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DATA EXPUNGED QuickStart 10-31

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A Role-Playing Game About Suspense and Anomalies Within the SCP Universe.

Legal Information
Content relating to the SCP Foundation, including the SCP Foundation logo, is licensed under
Creative Commons Sharealike 3.0 and all concepts originate from http://www.scpwiki.com and
its authors. (https://creativecommons.org/licenses/by-sa/3.0/)

Except as otherwise indicated below, the content of this book is considered derivative content
and is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To
view a copy of this license visit page 71 - 73, http://creativecommons.org/licenses/by-sa/4.0/,
or send a letter to: Creative Commons, PO Box 1866, Mountain View, CA 94042, USA.

Note: This is a work of fiction. Names, characters, places and incidents either are products of
the author’s imagination or are used fictitiously. Any resemblance to actual events or locales or
persons, living or dead, is entirely coincidental.

Trademarks & Logos


All trade marks, logos, and images identified in this section are considered Product Identity for
the purposes of the Open Game License.

The Ethics Committee Partnership, Anomalous Designs & Elsewhere Media LTD’s names and
logos remain the trademarks of each respective group, and are not licensed for free use. They
may only be used, in accordance with relevant laws, to identify either The Ethics Committee
Partnership, Anomalous Designs, Elsewhere Media LTD, or its work in a manner which will not
inaccurately suggest that either The Ethics Committee Partnership, Anomalous Designs or
Elsewhere Media LTD produced or endorsed any product.

The Creative Commons License Mark is a trademark of Creative Commons.

Licence for Game Mechanics


All game mechanics are Open Game Content, licensed under the Open Game License version
1.0a (“OGL v1.0a”). The “game mechanics” include statistics for creatures and characters, and
explanations of how various game elements (such as Willpower, Composure, and Trauma) fit
into the game’s setting. All Game Mechanics are on pages 4-41, 67, & 70. The full OGL license is
located on the final page of this document.

Credits
[DATA EXPUNGED] was written by: Noah C. Cline, Sam Swicegood, Eiran F Keating, Thomas
Ogas, Matthew Hearne, Vsevolod Omelkov, and Keith Baker. All artwork was made by Theresa
Donhauser. Logo and character sheet designed by Jan Szymański. Music by Ned Greenough.

2
New Operative Orientation
So, you think you know how the world works. You go to school, grow up, find a spouse, and live a quiet life working
nine-to-five until you can retire. Picket fence dreams, right? Well, you’re on the other side of that fence now. You
know all about monster movies, right? Supernatural TV shows, kaiju movies. I’m here to tell you that it’s not
fiction. Laugh if you want, you’ll see what I’m talking about soon enough. Our little blue marble is much stranger
than you were led to believe.

You’re going to see things you wouldn’t see in your dreams. Experience events that will leave you wondering what
exactly happened for the rest of your life. Keep cool, keep your head on a swivel, listen to your team, and follow
protocol. Above all, don’t try to be a hero. The world doesn’t need heroes, it needs people that are willing to cast
off their old life to ensure the future of this planet and everyone on it.

You are all trained, armed with the best weaponry possible, and it is to be your absolute last resort. Your first
priority is to capture and contain whatever anomalous object we’re sent to retrieve. Follow my orders to the letter,
and you’ll walk out just fine. Don’t follow my orders, and well, you’ll see exactly why we have a high turnover rate.

Your job is to protect humanity. Make sure you keep that in mind when you find yourself up a certain creek without
a certain paddle. You might think I’m exaggerating, but you’ll see what I mean soon enough. Now, gear up and get
ready, you’re about to save the world.
Secure. Contain. Protect.
Written By: Matthew Hearne

What is the SCP Foundation… Really?


The SCP Foundation is a fictional organization documented by the web-based collaborative-fiction project of the
same name. Within the website's fictional setting, the SCP Foundation is responsible for locating and containing
individuals, entities, locations, and objects that violate natural law (referred to as SCPs). The real-world website is
community-based and includes elements of many genres such as horror, science fiction, and urban fantasy.

On the SCP Foundation wiki, the majority of works consist of "special containment procedures": structured internal
documentation that describes an SCP object and the means of keeping it contained. The website also contains
thousands of "Foundation Tales", short stories that take place within the SCP Foundation setting. The series has
been praised for its ability to convey horror through its scientific and academic writing style, as well as for its high
standard of quality.
https://en.wikipedia.org/wiki/SCP_Foundation (Above boxed text licensed to us under CC-BY-SA 3.0, Wikipedia)

In terms of [DATA EXPUNGED] the SCP Foundation acts as an entire collection of cannons, universes, entities, and
more that you can explore with your family, friends, and even strangers at the table. However there are major
themes to consider when running, or participating within a game.
➢ Respect the Mood: Most commonly the game will be run as an investigative horror game, so do your best
to maintain that mood. Leaning towards dark comedy within a situation may be fine, but don’t do it so
much that it undermines the intended mood.
➢ Respect Others: This is key to having a healthy time at the table is to respect what everyone is
comfortable with. Make sure to speak beforehand with other players when running the game, or speaking
with your Administrator about any themes you are uncomfortable with.
➢ Trust your Administrator: When playing the game the Administrator has the final say on what is, and is
not, happening in a given moment during play. Keep that in mind when playing [DATA EXPUNGED] as a
player. The Administrator’s goal is for everyone at the table to have a good time. If you have grievances as
a player, speak privately with the Administrator, and try to work out the issue.

3
Welcome to [DATA EXPUNGED] What is [DATA EXPUNGED] About?
[DATA EXPUNGED] is a role-playing game about the [DATA EXPUNGED] is all about finding out what
SCP Foundation, and the people entrusted in keeping happens when your characters encounter dangerous
anomalies contained, documented, and separated and exciting monsters, strange locations, and bizarre
from humanity. situations when acting as operatives of The
As you play, your decisions and actions will change Foundation. It’s a collaborative story being told
the world. These changes have consequences that between the players and the Administrator; the
will determine what mark you will leave on the Administrator tells the players what they see and hear
Foundation archives. in the world around them and the players respond
with what their characters are thinking, feeling, and
doing.
The Basics
Sometimes those descriptions will trigger an
One player acts as the Administrator of the game, it is
action—something that’ll cause everyone to stop and
their job to narrate the events of the game, and the
roll the dice to see what happens. For a moment
consequences of the players actions. The other
everyone hangs on the edges of their seats as the
players take on the role of Foundation Personnel
dice clatter to a stop. Tension and excitement are
(PCs). As you play, the players say what their
always the result, no matter how the dice land.
characters say, think, and do. The Administrator
As you play your characters they’ll change from their
describes everything else in the world and the players
adventures and gain experience while learning about
say how their characters react, while using the rules
the world, overcoming obstacles, and gaining new
of the game to determine their success.
information and insight. You’ll discover how they feel
You can play a single session or string together
about each other and where their moral compass
multiple sessions into a campaign. The length of a
points them. When they earn enough experience
session is entirely up to the Administrator and the
they’ll gain additional advancements, becoming more
players.
powerful and having more options to explore.
You can play The Foundation with the same group,
What You Need to Play session to session, over a long series of adventures,
Playing [DATA EXPUNGED] requires the following: watching your characters change and grow together.
● This rulebook (each player may want their You can play it as a self-contained game in a
own copy) single-session, too. Whether a long campaign or a
● A group of 2 – 6 players (1 Administrator and one-shot, these rules will guide you and help you
1-5 players) create a world of intense survival adventure.
● A Personnel File for each player
● A set of dice for each player. (You can share
Get Ready.
dice if you need to, but it's better for each
player to have their own)
● Tokens (coins, stones, candy, etc.) to
represent your character, particularly if you're
using a map
● Miscellanea such as: pens and pencils, scrap
paper, and maybe some index cards.

Logo By: Jan Szymański (CC-BY-SA 4.0)

4
The Operative Sheet Psychological Resistances
The following is an overview of the operative sheet. There are three check-boxes each for Violence and
For character creation follow the quick generation Helplessness. They track how close your Operative is
guide on page 7 to bring your operative to life! to becoming psychologically adapted to that kind of
trauma. If your Operative gains 1 or more TRAUMA
due to Violence or Helplessness but isn’t traumatized,
Personal Information
then mark the appropriate check-box. If your
This contains surface level information about your
Operative becomes traumatized due to that type of
Operative. Their name, department, speciality, and
trauma, erase all the marks. See ADAPTING TO
more. Most of the information can be filled in right
TRAUMA GAIN on page 26 for details.
away, while others will need to be skipped and filled in
near the end of character creation.
Second Wind
Second Wind represents the ability for an Operative to
Empirical Data (Statistics)
tap into their inner self and push themselves to the
The main statistics are: Strength (STR), Dexterity
limit with no side-effects, and is awarded to players
(DEX), Constitution (CON), Intelligence (INT), Power
for being engaged in the game by the Administrator.
(POW), Charisma (CHA). These range from 3 (the
Players may only have one ‘Second Wind’ saved at a
worst) to 18 (the best), with an average of 10 for an
time.
ordinary adult. Statistics represent core capabilities
Examples of Second Wind being used:
possessed by all operatives and are incredibly
➢ +20% Bonus before a roll.
important.
➢ Reroll any failure, including fumbles, without
the risk of the second failure being a fumble.
Derived Attributes ➢ Act out of turn in combat.
Hit Points, Willpower Points, Composure Points, ➢ Anything the Administrator allows in the
Trauma Points, and Breaking Point are all derived given moment.
from stats. They represent your operative’s physical
and mental resilience. When your operative is hurt,
Foundational Skills
exercises mental fortitude, or is traumatized, those
A skill is a body of specialized knowledge that takes
scores can suffer. (See Derived attributes on page 7.)
months or years to learn and decades to master. Each
skill has a percentile rating, from zero to 99. That’s
Bonds your Operative’s percent chance of using the skill in a
A Bond represents a trusted individual, or group, in crisis. The skills are mostly self-explanatory with a
your Operative’s life that can offer help in various few exceptions:
ways. It’s either a specific person (spouse; son or ➢ Craft: This skill group is the mastery of some
daughter; best friend), a group of people who are difficult trade such as electronics, carpentry,
tightly bound such that your relationship with one or plumbing.
affects your relationships with all (the platoon; spouse ➢ [REDACTED]: This skill symbolizes exposure
and kids; support group), or a memento that has great to the Anomalous. Exposure that imparts a
sentimental value (car, picture, coat). form of unspoken wisdom within Foundation
Each Bond has a score that begins equal to Operatives. Wisdom that helps connect
your Operative’s Charisma stat. When a Bond’s score unseen dots. (Any points in this skill reduce
falls, that relationship suffers. Explore the damage Maximum COMP by that amount.)
while off duty and in between operations. Demanding
professions allow fewer Bonds.

