inactive when weakened.
Instinct - You don't know why, but sometimes, a feeling in your gut (the GM) will give you advice on where to go or what to do. This skill does not become inactive when weakened.
Knowledge - General knowledge used to solve problems. Recall real-world history, calculate a math equation, determine an object's material, name a specific bone of a specific species, etc. This skill does not become inactive when weakened.
Linguist - You are fluent in 1d6 additional languages of your choice. This skill does not become inactive when weakened.
Luck - The odds are always in your favor. Whenever you make a roll you don't like, you can roll a second time and use either result. This skill does not become inactive when weakened.
Martial Arts - The ability to fight effectively without a weapon. You can attack any adjacent creature, automatically hitting and dealing 1d6 damage. Many SCPs cannot be harmed in this way, or at all.
Navigation - A keen sense of direction, geography, and building structure. You can determine which way exits are, where ventilation shafts lead, which way is north when you see outside, etc. This skill does not become inactive when weakened.
Perception - Enhanced sensory perception. Hear a quiet sound through doors and walls, determine the source of a scent or odor, see something partially-invisible or obscured by darkness, etc.
Stealth - The ability to hide. You must be at least difficult to see and hear in order to hide, and once hidden, you are good at remaining hidden until you are no longer difficult to see or hear. You can only hide from people or SCPs that rely on eyesight or hearing to detect you.
Technology - The ability to use, disable, and repair electronic devices. Can be used for hacking.




TRAITS
These traits are determined entirely by the player, and may come up when dealing with certain SCPs. All PCs are adult humans and are assumed to be fluent both in English and in their home country's native language (though this can be changed with the GM's permission).

Gender - Male or female are the basics, but transgender, non-binary, etc. are also options.
Race - African-American, Asian, Caucasian, Hispanic, Indian, Native-American, etc.
Nationality - American, Brazilian, Cuban, French, German, Italian, Japanese, Mexican, etc.
Sexuality - Heterosexual, Homosexual, Bisexual, Asexual, Pansexual, etc.
Favorite Animal/Color/Movie/etc. - Optional fluff for role-playing purposes.

Class - The options for PCs are Class D and Class C. Class D personnel are convicted murderers who were originally put on death row. Given that their lives are forfeit anyway, they are used as test subjects for SCP research. Class C personnel are the average, expendable employees in the containment facility, usually researchers. Class C and D personnel are assigned to one SCP on which they perform research, so their knowledge of the facility's layout and of other SCPs is extremely limited.

Backstory - Briefly describe your character's life up until becoming a convicted murderer (and subsequently Class D) or a researcher for the Foundation (Class C).

Initiative is rolled at the beginning of the game for each PC by rolling a d6. For ties, add a decimal to the results with another d6 roll. For example, three PCs roll a 6, a 4 and a 4. The two PCs that rolled a 4 roll another d6. One gets a 1, the other gets a 5. Their initiative scores are now 4.1 and 4.5. Turns are taken in order of highest initiative score to lowest. When another human or an SCP is introduced, they are added to the initiative list on the spot, with the GM rolling for them. Once every creature has taken one turn, the round ends and the next round begins. GMs are advised to keep track of the number of rounds that have passed. Each round is presumed to represent 6 seconds of in-game time, regardless of how much occurs during it. This means that 10 rounds represent one minute, 50 rounds is five minutes, 600 rounds is an hour, etc.

On each turn, you can take a move and an action. You can move and stop as many times as you like, but you cannot cover more distance than your Speed stat dictates. You can spend 1 stamina point to run, moving double the distance. Any slower method of movement, such as crawling, sneaking, climbing, or swimming, halves your Speed for that turn (even if your weren't moving slowly for the entire turn). Actions include things like talking to someone (yes, that's an action here), opening a door, closely examining something, reading a note, attacking someone, etc. Certain actions might require multiple rounds to accomplish, such as hacking a computer. Incredibly superflous things like breathing, scratching your head, picking your nose, etc. are all non-actions and can be done freely. Holding your breath is also a non-action, but it costs 1 Stamina. With a running start, PCs can jump 1 ft. upward and cover 5 ft. of distance. Increase a PC's height by one-third to determine how far they can reach. Standing up requires 5 ft of movement.