5
What Skills Represent which your Operative can use it without a penalty that
Every skill has a base value in parentheses, like reduces your Operative’s skill. “Damage” is the
“Athletics (30%)”. Every Operative starts with at least amount it reduces the target’s Hit Points. “Armor
that much of the skill. Having a skill above the base Piercing” is the amount it reduces the target’s Armor
value reflects unusual training and experience. Points. “Lethality” is the chance for a heavy weapon to
kill a target outright. “Kill Radius” is how far Lethality
reaches.
Skill Rating Amount of Training

1% -- 19% Dabbler (assuming the skill started Special Training


at 0%) Some bodies of knowledge are not common to every
20% -- 29% Hobbyist Operative but don’t require the extensive commitment
of skills. Your Operative might know how to use
30% -- 39% Basic training or college minor lockpicks without years of training in Craft
(Locksmith), for example.
40% -- 59% Years of experience or a college
major Each kind of special training is based on an
existing stat or skill: DEX for lockpicking, First Aid for
60% -- 79% Decades of experience or a grad Surgery, Athletics for rock climbing or for throwing
degree hand grenades, and so on. If the Administrator says
80% -- 99% A lifetime’s mastery your Operative has a particular kind of special training,
write it in one of the spaces along with whatever skill
or stat applies.
Personal Background & Traits
Generating a strong concept is important when
Motivations and Mental Disorders
creating your operative. A good concept can usually
Your Operative starts with five motivations: personal
be summed up in a single sentence. Some examples:
beliefs, drives, or obsessions. Motivations aren’t as
● A government agent with a score to settle.
powerful as Bonds, so they don’t have scores. Bring
● A thrill-seeking ex-marine trying to run from
them up in play to show what motivates and supports
their past.
your Operative and makes life worth living. Each time
● A curious bioengineer in debt to an
TRAUMA hits the Breaking Point, replace a motivation
anomalous drug cartel.
with your Operative’s new mental disorder.
Once you have this concept, try to mentally generate a
general background of your character. Where are they
from? What are their traits? How did they get involved Incidents That Affect Personal Life
with the foundation? All these questions and more If your Operative gets in trouble at work, suffers a
should be answered here.. reduction in a Bond, gains a new disorder, suffers a
permanent injury, or undergoes any other major
Wounds and Ailments change, make a note of it here. Explore the details and
ramifications between operations during Home
If your Operative is hurt, make a note here. Describe
scenes.
the repercussions as you play. Give enough details to
make it interesting.

Armor and Gear


All non-weaponry based equipment should be noted
here. Gear includes, but isn’t limited to; Armor,
accessories, weapon attachments, and more.

Weaponry
“Skill %” is your Operative’s skill with that kind of
weapon. Copy it from the front of the sheet: Firearms,
Heavy Weapons, Melee Weapons, Unarmed Combat,
or whatever applies. “Base Range” is the distance at

6
Creating an Operative Step 3 Derived Attributes
Below are the quick steps on Operative creation. The derived attributes are as calculated as follows:
● Hit Points (HP) = Average of STR + CON
(Round Up)
Step 1: Personal Information
● Willpower Points (WP) = POW Score
Start filling in the details that make your operative
● Composure (COMP) = Max is 99, Current is
interesting and unique:
POWx5
● Name: What is the name of your Operative?
● Trauma = Max is POWx5, Current is 0
Remember that realistic names keep the
● Breaking Point (BP) = Current is POW Score
game grounded in a form of reality.
● Reputation (REP) = Max is 99, Current is INT
● Group of Interest: Which paranormal faction
Score
is your Operative a part of? This is typically
● Bond Scores = CHA Score
‘The SCP Foundation’ but this may vary.

● Department & Speciality: Where is your
Operative from within their Group of Interest? Step 4: Define Bonds
The answer will decide your starting skill A Bond can be an individual, or a group, whichever is
improvements. preferred by the Operative. Most of the time you just
● Public Occupation: Does your Operative need a placeholder name, or vague noun, that will be
maintain a public facing job? Is it real, or just fleshed out later during play. The amount of Bonds
a cover? You decide. that your Operative starts with depends on your
● Age, Gender, & Player Name: What is the age selected Department and Specialty.
and gender of your Operative? Lastly, who
does this Operative belong to at the table? Step 5: Departmental Skills
Refer to your Department to figure out what skills are
Step 2: Statistics enhanced beyond their base value. Make sure to note
There are multiple ways to calculate your Operative’s the instructions carefully.
statistics, however the Administrator has the final say
on which methods are allowed. The methods Step 6: Speciality Improvements
available are as follows: At this point it is up to you to pick any eight skills of
● ROLL STATS: For each stat roll 4D6, drop the your choice to improve by +20% as part of your
lowest of the four dice, and add up the other specialty training. There are suggestions based on the
three. Place the six rolls in whichever stats department you chose, but you may pick the skills
you like. from scratch as desired.
● ASSIGN STATS: Divide 72 points among the
six stats however you like, with a minimum Step 7: Traits (Optional)
of three points in each stat. After the skills have been updated you may choose to
● STANDARD ARRAY: Choose from one of the pick some traits to add to your Operative. Each
packages below and plug in the numbers on positive trait chosen will require a negative one to be
your sheet. picked as well, and visa versa. You may only pick one
trait for character creation, unless the Administrator
Standard Array Packages says otherwise.

Well Rounded 13 13 12 12 11 11 Step 8: Finishing Up


After this is done make sure to consult the equipment
Focused 15 14 12 11 10 10
page to equip your Operative with gear and weapons,
and fill out any applicable information on the backside
Specialized 17 14 13 10 10 8
of the Operative sheet. After that is done, then you are
ready to play [DATA EXPUNGED].

7
Departments & Specialties Custom Department & Speciality.
The key to determining your Operative’s set of starting If you want to have maximum control over your
skill values depends on which department they are character’s skill points you may choose to form a
from, and what they elected to specialize in. custom department and speciality (If approved by the
Administrator). The two methods are as follows:
● Modify Existing Setup: After the Department
Shortlist of Options
& Speciality skill percentages are applied, if
Below is the shortlist of Departments and suggested
the Administrator approves, you may transfer
Specialties. These help when browsing all available
the points in groups of 10 from one to
options at a glance, then a player can make more of
another. (No skill can be above 80%, lower
an informed decision with further reading. (See each
than its base, and [REDACTED] cannot be
department’s page.)
improved).
● Research Department (Page 9)
● Create from Scratch: Starts with 3 Bonds.
○ Experimental Researcher
Pick 14 Skills to improve by 40 points above
○ Medical Researcher
its base. This accounts for both the
○ Historical Researcher
Department & Speciality skill improvements.
○ External Researcher
Afterwards you are free to transfer, in groups
○ Psychologist
of 10, the percentage points from one skill to
● Containment Department (Page 11)
another. (No skill can be above 80%, lower
○ Containment Engineer
than its base, and [REDACTED] cannot be
○ Crisis Responder
improved).
○ Protocol Management
● Losing / Gaining a Bond: You may drop a
○ Information Security
contact in exchange for 50 Skill points to
○ Logistics & Acquisitions
apply to any skills, and adding an additional
● Tactical Department (Page 13)
Bond will cost 50 Skill points. (No Skill can
○ Response Team
be reduced below its base!)
○ Personnel Protection
○ Digital Forensics
○ Internal Affairs
○ Site Security
● Administration Department (Page 15)
○ Strategic Operations Agent
○ Personnel Manager
○ External Affairs Agent
● Field Operations Department (Page 17
○ Compliance Agent
○ Reconnaissance Agent
○ Normalization Agent
○ Integration
○ Decontamination

How to Apply Improvements


It is important to understand that the skill
percentages are written down as is, and are not added
to the base score. First you pick a Department, and fill
in the listed skill improvements on your Operative
Sheet. Afterwards pick a Specialty and apply a +20%
to the skills listed. (Base or Current Value). One may
fashion their own custom Speciality by picking any 8
skills of their choosing.
Artwork By: Theresa Donhauser (CC-BY-SA 4.0)

8
Research Department
Description: The cornerstone of the Foundation is its research. Through research comes understanding; from
understanding comes strategy; from strategy comes action. The data and intelligence gathered by those in
Research find themselves embroiled in what the foundation is doing with all of these anomalous things, from
testing to exploration to utilization and even exploitation of their effects.
People hired into the Research department are among the top minds in their field—not the most well-known or
the most-published, but those who have an incredible working knowledge of their field who can use that to further
the cause. They are almost invariably doctors; every possible discipline is represented with minds from all around
the world.
Researchers are a highly support-oriented role, but their lack of forefront in tactical excursions does not make
them invaluable: Having a researcher on the team is having a source of useful information and expertise that can
be the difference between success and failure.

Starting Bonds: 4

Department Skills:
» Science (Anthropology) 50% or Science (Archaeology) 50%
» Bureaucracy 40%
» Foreign Language (choose one) 50%
» Foreign Language (choose another) 30%
» History 60%
» Occult 40%
» Persuade 40%
Choose any two of these that you don’t already have:
» Anthropology 40%
» Archeology 40%
» Insight 60%
» Navigate 50%
» Search 60%
» Survival 60%

9
Experimental Researcher Medical Researcher
(Speciality of Research Department) (Speciality of Research Department)

Description: The experiment logs are these scientist's Description: These are the Foundation medical staff,
domains. Will prod and poke at a thing until it spits out ranging from friendly physicians to grizzled field medics
some valuable information so that they can poke at it to depraved, de-licensed human experimenters.
some more. Plays a mean game of 20 questions. Hippocratic oath optional.

Pick Any 8 Additional Skills to Increase by 20%. No Pick Any 8 Additional Skills to Increase by 20%. No
skill may start above 80%. skill may start above 80%.

Historical Researcher External Researcher


(Speciality of Research Department) (Speciality of Research Department)

Description: The historical eggheads of the Foundation. Description: What the NSA wishes it could be. Can get
They'll comb through hundreds of very old scrolls and information on people, places, or anything in between.
religious texts in hopes of getting context to the No matter the clearance, these guys will probably be
anomaly at hand. Calls themselves archeologists that able to access it. Is probably most likely, maybe, not
don't like to get their hands dirty. Likely to own a fedora spying on you right now.
and whip.

Pick Any 8 Additional Skills to Increase by 20%. No Pick Any 8 Additional Skills to Increase by 20%. No
skill may start above 80%. skill may start above 80%.

Psychologist (Speciality of Research Department)

Description: The human mind is a fragile thing, especially when dealing with the impossible, and the Foundation
knows this. Thank these people for making sure a standard Foundation site doesn't turn into a makeshift mental
hospital. The only equipment they need is a pen, notebook, and several stacks of inkblot tests.

Pick Any 8 Additional Skills to Increase by 20%. No skill may start above 80%.

10
Containment Department
Description: The Containment department is the backbone of the Foundation’s mission. Without containment there
can be no research, no advancement, and no safety.
This is why the Containment department is incredibly selective in who it chooses to fill its ranks. Engineers,
designers, cross-disciplinary scientists and people with extremely niche skill sets all carry clearances with the
Containment department, because the precision necessary to contain some of the most powerful entities known
to exist leaves no room for error.
There are those who would look down on the Containment division for being the ones who get their hands
dirty in their constant work of building bigger, more elaborate boxes. But that box is the only thing between the
Earth and certain doom, so perhaps someone needs to sort out priorities, eh?

Starting Bonds: 4

Department Skills:
» Computer Science 60%
» Craft (Electrician) 30%
» Craft (Mechanic) 30%
» Craft (Microelectronics) 40%
» Science (Mathematics) 40%
» Cryptology 40%
Choose any four of these that you don’t already have:
» Accounting 50%
» Bureaucracy 50%
» Craft (choose one) 40%
» Foreign Language (choose one) 40%
» Heavy Machinery 50%
» Law 50%
» Science (choose one) 40%

11
Containment Engineer Crisis Responders
(Speciality of Containment Department) (Speciality of Containment Department)

Description: These are the people behind maintaining Description: Portable engineers, or Port-A-Neers for
everything involved with keeping an anomaly locked up. short. Specialized in creating makeshift temporary
They usually have higher clearances because they need cages for anomalies in the wild. Quick-witted, on their
to know more of the info so that the monster of the feet, and very resourceful, ready for any situation.
week doesn't break out due to a three centimeter
difference in the cage size.

Pick Any 8 Additional Skills to Increase by 20%. No Pick Any 8 Additional Skills to Increase by 20%. No
skill may start above 80%. skill may start above 80%.

Protocol Management (Speciality of Information Security


Containment Department) (Speciality of Containment Department)

Description: Behind every containment file there are Description: It's hard to combat that which you cannot
hours of research simulation and strategic planning on punch, such as words on a computer screen. "InfoSec"
how to best contain each individual anomaly. The specialists deal with digital threats, which include
engineers behind this process must have the ability to infohazards and memetic hazards. Anomalous things
think critically and plan for the worst possibilities. that can affect a word document are these people's
forte.

Pick Any 8 Additional Skills to Increase by 20%. No Pick Any 8 Additional Skills to Increase by 20%. No
skill may start above 80%. skill may start above 80%.

Logistics & Acquisitions (Speciality of Containment Department)

Description: These people handle all the busywork of maintaining a Foundation site: paperwork, documentation,
shipping, etc. Voted "Most boring but necessary job of the Foundation." Is the reason you need to write 5 stacks of
paperwork every time you accidentally lose a pencil on the job.

Pick Any 8 Additional Skills to Increase by 20%. No skill may start above 80%.

12
Tactical Department
Description: [TO BE WRITTEN]

Starting Bonds: 2

Department Skills:
» Alertness 60%
» Athletics 60%
» Demolitions 40%
» Firearms 60%
» Heavy Weapons 50%
» Melee Weapons 50%
» Military Science (Land) 60%
» Navigate 50%
» Stealth 50%
» Survival 60%
» Psychotherapy 40%
» Unarmed Combat 60%

13
Response Team Personnel Protection
(Speciality of Tactical Department) (Speciality of Tactical Department)

Description: If you need someone to lead the charge, a Description: The secret service of the Foundation.
Response Team is who you call. Get in, do the deed, get Usually found protecting the Council, but can also be
out, no sweat. You point, they punch. found escorting anomalies from site to site or
protecting People of Interest. No funny business will be
tolerated in their vicinity.

Pick Any 8 Additional Skills to Increase by 20%. No Pick Any 8 Additional Skills to Increase by 20%. No
skill may start above 80%. skill may start above 80%.

Digital Forensics Internal Affairs


(Speciality of Tactical Department) (Speciality of Tactical Department)

Description: This is the response team for digital Description: Like any organization, the Foundation is full
threats. If the Foundation needs to act against an online of people. And people are no strangers to malicious
entity (anomalous or otherwise), these experts will be behavior. Will investigate any suspicious members
there to ransack server rooms, upload viruses, reroute within the group and will tell the Personnel Manager the
networks, and shut down security cameras. Digital details. Not liked at all among Foundation staff, as
space is a battleground and the web is a weapon. nobody likes a cop. This sometimes makes their job
very difficult.

Pick Any 8 Additional Skills to Increase by 20%. No Pick Any 8 Additional Skills to Increase by 20%. No
skill may start above 80%. skill may start above 80%.

Site Security (Speciality of Tactical Department)

Description: If a Mall Cop is to a police officer, then Site Security is to the Response Team. Will guard entrances to
Foundation sites, patrol the area, and respond to any non-anomalous incident that occurs onsite. Usually by
attacks from Groups of Interest. Will sometimes intervene during Containment Breaches.

Pick Any 8 Additional Skills to Increase by 20%. No skill may start above 80%.

14
Administration Department
Description: [TO BE WRITTEN]

Starting Bonds: 4

Department Skills:
» Bureaucracy 60%
» Computer Science 40%
» Criminology: 50%
» Cryptology: 50%
» Law: 50%
Choose any three of these:
» Accounting 50%
» Alertness 60%
» Craft (choose one) 40%
» Foreign Language (choose one) 40%
» Forensics 40%
» Pharmacy 40%

15
Strategic Operations Agent Personnel Manager
(Speciality of Administration Department) (Speciality of Administration Department)

Description: Oversees operations and makes sure that a Description: The other side of the proverbial HR coin,
plan goes smoothly without any problems. They usually mirrored by Internal Affairs. Will deal out punishments
aren't the ones giving the orders though. Master at on a case by case basis and will send formal but
giving out team building exercises. threatening memos to personnel. Not really well liked by
Foundation staff, though that doesn't really matter to
them.

Pick Any 8 Additional Skills to Increase by 20%. No Pick Any 8 Additional Skills to Increase by 20%. No
skill may start above 80%. skill may start above 80%.

External Affairs Agent (Speciality of Administration Department)

Description: Responsible for a wide spectrum of operations: planting disinformation, eliminating traces of SCP
(both objects and the Foundation's) activity, D-class personnel enlistment, and recruiting new employees from
military and civil institutions. External Affairs is responsible for concealing the activity of Foundation agents and
facilities in populated areas. External Affairs is essentially the front line of the Foundation as it filters all potential
employees and is responsible for maintaining high standards among recruited personnel - this can also be called
HR.

Pick Any 8 Additional Skills to Increase by 20%. No skill may start above 80%.

16
Field Operations Department
Description: [TO BE WRITTEN]

Starting Bonds: 3

Department Skills:
» Alertness 60%
» Bureaucracy 40%
» Criminology 50%
» Drive 50%
» Firearms 50%
» Forensics 30%
» Insight 60%
» Law 40%
» Persuade 50%
» Search 50%
» Unarmed Combat 60%
Choose any one of these:
» Accounting 60%
» Computer Science 50%
» Foreign Language (choose one) 50%
» Heavy Weapons 50%
» Pharmacy 50%

17
Compliance Agent Reconnaissance Agent
(Speciality of Field Operations Department) (Speciality of Field Operations Department)

Description: When the average joe thinks of a "Mobile Description: The first people to head into a dark hole
Task Force," these guys are what they usually think of. that you can't see the bottom of. Tough and adaptable,
Ready to respond to any threat at a moment's notice, these survivalists will venture deep into a mysterious
within 30 minutes or less or your anomaly is free. area, expecting the unexpected and knowing the
unknown.

Pick Any 8 Additional Skills to Increase by 20%. No Pick Any 8 Additional Skills to Increase by 20%. No
skill may start above 80%. skill may start above 80%.

Normalization Agent Integration


(Speciality of Field Operations Department) (Speciality of Field Operations Department)

Description: The people responsible for making sure the Description: Undercover agents, not afraid to eavesdrop
public doesn't suspect a thing. Will supply amnestics, on the leaders of Groups of Interests to get valuable
snatch video tapes, "disappear" uncooperative information, or will be embedded in companies around
witnesses, and then vanish. Your typical "Men in Black." the world to monitor Foundation assets.

Pick Any 8 Additional Skills to Increase by 20%. No Pick Any 8 Additional Skills to Increase by 20%. No
skill may start above 80%. skill may start above 80%.

Decontamination (Speciality of Field Operations Department)

Description: Tactical Janitors. These people will show up to a scene and clean up all evidence that doesn't fall
under the purview of the Normalization Agents, which includes cleaning, repairing/demolishing structures, and
covering up all traces of a breach. They make sure they leave the area cleaner than when they found it.

Pick Any 8 Additional Skills to Increase by 20%. No skill may start above 80%.