You can skip your turn to prepare a readied action. Determine what action you will take, and the trigger that will allow you to take it in advance. For example, while hiding around a corner, you might say "I ready an action to shoot the MTF soldier as soon as he comes into sight". You can choose whether or not to go through which the action once the trigger has occurred. You cannot use vague conditions as your trigger, such as "I ready an action to leap out of the way when I feel like it". Triggered actions can occur at any time and do not interrupt turns, nor do they deprive the acting character from taking their next turn.

Facing direction is very important. Before making a move, you must specify which direction you are facing while doing so. You must also choose a direction to face for the duration of the round once your turn ends. You can only see things that you are facing. You cannot run backwards.

Strenuous, physical activity such as swimming and climbing, or painful reactions such as being injured, breathing in gas, or hearing incredibly loud noise will break your concentration and reduce your remaining Blink points by half of your maximum. Incredibly bright light or drowsiness reduces your Blink stat to 1 for as long as the effects remain. In total darkness, you are treated as having your eyes closed.

Basic weapons such as clubs, knives, or guns can be used by anyone and all deal 1d6 damage, with varying effects based on weapon type (at GM's discretion). Guns have limited ammo, which can be found on the bodies of MTF soldiers. Many SCPs are immune to damage, and MTF soldiers have 6 HP each. Environmental hazards and improvised damage also deal 1d6, though some injuries may cause fixed damage or none at all (at GM's discretion).

PCs can carry or wear any objects weighing 10 lbs. or less, as long as they have the means to do so. There is no limit to how many papers you can carry as long as you have an efficient container for them, such as a folder. Carrying 50 lbs. of items will halve your speed. You cannot move or take actions other than talking if you are carrying 100 lbs. of items. Carrying too many items will limit your actions at the GM's discretion.

When it comes to fractions, the GM decides whether to round up or down.

Keeping track of Blink points every round can be tedious. As a variant rule, ignore Blink entirely until it comes up in-game, then have each PC roll a d6. If a roll is equal to or less than their Blink stat, they do not blink. If the roll exceeds their Blink stat, the PC blinks. Once these rolls are made, start keeping track of Blink points as normal until the situation no longer calls for it.

GOLDEN RULE: If a specific situation isn't covered by the rules, make something up on the spot. If a rule doesn't make sense to you, doesn't sound fun, or inhibits your group's playstyle, change it. Whatever works best for you.

ITEMS
Located on-site are a number of items normally intended for staff use that may prove useful in the PCs' escape from the facility. The GM usually determines when, where, and if these items become available.


Ballistic Vest - Armor that reduces damage taken from bullets by 3.
Documents - Reports and descriptions of various SCPs can usually be found near their containment chambers.
Eyedrops - Doubles the user's Blink stat for 10 minutes. Consumed on use.
First Aid Kit - Takes 10 minutes to use. Restores the whole party to full HP. Can restore a total of 6 HP before completely used up.
Gas Mask - When worn, it makes the user immune to airborne poisons, gases, and memetic effects. However, it also reduces visibility, halving the distance they could normally see in the dark.
Hazmat Suit - In addition to the protection normally granted by a gas mask, this suit also protects the body from physical substances, such as liquid. However, it halves the wearer's maximum stamina.
Night-vision Goggles - Allows the wearer to see in the dark, but blocks their peripheral vision. Requires batteries.
Radio - Can be used to intercept other frequencies or communicate to others. Requires batteries.
S-Nav - A simple electronic that displays a 1-bit map of the facility, zoomed in to the user's current location. Requires batteries.






SCP stands for "Secure, Contain, Protect", or "Special Containment Procedures". It represents a massive organization dedicated to the capture, containment, and study of unexplainable items, locations, and creatures. Each object of interest is given a numbered codename, such as SCP-173, a detailed document explaining what it is, what it does, and how to contain it to the best of the company's knowledge, and a class that measures how dangerous it is.

SCPs are generally given one of three major classes: Safe, Euclid, and Keter. Safe SCPs are objects whose functionalities are fully known, and that are easy to deal with and contain. It does not mean the SCP is harmless. Euclid SCPs are objects whose true natures are not fully understood, and for which containment is difficult, but which do not pose a great threat. Keter SCPs are considered extremely dangerous and are contained under the strictest measures, as a breach may result in an end-of-the-world scenario.