18
Traits Friendly
Traits are characteristics about your character that Type: Positive
help to flesh them out. There are both positive, and Description: You are known to be a friendly figure, and
negative traits. Each time you pick from one group of a joy to be around. Any new Bonds made will start
traits, you must take one from the other. (You may equal to your CHA score, rather than half.
only start with a maximum of two from each group.)
Friends in Low Places
OPTIONAL RULE: You may bater with the Type: Positive
Administrator if you feel one of the negative traits Description: You've got a person who can pass you
should be offset with more than just one positive trait. underground information. How useful this information
It is up to them what conditions they place on such a is will be determined by the Administrator.
deal.
Language Study
ADDITIONAL OPTIONAL RULE: The Administrator Type: Positive
may choose to have traits be applied randomly. To do Description: You are particularly adept at picking up
so roll a D10 for each group, and the result is applied how to read and write in another language. You gain a
to your character. bonus of +20% when attempting to read or write with
a foreign language skill.
Positive Traits
Black Market Contacts Mean Mug
Type: Positive Type: Positive
Description: You know where to obtain things as Description: You're not ugly or anything, but you have
cheap as possible, and with minimal issues. All a certain intimidating-ness to you that radiates and
expense costs are reduced by one level. bothers others. Anyone that opposes a persuade or
insight check faces a -20% penalty.
Built Stronger.
Type: Positive Navigator
Description: You have an unusually high pain Type: Positive
tolerance and can seem to withstand the effects of a Description: You have an innate sense of direction,
stiff blow. You automatically succeed at stun checks. and tend to know where to go. Any and all Navigate
checks are made at +20%.
Cat Napper
Type: Positive Near Photographic Memory
Description: You can survive on 3 hours of sleep and Type: Positive
an espresso. You can sleep anywhere, whether it's an Description: Recalling information comes easier to
airport lobby or the trunk of a car. Halve any WP loss you than most, even when under pressure. Any INT
from EXHAUSTION. checks being made to recall information are made
with a +20% bonus.
Focused
Type: Positive
Description: You are good at lasering-in on the task at
hand, and blocking out distractions. You don't suffer
any penalties on rolls due to distractions or pressure.

19
Negative Traits Permanent Injury
Adversary Type: Negative
Type: Negative Description: You lost an eye, have a crippled leg, or
Description: Someone doesn't like you. This is an NPC your hearing is shot. Choose from the list below, or
who has taken a deep dislike for you. They may try to consult with your Administrator if you want to make
get in your way, get you in trouble, or even outright try something custom.
to harm you. ● PARTIALLY BLINDED: The Operative suffers
a −20% penalty to all tests requiring good
eyesight.
Amnesia
● PARTIALLY DEAFENED: The Operative
Type: Negative
suffers a −20% penalty to all tests requiring
Description: At some point in your past, you lost some
good hearing.
or all of your memory. The Administrator might decide
● ARM CRIPPLED OR SEVERED: The Operative
what happened in your past that you chose, or were
suffers a −20% penalty to all tests requiring
forced, to forget.
two hands.
● LEG CRIPPLED OR SEVERED: The Operative
Containment Breach Survivor
suffers a −20% penalty to all tests requiring
Type: Negative
movement.
Description: You survived a scary containment
breach. Hearing the screams of the damned, and
Subconscious Response:
feeling trapped hit you hard. Gain +5 Current TRAUMA,
Type: Negative
tick all HELPLESSNESS boxes, and lower POW by 3
Description: Pick one of the three outcomes that can
(Does not affect Maximum TRAUMA & COMP)
occur when temporarily traumatized. The choice
made is what occurs each time you become
Checkered Allegiance
temporality traumatized, unless the Administrator
Type: Negative
says otherwise.
Description: You had, or still have, an association with
a rival G.O.I. Rather it be them persistently trying to
employ you, you having secretly cut all ties with them Nightmare Prone
in the past, or are even still active as a double agent. Type: Negative
Work out the details with your Administrator. Description: You are constantly affected by
nightmares that keep you awake and plague your
days. Each night you must make a successful COMP
Keter Duty
check for a restful night of sleep. Failure will incur the
Type: Negative
penalties of Exhaustion. (See EXHAUSTION on page
Description: You have seen some exhausting things
27.)
while at the foundation, so much so that you try your
best not to comment on what you have seen. Increase
[REDACTED] by 10%, increase Trauma to Breaking
Psychopathic Tendencies
Point, Reduce MAX COMP by 10, and consult with The Type: Negative
Administrator about what disorder you were afflicted Description: You find yourself focusing on the
with (Reset BP afterwards). mission, regardless of the human cost to get the job
done. Reduce CHA by 3, this includes Bonds, and tick
all boxes for VIOLENCE, Gain +5 Current TRAUMA.

Watershed Experience
Type: Negative
Description: You had a rough experience within the
Foundation, so much so that you lost someone you
were close to. Remove one Bond and pick any five
skills to increase by 10 points, they may exceed 80%
to a maximum of 90%, Gain +5 Current TRAUMA.

20
Core System There may be times where you are rolling in direct
opposition to an NPC or another player. Maybe you
The rules for [DATA EXPUNGED] are designed to
want your character to disarm someone with
be simple. The Administrator describes the Unarmed Combat, but they fight to restrain their
situation; you say what your Operative is doing weapon with their Strength. Whatever the case is,
about it; the Administrator decides whether you both sides (Administrator rolls for any NPCs) roll the
succeed, as well as what happens next. The core percentile dice as normal. Critical Successes beat
rules of the game revolve around that last step. regular Successes, otherwise the dice with the
Do you succeed or not? highest result wins. If both sides fail, then it is up to
The Administrator to decide the outcome. Even if one
side fumbled, and the other did not, it is still The
Does it Require a Skill or a Stat?
Administrator’s call.
If the Administrator thinks anyone could pull it off, it
doesn’t require a skill or a stat, just effort.
A SKILL: If your Operative is trying to do
Pursuit
something that only someone with a great deal of If a player/NPC wants to catch someone, there are
training could achieve, that requires a skill. The typically one or more opposed rolls for determining
Administrator decides which skills apply. who wins in the pursuit. For short chases there should
A STAT: If anyone might be able to do it only be one opposed roll test.
without training, that may require not a skill but When a more in-depth chase occurs, one
instead a certain score in a stat: Strength if it needs side needs two successes over the other to either
physical power, Intelligence if it needs clear reasoning, catch up or escape. If both sides roll the same type of
Power if it requires inner fortitude, and so on. success, ignoring who has the highest result from
their dice, then they cancel each other out. A Critical
Success counts as two successes while a Fumble
Does it Require a Roll?
counts as two failures.
If a situation is calm and under control, then you do
No chase should require more than three
not need to roll dice. Instead the Administrator
successes over the other to either escape or capture
decides the minimum percentage required for a given
the target. Reserve the ‘Three Success Requirement’
task is, and if your character meets the requirements
for climatic scenes within the story.
then they automatically succeed.
If things are stressful, your character is under
pressure, or your character does not have the
Luck Roll
minimum requirements, then roll the dice. Sometimes the Administrator calls for a Luck
roll. If you have to make a Luck roll, it doesn’t depend
on skill, talent, or Willpower. Just roll percentile dice.
Rolling The Dice
You have a 50% chance of success.
When rolling the percentile dice (d100) your roll must
equal or be less than your skill’s percentage (Or the
Stat’s x5 Score) to succeed.
Bonuses & Penalties
If you fail to do so, then that means that your In most cases, roll your Operative's basic skill or stat
character fails the action they were attempting and rating. If the Administrator thinks circumstances are
faces the consequences. exceptionally dire, modify the chance by −20%
Critical Success: If the result is a success (subtract 20 from the rating). If things are
with both digits match, or is a one, then you have exceptionally in your Operative’s favor, modify the
rolled a ‘Critical Success’. This means that your chance by +20%. In rare, truly extraordinary cases the
character has completed their action with the most bonus or penalty may be +40% or −40%.
favorable outcome possible.
Critical Failure: If the result is a failure with
both digits match, or is a 100, then you have rolled a
‘Critical Failure’, also called a Fumble. This means that
your character has not only failed their action, but they
suffer more than expected.
Opposed Rolls

21
Combat ➢ Move: Jog 10 m., run 20 m., or sprint 30 m.
(Usually, your Operative can go about 3 m. as
Combat within [DATA EXPUNGED] is lethal, and your
part of another action.)
Operative can die swiftly if not handled carefully.
➢ Pin: Hold someone down. Includes
Thus, combat should be treated as a last resort.
self-defense; see DEFENSE ROLLS for
details. Your Operative can attack the pinned
One Action per Turn target in later turns. Unarmed Combat and
Combat takes place over a series of turns, with each Melee Weapons attacks on a pinned target
turn taking only a few seconds. Each combatant may are at +20%. A pinned character can take no
take on action per turn. actions except attempting to escape. While
The order of play is determined by the DEX pinning a target, you decide whether and
Value of each member of combat. The character with when the target can speak.
the highest DEX Value goes first in the round, followed ➢ Wait: Act after someone else’s action this
by the second highest and so on. If there is a tie, then turn.
The Director determines who goes first. After ➢ Anything Else: Anything that takes a
everyone has played, a new round begins and repeats. moment’s concentration.
On your turn you can do one of the following:

Defence Rolls
➢ Aim: Add +20% to your next attack roll.
Dodging and hand-to-hand combat (using either
➢ Attack: Inflict damage. One attack and
Melee Weapons or Unarmed Combat) are tests that
damage roll usually represents a series of
can protect your Operative by opposing attack rolls.
blows or two or three shots with a gun. In
Your Operative can Dodge or fight back
hand-to-hand combat, attacking also
against an incoming attack even before your
includes self-defense; see DEFENSE ROLLS
Operative’s DEX order in a turn. If you do this, it
for details.
becomes your Operative’s single action for that turn.
➢ Called Shot: An attack that ignores cover or
An Operative who has already taken another action
armor but at a –20% penalty, or –40% for an
that turn can’t Dodge or fight back until the next turn.
especially hard shot.
In order to Dodge or fight back, your
➢ Disarm: Roll Unarmed Combat to force the
Operative must know an attack is coming and be
target to drop a weapon or object. Includes
physically capable of blocking or evading it. An
self-defense; see DEFENSE ROLLS for
Operative who is pinned or unaware can’t Dodge or
details.
fight back.
➢ Dodge: Roll Dodge to oppose an attack,
DODGING: Opposes all hand-to-hand attacks
disarm, or pin. See DEFENSE ROLLS for
that turn, and lets your Operative run up to 20 m. to
details.
reach cover for protection against ranged attacks.
➢ Escape: Get out of being pinned. Roll either
Dodging protects against each attack that your roll
STR×5 or Unarmed Combat, whichever is
beats. Dodging never inflicts damage.
better. This acts as a defense roll against the
ATTACKING OR FIGHTING BACK: Opposes
character pinning your Operative (see
each hand-to-hand attack that turn. This cannot
DEFENSE ROLLS for details). If the pinning
protect against ranged attacks unless your Operative
character is not attacking, the escape is
physically interferes with the weapon. When fighting
opposed by his or her Unarmed Combat or
back, choose an offensive action: attack, called shot,
STR×5 (whichever is better). If the escape
disarm, or pin. If your roll beats the attack, the
roll succeeds, your Operative is no longer
attacker’s action has no effect and your Operative’s
pinned—and the escape roll defends against
action affects the attacker. While the roll defends
other attacks until your Operative’s next
against all attackers, the offensive action affects only
action. If it fails, your Operative remains
a single target.
pinned and cannot defend against attacks.
➢ Fight Back: Roll Melee Weapons or Unarmed
Combat to oppose an attack. See DEFENSE
ROLLS for details.

22
Damage & Death ➢ Suppression: If your Operative is
suppressed, your Operative must either hide
A successful attack inflicts damage, which reduces
behind cover or go prone. If your Operative
the victim’s Hit Points. Damage depends on the
refuses to hide or go prone, he or she gains 1
weapon.
TRAUMA, but can act normally.
At 2 HP or below, your Operative falls
unconscious for an hour or until healed to at least 3
HP. An Operative injured that seriously must roll a Armor and Cover
CON test. If it fails, look at the lowest die in the If something sturdy stands between your Operative
percentile roll as a single D10. The Operative loses and harm, it acts as armor and has an Armor value.
that many points from a single stat of the The effect depends on the kind of protection and the
Administrator’s choice, permanently, to a minimum kind of attack.
score of 3.
At 0 Hit Points, your Operative dies—unless ➢ Body armor: No effect on a successful
the Administrator says otherwise. The Administrator Lethality roll. Reduces the damage of an
has a lot of discretion. Sometimes common sense ordinary attack (unless it’s a called shot).
says a character can be kept alive with prompt ➢ Cover: Causes a Lethality roll to
medical care such as Surgery or First Aid. Other times automatically fail; but remember, a failed
it’s clear that there’s no hope. Hit Points never go Lethality roll still inflicts Hit Point damage.
below 0. Cover reduces the damage from any attack
A First Aid roll restores 1D4 HP. It can be except a called shot.
attempted only once each time an Operative is injured, ➢ Armor-piercing weapons: If a weapon has
or whenever the Administrator deems it appropriate. an Armor Piercing rating, it reduces your
An Operative resting safely gets a CON test once a Operative’s protection’s Armor rating by that
day to recover 1 HP. Having Special Training in much for that attack.
Medicine or Surgery, whichever is appropriate, will
allow First Aid to be used as long term care that Rolling Damage
restores 1D4 HP once a week. When rolling for basic damage you will find yourself
using dice ranging from D4 up to a D12, and possibly
Lethality beyond that. (See EQUIPMENT on page 33-38.)
Sometimes a threat is so dire that an ordinary
damage roll isn’t enough. A machine gun, explosive, Stun Damage
poison, or heavy weapon has a Lethality rating. That’s Stunning attacks such as tasers and pepper spray
the percent chance that the threat immediately startle and impair. While stunned, your Operative can’t
reduces the target to zero Hit Points. If that fails, the act. When it’s your Operative’s turn, you may attempt a
target still takes damage equal to the two percentile CON×5 test to recover and act normally next turn. If
dice added together as individual ten-sided dice. any single attack inflicts half of your Operative’s
current HP, the Operative is stunned.
Kill Radius
A Lethality weapon that can affect many targets at Strength and Damage
once has a Kill Radius. If it’s an explosive, that adds High or low STR modifies Unarmed Combat and
+20% to the chance to hit. Choose the center of the Melee Weapons damage rolls, to a minimum of 0:
radius before attacking. The effect depends on the
attack roll. ➢ −2 for STR 3–4
➢ −1 for STR 5–8
➢ Hit: Roll Lethality for everyone inside the ➢ +1 for STR 13–16
radius. (The Administrator decides if some ➢ +2 for STR 17–18
targets are exempted.) Everyone who
survives is suppressed.
➢ Miss: Everyone who would have been in the
Kill Radius is suppressed.

23
Composure & Trauma Helplessness Gain
Operatives in [DATA EXPUNGED] are as vulnerable to ➢ Fired from your job 0/1
mental trauma as to physical threats. We track that
➢ A friend suffers permanent harm or
vulnerability with two derived attributes. Composure
indefinite traumatization 0/1
(COMP) & Trauma (TRAUMA).When a COMP check
fails, TRAUMA is increased with a risk of the ➢ A Bond’s score is reduced to zero 0/1D4
Operative losing self-control—and the player loses ➢ Sentenced to prison 0/1D4
control of the Operative.
➢ Wake up paralyzed or blind 0/1D4
➢ Find a friend’s remains 0/1D4
Threats to Trauma Gain
The three types of TRAUMA gain are Violence (both ➢ Flung into a pit of corpses 0/1D4
suffering it and inflicting it), Helplessness, and the ➢ A Bond suffers permanent harm or
Anomalous. indefinite traumatization 0/1D4
Each threat comes with two possible
➢ See or hear a friend being
TRAUMA gains, one more severe than the other. When gruesomely killed 0/1D6
your Operative faces one of those threats, make a
COMP check. That means rolling your Operative’s ➢ A Bond dies 0/1D6
current COMP or lower on percentile dice. If you ➢ See or hear a Bond being
succeed, your Operative suffers the lower TRAUMA gruesomely killed 0/1D8
gain; with a critical success, your Operative suffers
the minimum TRAUMA gain possible. If you fail, your
Anomalous Gain
Operative suffers the higher TRAUMA increase; with a
critical failure, your Operative gains the maximum ➢ Attempting Psychotherapy on a
TRAUMA possible. character who gained TRAUMA
Here are sample TRAUMA gains: from an Anomaly. 0/1
➢ Witnessing an Anomalous effect
Suffering Violence Gain that’s apparently benign 0/1

➢ Ambushed or hit by gunfire 0/1 ➢ Witnessing a violent Anomalous 0/1D6


effect
➢ Surprised by a corpse 0/1
➢ Seeing a corpse walk 0/1D6
➢ —The corpse of someone you love 0/1D4
➢ Subjected to an overtly Anomalous
➢ Unexpectedly stabbed or strangled 0/1D4 effect 0/1D6
➢ Reduced to 2 HP or less 0/1D6 ➢ Suffering a violent Anomalous 0/1D8
➢ Tortured 0/1D10 assault or more

Inflicting Violence Gain


➢ Incapacitate or cripple an innocent 0/1D4
➢ Destroy a teammate’s body to
thwart investigation* 0/1D4
➢ Kill in self-defense* 0/1D4
➢ Kill a murderous enemy in cold 0/1D6
blood*
➢ Torture someone 0/1D8
➢ Accidentally kill an innocent* 0/1D8
➢ Kill an innocent in cold blood, even
for a good reason* 1/1D10
* For a failed roll, add 1 per victim up to the
maximum possible die-roll: 4 for 1D4, 6 for 1D6, etc. Artwork By: Theresa Donhauser (CC-BY-SA 4.0)

24
Traumatization Sample Disorder
Traumatization is what happens when you gain too Here are sample disorders for each kind of trauma.
many Trauma Points. There are three kinds of The earlier entries for each list are most common.
traumatization in [DATA EXPUNGED]: temporary They are defined in the [DATA EXPUNGED] core
traumatization from short, overwhelming shocks; rulebook, but many are self-explanatory
indefinite traumatization from accumulated stresses;
and permanent traumatization when your Operative Disorders from Violence
has been driven completely beyond reason. ➢ PTSD
➢ Depression
➢ Addiction
Temporary Traumatization
➢ Sleep disorder
If your Operative gains 5 or more TRAUMA from a
➢ Paranoia
single event, your Operative becomes temporarily
➢ Intermittent explosive disorder
traumatized. This means the “fight or flight” response
➢ Ligyrophobia
takes over: your Operative either runs away, lashes out
➢ Totemic compulsion
mindlessly, or curls up in a helpless ball. It lasts until
the Administrator says the Operative snaps out of it;
Disorders from Helplessness
usually that’s a few minutes after the source of the
➢ Depression
TRAUMA gain goes away.
➢ Obsessive/compulsive disorder
➢ Anxiety disorder
Disorder ➢ Addiction
An Operative whose TRAUMA score reaches the ➢ Obsession
Breaking Point gains a long-term mental disorder. Its ➢ Enclosure-related phobia
nature and symptoms depend on the kind of trauma ➢ Conversion disorder
that pushed the Operative to the Breaking Point: ➢ Dissociative identity disorder
Violence, Helplessness, or the Anomalous.
The symptoms usually don’t manifest right Disorders from The Anomalous
away. When your Operative reaches the Breaking ➢ Depersonalization disorder
Point, make a note on the character sheet that you ➢ Depression
have gained a new disorder and whether it came from ➢ Sleep disorder
Violence, Helplessness, or the Anomalous. Now ➢ Amnesia
change the Breaking Point to its new value: Your ➢ Fugues
Operative’s current TRAUMA plus POW. ➢ Paranoia
Lastly update your Composure: Subtract ➢ Megalomania
POW from current COMP. The Administrator will ➢ Dissociative identity disorder
determine the details of your Operative’s new disorder
later in the operation or perhaps in between this
Permanent Traumatization
operation and the next.
If your Operative’s Current TRAUMA matches, or
ACUTE EPISODES: Once an Operative has
supersedes, their Maximum Trauma then your
gained a disorder, further stresses may bring it to the
Operative becomes irretrievably traumatized. The
fore. Any time your Operative becomes temporarily
Operative becomes an NPC for the Administrator and
traumatized or confronts some traumatic trigger
it’s time to make up a new one.
directly related to the disorder, you must make a
follow-up COMP check. If it fails, your Operative
suffers an acute episode. The disorder cannot be
controlled until the source of stress goes away. The
Administrator always decides the exact
repercussions, and whether it happens immediately or
builds gradually, in the aftermath of the trauma.