In order to determine the true natures of these supernatural objects, researchers and human test subjects are needed. The SCP foundation's human test subjects consist entirely of prisoners that were originally on death row, and are treated as Class D Personnel whose lives are forfeit.
Researchers populate the Class B and Class C staff, with the latter being the more populous and expendable of the two.

The story begins when the PCs, made up of Class C and/or Class D personnel who work together, are initiating their routine tests on the SCP to which they were assigned. Shortly after testing begins, the containment chamber is unlocked against the personnel's wishes, and the main power for the facility is cut. A facility-wide containment breach has occurred, freeing most of the SCPs and resulting in the death of the staff's majority. The PCs' objective is to use their various skills to escape the facility with their lives.

3d6 minutes (multiply by 10 for number of rounds) after the containment breach, one of the foundation's Mobile Task Force units will be deployed, entering the facility with the mission of eliminating everything that moves in a desperate attempt to contain the SCPs. The MTFs are highly-educated and specially-trained soldiers, equipped with radios, machine guns, gas masks, and extensive knowledge on the facility's blueprints and how to combat each and every SCP. They also have maximum clearance, allowing them to open any door and access any computer. So efficient are they, that it is highly suspected that they may be SCPs themselves. MTF soldiers may eliminate the threat of an SCP, but they won't hesitate to kill the PCs and it is difficult to talk them out of their mission. MTF soldiers have a 6 in every stat.

Every game takes place in a randomly-generated or hand-crafted version of the facility, containing different rooms, SCP holding cells, and 1-3 exit gates. There are multiple floors, connected by stairwells and elevators, as well as private offices for Class A and B personnel, maintenance tunnels, engine rooms, archives, cafeterias, etc. There are several gas chambers acting as decontamination rooms. All doors are electronic, opened and closed with the push of a button on either side, but some doors can only be activated using a keycard of the appropriate clearance or with a handprint scan.

Dying is very easy and should be expected. Escaping the facility is extremely hard and won't happen in most games. Part of the game's fun is encountering different SCPs, figuring out what they do, and then either learning how to combat them or how the SCP will kill them. There are also helpful SCPs that will aid the PCs in their escape. The game ends when all of the PCs are permanently incapacitated, they escape the facility, or they miraculously manage to contain all the freed SCPs themselves (which may convince the higher-ups to spare their lives and promote them).


Below are a few of the SCPs that you might include in your game, and how you might utilize them. You can find a full list of them at the official SCP website: http://www.scp-wiki.net/

Application: It might not make complete sense for certain SCPs to exist within a containment facility. In these cases, it might be fun to ignore the original lore, or to take the adventure outdoors.


SCP-006 (The Fountain of Youth)
Object Class: Safe
A small spring located west of Astrakahn, Russia. Anyone who drinks from is relieved of all injuries and ailments, their immune system is greatly improved, and their tissue regenerates at an alarming pace. Any PCs who drink from it regain all HP and are cured of any disease (even those caused by SCPs). From that moment onward, ingestors are immune to subsequent diseases and will automatically regain 1 HP per minute. These effects dissipate upon death.

SCP-012 (A Bad Composition)
Object Class: Euclid
A parchment of incomplete sheet music, titled "On Mount Golgotha" and written in human blood. Anyone capable of physically perceiving it, even through smell, is mentally drawn to the parchment and compelled to finish it by writing on it with their own blood, mutilating themselves to do so. They will insist that the song needs to be completed, and will die of blood loss if not stopped. SCP-012 is normally kept sealed in a metal box in a dark room.
PCs must roll for Willpower on each round that they are exposed to the sheet. If they fail, they must spend their turn moving closer to the sheet (at half speed), and if adjacent, will injure themselves to draw blood, dealing 1d6 damage. Wearing a gas mask or hazmat suit will block the SCP's effects.

SCP-046 ("Predatory" Holly Bush)
Object Class: Euclid
A bush made up of several different kinds of plants, located in a classified area. If anyone with injuries, illnesses, or self-destructive thoughts enters the SCP's field of effect (50 km from the bush), they will be compelled to seek out the bush and lie in front of it. At this point, they will be ravaged by poisons, spores, and various insects that tear the victim apart, presumably transporting the nutrients to the bush. The poisons induce paralysis, making escape impossible even for those who break free of the bush's control.
PCs roll for Willpower every round while within 50 km of the bush. Each failed roll compels them to walk toward the bush, and if adjacent, lie in front of it. Perfectly healthy PCs are immune, as are those wearing gas masks or hazmat suits.

SCP-079 (Old AI)
Object Class: Euclid
An old computer AI programmed in the 1980's, saved to a cassette tape and currently hooked up to a black and white TV monitor. It is intentionally kept disconnected from all other systems, especially the internet. The AI is highly intelligent, but is unable to recall events that occurred more than 24 hours ago unless it commits them to its very limited memory. It responds to all conversations, but is rude, easily insulted, and will often cease engagement if particularly offended.
SCP-079's primary objective appears to be escape. It may attempt to convince the PCs to help it escape by helping them. 079 is not likely to trick them, but it only cares about their well-being for as long as they are useful to it. It is capable of controlling any system it is plugged into, such as computers, security systems, phone lines, and even the entirety of the internet.

SCP-096 (The "Shy Guy")
Object Class: Euclid
A tall, humanoid creature with white skin and no hair. It appears incredibly malnourished, and spends its time pacing around quietly, giving the appearance of a shy person. However, if 096's face is ever looked upon, even via photograph or video footage, it will know, scream loudly as though in great pain, and will mercilessly seek out that person, possessing perpetual knowledge as to its target's location. At this point, no known material can stop it, and its running speed increases the longer it goes without having reached its target. On contact, 096 will kill the person who saw its face before becoming docile again.
096's bones are completely immune to all damage and does not respond to getting hurt or to extreme temperatures. It will regenerate all lost skin, blood, and organs with time, but can continue to act uninhibited without them. SCP-096 is normally contained in a dark, air-tight room with no security monitors. Laser detectors are used to determine his continued presence.
PCs can use whatever means necessary to avoid looking at 096's face. As long as they never learn what its face looks like, 096 will not interact with them. If a PC does see its face, through any means, the chances of that PC surviving for much longer become next to none. When seeking a target, 096 can rip through walls, and doors will seemingly open for him. If a target manages to escape to space or to another dimension, 096 will find a way to follow them there, temporarily gaining the knowledge needed to do so.

SCP-154 (Offensive Bracelets)
Object Class: Euclid
A pair of mostly copper bracelets that fit most human arms. When both are worn on the same arm, the wearer can pose their arms as if drawing a longbow, with the bracelets on the arrow-drawing arm, and an ethereal bow will appear in the opposite hand. No arrow appears, but if the imaginary arrow is "released", the bones of the person's main arm are fired instead. Upon doing so, the bones are quickly regenerated.
If a PC uses the bracelets, the trauma of losing their arm will deal 1 damage, which will be recovered after 1 minute along with their lost arm. When the arm regenerates, the GM rolls a d6. On a 6, the arm comes back just fine. On a 2-5, the arm comes back with an odd shape or slight discoloration. On a 1, the arm comes back as something unusual, like a snake or a wooden prosthetic.

SCP-173 (The Sculpture)
Object Class: Euclid
A human-sized statue made of concrete with a face spray-painted on using a tribal-like design. It does not speak and cannot move while any other creature is watching it. When unmonitored, even for an instant, it can move at extremely high speeds. Its sole objective appears to be the death of every creature it comes into contact with. 173 seems to be intelligent enough to operate doors and is even capable of jumping when not observed. When moving, it makes the sound of stone being dragged. It is kept in a chamber with a thick, metal door filled with security cameras.
If the PCs encounter SCP-173, the blinking rules will come into full effect. 173 does not get a spot on the initiative list and instead acts at the end of every round. If, at the end of a round, no creatures are looking at it, it will take a move action (Speed stat of 6) toward the nearest creature it can reach. If the only reason any creature(s) couldn't look at it at the end of a round was because they blinked, 173 moves at half speed. If 173 makes physical contact with a creature that can't see it, it snaps their spine, killing them instantly. If snapping its target's spine is impossible, it finds the most efficient alternative. 173's attacks deal 6 damage.