25
Resisting Trauma Repressing Symptoms of Trauma
This section of the rules helps to detail how to keep When suffering temporary traumatization or an acute
Trauma under control. episode of a disorder, your Operative can try to
repress it by focusing on the people who depend on
him or her. Spend 1D4 WP, and reduce one Bond by
Reducing Trauma Gain
the same amount. Now you may attempt a COMP
When there is a TRAUMA gain, your Operative can
check. If it succeeds, your Operative stifles the
attempt to reduce it by projecting it onto a crucial
symptoms of trauma, and you retain control of your
personal relationship, damaging a Bond. Spend 1D4
character after all. The next time your Operative
WP. If your Operative still has at least 1 WP, reduce the
interacts with that Bond, describe how the
TRAUMA gain by the amount of WP spent (to a
relationship has worsened.
minimum of zero) and reduce a Bond’s score by the
same amount.
The next time your Operative interacts with Regaining Composure & Reducing Trauma
that Bond, decide what shape the damage takes. Operatives gain COMP by achieving short-term
Does your Operative grow hostile and angry, rewards. These can be saving a civilian, leaning into a
irrationally blaming the loved one for imagined motivation in the moment, and more. The amount of
wrongs? Does your Operative abandon the loved one COMP is typically 1D6, but may be adjusted as the
in favor of relationships with less importance and Administrator sees fit.
meaning? The stresses faced by Foundation Reducing Trauma however requires
Operatives often wreck the families and friendships long-term work. This involves seeking therapy
that give them strength. between operations and by overcoming / containing
anomalous threats. The reward for containing /
eliminating an anomalous threat is equal to the
Adapting to Trauma Gain
minimum trauma gain from the entity itself. (The
An Operative who gains TRAUMA from a threat three
Administrator may adjust this). Detailed options are in
times without undergoing traumatization becomes
DOWNTIME on page 30.)
adapted. If your Operative gains TRAUMA due to
Helplessness or Violence, check one of the three
boxes for that threat on the character sheet under Using Amnestics (Basic Edition)
PSYCHOLOGICAL RESISTANCES. If your Operative Operatives may seek help and use Amnestics to help
becomes traumatized or reaches the Breaking Point bring their Trauma under control quickly, however
due to that threat, erase all its checks. such a procedure has risks and side-effects. When
If you check all three boxes for a threat, your using Amnestics, roll against your Current Trauma.
Operative becomes adapted to that threat. When ➢ Fumble: Double number of skills to be
adapted to a threat, an Operative’s COMP tests for it reduced.
➢ Failure: Look at the lowest digit of the
always succeed— but adapting to a threat changes
percentile dice, and reduce that number of
your Operative, and not for the better. skills by 10%.
➢ Success: Add the digits of the percentile roll
➢ Adapting to Violence: Permanently lose 1D6 and reduce TRAUMA and raise COMP by that
CHA and the same amount from each Bond. amount. Look at the lowest digit of the
An Operative who is adapted to Violence percentile dice, and reduce that number of
skills by 10%
gains no TRAUMA for ignoring suppression
➢ Critical: Double the amount of TRAUMA loss
(see KILL RADIUS on page 35).
and COMP gain. No skills are reduced.
➢ Adapting to Helplessness: Permanently lose

1D6 POW. (Doesn’t impact COMP &
There are different types of Amnestics available.
TRAUMA)
➢ Class A: Pill. No Bonus. (Major Expense)
➢ Adapting to Anomalies: QuickStart doesn’t ➢ Class B: Injection. +20% (Unusual Expense)
have a guide to adapting to anomalies. The ➢ Class C: Procedure. +40% (Extreme Expense)
Administrator may decide if adapting is an
option, and how it affects your Operative on The Administrator notes the trauma reduced and will
a per anomaly basis. phase it back in if your Operative begins to remember
the trauma. The Procedure is done in DOWNTIME.

26
Willpower Bonding With Your GOI
Operatives need Willpower points (WP) to withstand After someone in your Operative’s team undergoes a
exhaustion and mental trauma, to resist interrogation catastrophic trauma, physically or mentally, roll for a
and persuasion, and to enact thaumaturgic rituals. COMP test. Success has no effect. But if it fails,
emotional attachments form; follow this process for
Low Willpower each teammate, up to five:
An Operative at 1 or 2 WP has an emotional IF THERE’S NOT AN EXISTING BOND: If your
breakdown, suffering a –20% penalty to all actions. An Operative doesn’t already have a Bond with the
Operative at 0 WP loses all control and cannot teammate, gain a new Bond equal to half your
succeed at any tests—including COMP checks. The Operative’s CHA. Write “Foundation” next to the new
overwhelmed Operative might collapse or become Bond. Your Operative immediately loses 1D4 points
totally irrational. from one other (Non-GOI) Bond.
IF THERE’S AN EXISTING BOND: If your
Operative already has a Bond with the teammate, add
Regaining Willpower
1D4 to it (up to your Operative’s CHA). Subtract 1 from
Fulfilling a personal motivation in a way that the
one other (Non-GOI) Bond, if your Operative has any
Administrator finds compelling restores 1 WP. A full
left.
night’s sleep restores 1D6 WP.

Exhaustion Creating Anomalous Entities (SCPs)


The first time your Operative tries to sleep after Administrators may use this short and simple guide to
suffering temporary traumatization or reaching the aid them when creating anomalous entities (Skip the
Breaking Point, you must make a COMP check for the first four steps if the entity is an object).
Operative to get any rest. After failing to get a good ➢ Assign Stats: Assign the core six stats to the
night’s sleep, or working too long without a break, an entity, whichever ones apply.
Operative loses 1D6 WP and becomes exhausted. An ➢ Fill in Derived Attributes: Fill in any Derived
exhausted Operative suffers a –10% or –20% penalty Attributes that apply, feel free to fudge
to all skills, stat tests, and COMP checks. A full night’s results due to their anomalous nature.
rest removes that penalty. ➢ Pick Necessary Skills: Pick Skills that are
strictly necessary and increase them by
➢ Using sedatives: Liquor or sleeping pills give +40%
your Operative a +20% bonus to the COMP ➢ Transfer Skill Points: Transfer the points, in
check to get to sleep. If the test still fails, the groups of 10% points, from one skill to
Operative is exhausted the next day after all. another as desired.
➢ Using stimulants: Stimulants or ➢ Assign Anomalous Properties: Assign
chain-smoking removes the exhaustion anomalous properties to the entity in short
penalty for 1D6 hours, or 2D6 hours for hard sentences, and how the anomalous property
drugs. is used.
➢ Addiction: Frequent use of sedatives or ➢ Trauma Gain: Note any Trauma gain for
stimulants makes addiction a likely result the succeeding, or failing a COMP check.
next time your Operative gains a disorder.
Example SCP
Mirror of Faceless Reflections:
“Willed” Rolls
Type: Object
When faced with a non-critical failure, the player may
Stats: None.
choose to tap into their Operative’s personal willpower
Skills: None.
and make a ‘Willed Roll’. When this is done they spend
Anomalous Properties:
1D6 Willpower, and reroll the dice. Any failed result on
➢ Gaze Entrapment: Whoever looks into the
the reroll will count as a critical failure.
mirror will see their own reflection, but with
no facial figures. Requires 1D4 Willpower to
snap out of it.
Trauma Gain: 0/1D4

27
Reputation (Basic Edition) Privileges of Higher Clearance Levels
Each Operative of the Foundation has to maintain Each time an Operative’s Clearance Level increases
their good standing with the organization, known as they receive a privilege directly tied to the higher
Reputation (REP), in order to maintain their job. clearance level. Below is a table of benefits each level
Keeping track of one’s Reputation, and what it means, gains access to.
is fairly straightforward and a streamlined process.
LEVEL 1
➢ NO PRIVILEGES
Starting Reputation
Each Operative starts with a Reputation score ranging LEVEL 2
from 3, up to a maximum of 18, all derived from the ➢ + 10 MAX COMP
INT score. This typically represents a new hire of the
Foundation, and has LEVEL 1 Clearance. Having a low LEVEL 3
score in reputation does not necessarily mean they ➢ + 10 MAX COMP
are looked down upon, but rather that they are fairly ➢ +20% to Requisition Attempts.
➢ All Expense Levels Lowered by one.
unknown and have yet to make a noticeable impact.
LEVEL 4
Clearance Level ➢ +10 MAX COMP
One’s Clearance Level within the Foundation is directly ➢ All Requisitions use Accelerated Time.
➢ All Repercussions lowered to just a
tied to how much REP an Operative has. Use the
reprimand.
below table to understand how much access they
➢ No percentage penalties to Requisition
have to documents and the like. Attempts.
➢ 01--19 REP = LEVEL 1 CLEARANCE
➢ 20--39 REP = LEVEL 2 CLEARANCE LEVEL 5
➢ 40--59 REP = LEVEL 3 CLEARANCE ➢ + 10 MAX COMP
➢ 60--79 REP = LEVEL 4 CLEARANCE ➢ Auto Success any Requisition attempt.
➢ Auto Success when spending your own
➢ 80 or more REP = LEVEL 5 CLEARANCE
money.
➢ All Accelerated Time results just take mere
Gaining & Losing Reputation
After each operation has concluded, depending on the Note: Max COMP can exceed 100, however Current
outcome, each Operative’s REP may increase or COMP may never exceed 99, and the Administrator
may add custom privileges as desired.
decrease. Either the Administrator, or each Operative,
will roll 1D100 and the Administrator tells them the
Recognition from Reputation
result.
Each time an Operative encounters someone from
within the anomalous sphere they do have a chance
Best Result: Increase REP by the higher digit on the of being recognized. This is done by just rolling
D100. against their current Reputation. A successful result
Good Result: Increase REP by the lower digit on the will mean that they have been recognized from their
D100. past.
Average Result: No Change.
Bad Result: Decrease REP by the lower digit on the Reputation in Other G.O.I.s (Optional)
D100. An Operative may gain / lose reputation with a
Worst Result: Decrease REP by the higher digit on the different G.O.I than the one that they are in. The
Administor secretly keeps track of this, and may
D100.
reveal this as desired. This is strictly optional
however, as such bookkeeping can be cumbersome.
Note: The Administrator should use this as a broad
guide that fits most cases. They may increase or
decrease the REP change as desired on a case by case
basis. Sometimes gains / losses may be tied to a
specific event, as well as the outcome of the mission.

28
[REDACTED] (Basic Summary) The Cost: When attempting to perform the ritual the
Operative, or entity, must pay the required cost. This is
[REDACTED] encapsulates knowledge gained from typically WP points. If not enough WP is present then
contact with an anomalous entity, object, HP may be drained from instead, if approved by the
thaumaturgic ritual, and more. Such knowledge can Administrator. If things are extremely dire then a
help connect dots that others cannot make out, enact single point of POW may be spent to cover the WP
thaumaturgic rituals, and more. All at the cost of cost, with each point of POW equaling 10 WP. (This
being more… jumpy than the average Operative. does not impact COMP or TRAUMA)

The Downside of [REDACTED] knowledge. Activation Time: Some rituals take longer than others
The main downside to gaining such knowledge is that to activate. If attempting to rush a ritual then a penalty
it impacts the maximum threshold for an Operative to may be applied to the activation attempt.
remain composed. MAX COMP is reduced for each
Activation Attempt: When attempting to enact the
point in the [REDACTED] skill, with current matching
ritual itself you must make a specific roll, this is
when necessary. Those with lower Current COMP may known as the THRESHOLD. This score is equal to 99 -
not notice the side effect immediately, while others Current COMP. The Administrator may allow an
do. Operative’s [REDACTED] score, and/or Current
TRAUMA, to be added to the THRESHOLD as a bonus.
The Upside of [REDACTED] knowledge.
[REDACTED] THRESHOLD: Some rituals may require a
The main upsides for having such knowledge certain score in [REDACTED] to perform, while others
available is that the Operative may use it as a skill to may have a [REDACTED] score listed to automatically
gain obscured information that others cannot, or tap succeed. If this threshold is met then the time
into it when trying to cast Thaumaturgic rituals. required to study may be reduced. This is subject to
Administrator approval, and assumes that the
requirements and cost have been met.
[REDACTED] Insight.
Sometimes Operatives who face massive The Effects: If successful then follow the effects
psychological damage from [REDACTED] trauma listed on the ritual. Rather than being a portal to
come away with strange insights. If your Operative another world, or dealing an overwhelming amount of
suffers temporary traumatization due to [REDACTED] unseen damage to a target. Make sure to keep in
trauma, he or she might gain percentage points in the mind the maximum area a ritual can affect, rather it
[REDACTED] skill. This ranges from a basic 1D6% be a single person or a whole football field. A failure
increase, up to equaling the amount of trauma gained. will always have no effect.
The Administrator decides if such insight is gained,
and the amount appropriate. Traumatic Aftermath: Pass, or fail, each ritual has a
Trauma gain attached to it. Make sure it is applied
Thaumaturgy. after the ritual has been attempted. Witnessing the
Operatives, during dire situations, may tap into the ritual being performed, rather it failed or succeeded,
forbidden art of committing Thaumaturgy. Doing such may have its own Trauma gain.
is a tiring process, and has risks of side effects
occurring. Follow the below guide when attempting to
activate a thaumaturgic ritual in the field.

Learning the Ritual: Before anything can be done the


ritual must be learned. This is done by reading over
the process and taking time doing so. Depending on
the ritual some [REDACTED] knowledge may be
gained, as well as some TRAUMA.

Requirements: Once the ritual is learned the


Operative, or entity, must ensure that they have all the
requirements needed to perform the ritual. Not having
everything may render the attempt impossible, or at a
penalty.

29
Downtime
Some scenes focus on Operative’s lives between operations. Use them to explore the things that are important to
your Operative and the costs of involvement in The Foundation. All options are self explanatory.

DOWNTIME

First thing to do is to determine if this particular downtime event was special or normal. To do this all that is needed is to roll d100 and see if the
result was matching digits or not.

NOT SPECIAL SPECIAL

Nothing special occurs which means that the downtime Having a downtime experience that is special means that you get to complete
experience will be mundane. more activities than what you normally would have. Choose from the list below:
● POSITIVES ENHANCED: Any positive effect is doubled, or a negative
effect is halved. If there is no numerical gain you may consult with your
Administrator on what to do. (Does not apply to Bonus Activities)
● CHOOSE TWO SEPARATE ACTIVITIES: Pick two activities to do instead
of one.
● MORE TIME TO LEARN NEW THINGS: May reroll an undesired result
once when attempting to learn new things.
● MORE TIME TO MAKE NEW BONDS: May attempt to reroll a failed
CHAx5 test when trying to form a new Bond.
● EXCEPTIONAL BOND: If an attempt to make new friends was
successful, the starting value is equal to CHA score.
● TRY BOTH BONUS ACTIVITIES: May attempt both bonus activities,
instead of just one.
● DISORDER GOES INTO REMISSION: Mark off a Disorder of your
choosing as having gone into remission.
● ANYTHING THE ADMINISTRATOR APPROVES: If you think of something
custom talk with the Administrator for approval.

DOWNTIME ACTIVITIES

Pick any activity for your Operative to partake in during their Downtime activity. (Max COMP is equal to 99 - [REDACTED] Score)
● FULFILL RESPONSIBILITIES: Improve any Bond by 1D6
● RETREAT INTO NATURE / GO TO THERAPY (BUT LIE) / INDULGE PERSONAL MOTIVATION: Reduce TRAUMA & Increase COMP by 1D4
● GO TO THERAPY(TELL FULL TRUTH): Reduce TRAUMA & Increase COMP by 1D6
● SPECIAL TRAINING: Gain Special Training in a Skill or Stat.
● STAY ON THE CASE: GAIN 1D6 REP & GAIN CLUE ON NEXT CASE.
● STUDY [REDACTED] Reports & Entities: Gain 1D6 [REDACTED] Skill Points. Maximum COMP is reduced by the same amount and any
information learned is up to the Administrator
● TAKE AMNESTICS PROCEDURE: Consult the basic amnestics guide on page 26 for details.

BONUS ACTIVITY

Pick only one Bonus Activity for your Operative to do after the original Downtime Activity is complete.

LEARN SOMETHING NEW MAKE NEW BONDS

Pick any two skills, or one stat, and roll against their current Make a CHAx5 test to attempt forming a new Bond.
value. (The x5 score for Stats) ● FAILURE: No new Bonds were formed.
● FAILURE: The chosen skill gains 3D6 skill points or ● SUCCESS: A Bond is added at ½ CHA Score.
the chosen stat gains one point.
● SUCCESS: Nothing new was learned.

30
Equipment & Expenses
The following is a repository of various different types of equipment, fully detailed, alongside the expenses system.

Expense System

The Administrator decides the type of expense for costs that are in between two categories.

Expense Categories Cost

Incidental Up to $150

Standard Ranges from $200-800

Unusual Ranges from $1,000-5,000

Major Ranges from $6,000-30,000

Extreme $36,000 or Higher

Requisition Summary

All rolls for requisition require the use of the Bureaucracy or CHAx5 skill.

Requisition Modifier Time Time Review Repercussions For


Expense (Normal) (Accelerated) Wrongful Use

Standard +0% A day or A few hours* If restricted or if Reprimand


two accelerated and the
CHAx5 / Bureaucracy
fails

Unusual +0% A few days A day or two* If restricted or if Reprimand


accelerated and the
CHAx5 / Bureaucracy
fails

Major -20% A few A few days** Always Suspension and/or


weeks transfer

Extreme -40% A few A few days** Always Firing and/or


months prosecution

* Standard or Unusual delivery can be accelerated by badgering officials

** Major or Extreme delivery can be accelerated for a high-priority operation.

31
Requesting Favor From Bonds

Expense Level Modifier Roll Results

Standard +0% CHAx5 Success: Favor is Fulfilled.


Failure: Favor is Rejected & Reduce Bond by 1

Unusual +0% CHAx5 Success: Favor is Fulfilled & Bond is Reduced by 1


Failure: Favor is Rejected & Reduce Bond by 1

Major +0% CHAx5 Success: Favor is Fulfilled & Bond is Reduced by 1.


Failure: Favor is Rejected & Reduce Bond by 1D4

Extreme -20% CHAx5 Success: Favor is Fulfilled & Bond is Reduced by 1D4.
Failure: Favor is Rejected & Bond is Reduced by 1D6.

Paying Out of Pocket

Expense Level Roll Results

Standard INTx5 / Success: Payment Successful


Accounting Failure: Payment Successful & Reduce Non-GOI Bond by 1

Unusual INTx5 / Success: Payment Successful & Reduce Non-GOI Bond by 1


Accounting Failure: Payment Successful & Reduce Non-GOI Bond by 1

Major* INTx5 / Success: Payment Successful & Reduces all Non-GOI Bond by 1
Accounting Failure: Payment Successful, Reduce a Non-GOI Bond by 1D4

Extreme* N/A Cannot afford it out of pocket without taking heavy debt.
If taken anyways then reduce all Bonds by 1D4.

*Regardless of the result your Operative will incur a debt. This debt must be eventually paid off.

Selective Fire

Type of Fire Ammo Used Lethality Kill Radius

Short Burst 3 10% none

Long Burst 5 10% 1m

Short Spray 10 10% 2m

Long Spray 20 10% 3m

Special Note: The Kill Radius increases by a single meter for each additional ten bullets fired beyond a Long Spray.

32
Generic NPCs
Any NPCs that are not important enough to warrant its own character sheet should, more or less, follow the guide
below. It’s suggested that the number of ‘Important Skills’ for non-anomalous NPCs should be limited to a maximum
of eight.