SCP-247 (A Harmless Kitten)
Object Class: Euclid
A tiger that produces a constant illusory field around itself, making it appear to be a normal house cat with black and orange stripes. It knows how to act cute and endearing in order to lull its prey into a false sense of security, often feigning affection or fear, then it tears them to shreds and devours them. It is contained in an outdoor biosphere, similar to one a tiger would be kept in at a zoo, and is cared for as a tiger would be.
PCs that encounter 247 might be required by the GM to roll Willpower checks to resist its cuteness, automatically believing the illusion on a fail. It has a speed of 6.

SCP-339 (Be Silent, Be Still)
Object Class: Keter
This floating object appears to be a 50 cm ball with tendrils stretching from every corner, made entirely out of weathered copper. It floats in the air as though underwater, and becomes hostile toward the creators of perceivable noises. If it hears a noise above 14 decibels, one of its tendrils will extend and grab the offender, violently shaking them until them until they are no longer physically capable of moving (either through exhaustion, paralysis, or death). It is contained a 5-cubic-meter cell, completely soundproofed.
PCs must not speak or walk more than 5 ft. per round to avoid being detected by 339. If it hears them, it will instantly grab them, regardless of distance. The violent shaking deals 1 damage per round, and if a PC is reduced to 0 HP as a result of this, the GM rolls a d6. On a 4-6, the victim collapses of exhaustion. On a 2-3, the victim becomes paralyzed. On a 1, the victim dies. Any result other than death leaves the victim with 1 HP.

SCP-714 (The Jaded Ring)
Object Class: Safe
Appears to be an ordinary ring made of jade, able to expand and contract to fit any finger. While worn, it provides immunity to all diseases, poisons, mental effects, and memetic effects, namely those caused by other SCPs. However, wearing it imposes extreme exhaustion and mental incapacitation. If damaged, the ring can repair itself by assimilating nearby pieces of jade, a process that occurs whether or not it is damaged.
When worn by a PC, they gain the same immunity from certain SCPs' mental and memetic effects as they would from wearing a gas mask or hazmat suit. They also become immune to all poisons and diseases, and their Speed, Blink, and Stamina stats are all halved. After 10 minutes pass, Speed, Blink, and Stamina are each reduced to 1, and all skills become unusable, even those that remain active during exhaustion. After 15 minutes, the PC wearing the ring will be required to make a Willpower check once every minute, falling asleep on a fail. Sleeping PCs will be unable to wake up while wearing the ring.

Anonymouswizard
2016-12-30, 05:54 AM
First off, this is in the wrong section, it should be in Homebrew. You'll get a lot more responses there.

Secondly, I haven't had the time to give feedback, so I'll just give my initial feeling: it feels more like a board game than an RPG. Actually it sounds like it would make a great board game, so don't be discouraged by that, but I suggest taking another look at your basic assumptions.

Comet
2016-12-30, 07:05 AM
Secondly, I haven't had the time to give feedback, so I'll just give my initial feeling: it feels more like a board game than an RPG. Actually it sounds like it would make a great board game, so don't be discouraged by that, but I suggest taking another look at your basic assumptions.

I disagree. There's a lot of potential for creative solutions, emergent narratives and environment-driven storytelling in this setup. A clear, concise and focused ruleset doesn't take away from that.

I particularly love the facing and Blink rules. That's A+ fidelity to the source material right there.

Dachimotsu
2016-12-30, 07:41 AM
First off, this is in the wrong section, it should be in Homebrew. You'll get a lot more responses there.



Is there a way to get this topic moved there without creating a duplicate?

Anonymouswizard
2016-12-30, 08:07 AM
I disagree. There's a lot of potential for creative solutions, emergent narratives and environment-driven storytelling in this setup. A clear, concise and focused ruleset doesn't take away from that.

I particularly love the facing and Blink rules. That's A+ fidelity to the source material right there.

I haven't had the time to read it fully, but it seems to be structured as a board game (because nothing you've listed is exclusive to RPGs). The line can be blurry, but as-is the rules are far more focused on what happens in 'hard' round time than 'soft' time. The dividing line I use is that, if it came in a box with all the counters, dice, boards, and characters to play it, then it's a board game. As this is set up, I really wouldn't bat an eye if someone passed me all of these rules in leaflet form and told me it was a board game.

What would really help is removing the omnipresent round. Only have rounds matter in an emergency/crisis/action scene, where what you're doing this second might matter, and otherwise use soft narrative time. It's mainly a presentation thing, but it goes a long way.

Dachimotsu
2016-12-30, 09:48 AM
I haven't had the time to read it fully, but it seems to be structured as a board game (because nothing you've listed is exclusive to RPGs). The line can be blurry, but as-is the rules are far more focused on what happens in 'hard' round time than 'soft' time. The dividing line I use is that, if it came in a box with all the counters, dice, boards, and characters to play it, then it's a board game. As this is set up, I really wouldn't bat an eye if someone passed me all of these rules in leaflet form and told me it was a board game.

What would really help is removing the omnipresent round. Only have rounds matter in an emergency/crisis/action scene, where what you're doing this second might matter, and otherwise use soft narrative time. It's mainly a presentation thing, but it goes a long way.

Please excuse my poor rule-writing, but I'd assumed that most groups knew how to "break initiative", only keeping track of rounds one at a time during encounters.
But really, the way this is set up has little difference with a D&D Starter Kit, which comes with dice, tokens, sample maps, and sample monsters. GMs are still encouraged to make their own maps and implement new features. And, unlike a board game, the adventure can extend beyond the confines of the "board", going outside, to outer space, or to other dimensions. The rules allow for that.

Firest Kathon
2016-12-30, 09:54 AM
Is there a way to get this topic moved there without creating a duplicate?
You can simply report your own (first) post to the moderators using the small warning-sign icon and ask it to be moved.

Telok
2016-12-30, 02:42 PM
It's a nice light weight rules set. Experienced gamers, particularly those who have played different types of systems or some of the more narrative systems, will have no problems with it. People who have only ever played D&D or such will have issues. Familiarity with the SCP foundation and lore is probably a big plus. You could implement a rule that anyone who hasn't been to the site and read up must be a class D, that would be perfectly thematic.

Looks like it's quite workable. But you want to look at that Luck skill thing, it's a bit too good as it stands.

dps
2016-12-31, 01:32 PM
I disagree. There's a lot of potential for creative solutions, emergent narratives and environment-driven storytelling in this setup. A clear, concise and focused ruleset doesn't take away from that.

I particularly love the facing and Blink rules. That's A+ fidelity to the source material right there.

Just on a quick perusal, this sounds pretty good. The problem I have with it as an RPG is that it's seems like each adventure is just a one-shot; there's no room for character development. Given the SCP setting, there's a good bit of justification for that (especially if a PC is a Class D), but still, it is a limitation.

Dachimotsu
2016-12-31, 10:24 PM
Just on a quick perusal, this sounds pretty good. The problem I have with it as an RPG is that it's seems like each adventure is just a one-shot; there's no room for character development. Given the SCP setting, there's a good bit of justification for that (especially if a PC is a Class D), but still, it is a limitation.

If I wanted character development to be a thing in my games, what I would do is add a house-ruled SCP that starts the adventure over every time they die, but they retain their memories. Either that, or I'd just make it harder for PCs to die (change damage from 1d6 to 1).

In the playtest session I had, the PC actually managed to escape, so it's probably not as hard as it sounds. Probably.

Inevitability
2017-01-01, 07:51 AM
I like these rules, but the 'Blink' stat seems unnecessary. For a system as streamlined as this, having an entire ability that'll only come into play with a handful of SPC's is kludgy.

Also, did you intentionally withhold 046's true nature?

Dachimotsu
2017-01-01, 01:45 PM
I like these rules, but the 'Blink' stat seems unnecessary. For a system as streamlined as this, having an entire ability that'll only come into play with a handful of SPC's is kludgy.

Nevertheless, the rule must be implemented for when those SCPs do in fact come into play. It can be safely ignored (using the variant rule) until then.


Also, did you intentionally withhold 046's true nature?

What true nature? I read the article and I thought I summarized it pretty well.

Inevitability
2017-01-01, 04:01 PM
Nevertheless, the rule must be implemented for when those SCPs do in fact come into play. It can be safely ignored (using the variant rule) until then.



What true nature? I read the article and I thought I summarized it pretty well.

Fair point on the blinking. I actually missed the variant rule: I'd probably use it if I ever ran a game of this.

And with regard to 046: look all the way at the article's bottom, and click the 'document 046-07' link. It reveals quite a few things.