NPC Type Most Stat Ratings Important Stat Ratings Most Skill Ratings Important Skill Ratings

Child 5 7 None Above 10% 20%

Youth 7 9 None Above 30% 30%

Novice 10 12 Base 40%

Ordinary 10 12 Base 50%

Expert 10 14 Base 60%

Hand-to-Hand Weapons

Weapon Skill Damage Armor Expense


Piercing

Unarmed attack Unarmed Combat 1D4-1 N/A None

Brass knuckles, heavy flashlight, or Unarmed Combat 1D4 N/A Incidental


steel-toe boots

Garotte Unarmed Combat special N/A Incidental

Works only from surprise. If it succeeds, the target is pinned and cannot make a sound, and the garrote does 1D6
damage per round until the target escapes or dies. A garotte is made from kevlar and can cut through flexible cuffs.

Knife Melee Weapons 1D4-1 3 Incidental

Hatchet Melee Weapons 1D4 N/A Incidental

Large knife or combat dagger Melee Weapons 1D6 3 Incidental

Club, nightstick, baton, or Melee Weapons 1D6 N/A Incidental


collapsible baton

Machete, tomahawk, or sword Melee Weapons 1D8 N/A Incidental

Baseball bat or rifle butt Melee Weapons 1D8 N/A Incidental

Spear or fixed bayonet Melee Weapons 1D8 3 Incidental

Wood axe Melee Weapons 1D10 N/A Incidental

Large sword Melee Weapons 1D10 N/A Standard

Two-handed sword Melee Weapons 1D12 N/A Standard


Requires special training

33
Tear Gas and Pepper Spray

Weapon Skill Range Uses Radius Victim’s Expense


Penalty

Pepper spray keychain DEXx5 1m 1 1 target -20% for 1hr Incidental

Pepper spray can DEXx5 3m 12 2 targets -20% for 1hr Incidental

Tear gas grenade, thrown Athletics 20m 1 10m -40% for 1hr Incidental
RESTRICTED. Requires special training

Tear gas grenade, launched Heavy 50m 1 10m -40% for 1hr Incidental
RESTRICTED. Weapons

Stun Grenades

Weapon Skill Range Uses Radius Victim’s Expense


Penalty

Flash-bang grenade, thrown Athletics 20m 1 10m -40% Incidental


RESTRICTED. Requires special training.

Flash-bang grenade, launched Heavy 50m 1 10m -40% Incidental


RESTRICTED. Radius halved outdoors. Weapons

Electroshock Weapons

Weapon Skill Range Uses Victim’s Penalty Expense

Stun gun DEXx5 1m 10 -20% for 1D20 turns Incidental

Shock baton DEXx5 1m 200 -20% for 1D20 turns Incidental

CED pistol Light 4m 4 -20% for 1D20 turns Standard


RESTRICTED. Radius halved outdoors. Firearms

34
Firearms
Weapon Skill Base Damage Lethality Ammo Armor Expense
Range Capacity Piercing

Light Pistol Firearms 10m 1D8 N/A 7 N/A Standard

Revolver capacity: 6 Examples: .22 LR, .32 ACP, .380 ACP, .38 Special: S&W Model 36 Chief’s Special, Walther PPK.

Medium Pistol Firearms 15m 1D10 N/A 15 N/A Standard

Revolver capacity: 6 Examples: 9×19 mm, .40 S&W, .45 ACP: Beretta Mod 92FS (M9), Colt M1911A1, Glock 17, Glock
22.

Heavy Pistol Firearms 20m 1D12 N/A 10 N/A Standard

Revolver capacity: 6 Examples: 10×25mm Auto, .357 Magnum, .44 Magnum, .50 AE: Colt Delta Elite, Glock 20, S&W
Model 13.

Shotgun (firing shot) Firearms 50m 2D8 N/A 5 N/A Standard

* Half damage beyond base range. Shotgun examples (12-gauge): Mossberg Model 500, Remington Model 870, Ruger
Red Label

Shotgun (firing slug) Firearms 75m 2D8 N/A 5 N/A Standard


Double-barrel capacity: 2.

* Damage reduced to 2D6 beyond base range.

Light rifle or carbine Firearms 100m 1D12 10% 10 or 30 3 Standard


RESTRICTED IF CAPABLE OF
FULLY AUTOMATIC FIRE.
Use Lethality rating if firing
bursts

Examples: 5.45 x 39mm, 5.56mm NATO: AR-15, Colt M4, FN SCAR-L. Heavier rounds such as 7.62x39mm (AK-47) and
.30-30 Winchester inflict 1D12+1 damage.

Submachine gun Firearms 50m 1D10 10% 30 N/A Unusual


RESTRICTED IF CAPABLE OF
FULLY AUTOMATIC FIRE.
Use Lethality rating if firing
bursts

Examples: 5.7×28 mm, 9×19mm, .45 ACP: B&T MP9, FN P90, H&K MP5, IMI Uzi, KRISS Vector, MAC-Ingram M10.

Heavy rifle Firearms 150m 1D12+2 10% 10 or 20 5 Unusual


RESTRICTED IF CAPABLE OF
FULLY AUTOMATIC FIRE.
Use Lethality rating if firing
bursts

Examples: 7.62 mm NATO, 7.62x54mm, .30-06: H&K G3, FN FAL, Izhmash SVD, M1 Garand, Remington Model 700
(M24).

Very heavy rifle Firearms) 250m N/A 20% 10 5 Major

Examples: .408 CheyTac, .50 Browning: Barrett Model 82A1, CheyTac M200.

35
Heavy Weapons

Weapon Skill Base Lethality Kill Ammo Armor Expense


Range Radius Capacity Piercing

Hand Grenade Athletics 20m 15% 10m N/A N/A Incidental


RESTRICTED.

Examples: M67, RGO.

Rocket-propelled grenade Heavy 200m 30% 10m 1 20 Standard


launcher (RPG) Weapons
RESTRICTED.

Examples: ATK M72 LAW, Bazalt RPG-7V, Bofors AT4 (M136).

Handheld flamethrower Heavy 5m 10% 1m 20 N/A Unusual


Weapons

Example: Ion XM42

Military flamethrower Heavy 10m 10% 2m 5 N/A Unusual


RESTRICTED. Weapons

Example: AEC M9A1-7

General-purpose machine Heavy 300m 15% Per burst 100 3 Major


gun (GPMP) Weapons
RESTRICTED.

Examples: FN MAG (M240), Kovrov PKM, Saco M60.

Grenade launcher (GL) Heavy 150m 15% 10m 1 N/A Major


RESTRICTED. Revolver Weapons
capacity: 6

Examples: Colt M203, H&K M320, Milkor M32, Springfield M79.

Grenade machine gun Heavy 300m 15%* 10m 30 N/A Major


(GMG) Weapons
RESTRICTED.

*If firing a burst (5 grenades), Lethality is 20%. Examples: H&K GMG, Saco MK 19 MOD 3, KBP AGS-17.

36
Heavy Weapons (Cont.)

Heavy machine gun Heavy 400m 20% Per burst 100 5 Major
(HMG) Weapons
RESTRICTED.

Examples: Browning M2HB, Degtyaryov DShKM, Kovrov NSV.

Light machine gun (LMG) Heavy 200m 10% Per burst 100 or 200 3 Major
RESTRICTED. Weapons

Examples: FN MINIMI (M249 SAW), Molot RPK.

Autocannon Heavy 400m 30% 3m 100 5 Extreme


RESTRICTED. Weapons

Examples: ATK M242 Bushmaster, KBP 2A70.

Minigun Heavy 300m 20% 3m (long 4,000 5 Extreme


RESTRICTED. Weapons spray
only)

Examples: Dillon GAU-17/A, GE M134, KBP GShG-7.62.

Demolitions

Weapon Skill Base Lethality Kill Ammo Armor Expense


Range Radius Capacity Piercing

ANFO explosive Demolitions N/A 30% 20m N/A N/A Incidental

Ammonium nitrate fuel oil—diesel fuel and fertilizer; requires Science (Chemistry) and Demolitions skills.

C4 plastic explosive Demolitions N/A 30% 2m N/A N/A Incidental


block, 570 g.
RESTRICTED.

Example: M112.

Improvised explosive Demolitions N/A 15% 10m N/A N/A Incidental


device (IED)
RESTRICTED, though the
ingredients usually are
not.

Example: Pipe bomb. A larger one (a bomb vest) has 30% lethality and 20 m Kill Radius

37
Demolitions (Cont.)

Large IED Demolitions N/A 60% 75m N/A N/A Standard


RESTRICTED, though the
ingredients usually are
not.

Example: Car bomb.

Explosively-formed Demolitions N/A 25% 10m N/A 20 Standard


penetrator mine
RESTRICTED.

Example: M21.

Artillery

Weapon Skill Base Lethality Kill Ammo Armor Expense


Range Radius Capacity Piercing

General-purpose bomb Artillery Air-drop 70% 100m N/A 10 Unusual


RESTRICTED. Requires ped
special training.

Examples: MK 82, FAB-250.

Heavy mortar Artillery 4km 35% 50m 1 5 Major


RESTRICTED.

Examples: M120, 2B11 Sani.

Light mortal Artillery 2km 20% 25m 1 N/A Major

Examples: M224, Hirtenberger M6

Anti- tank guided missile Artillery 4km 45% 50m N/A 25 Extreme
(ATGM)
RESTRICTED

Examples: AGM-114 Hellfire, 9M120 Ataka.

Artillery Artillery 5km 50% 100m 1 10 Extreme

Examples: M109, M777, 2A65 Msta-B, 2S19 Msta-S.

Cruise missile Artillery 100km 80% 150m N/A 15 Extreme

Requires special training. Examples: BGM-109 Tomahawk, Kh-55SM.

38
Weapon Accessories
Item Description Expense

Holographic sight Gives a +20% bonus to hit as long as Standard


your Operative has taken no damage
since his or her last action.

Night vision sight Allows aiming in reduced light Standard


conditions such as starlight. Useful
to 400 m. Runs for 100 hours.
Doubles a firearm’s base range at
night if your Operative spends the
previous turn taking the Aim action.

Sound suppressor Requires an Alertness test to hear Standard


RESTRICTED. from beyond a wall or a door. An
especially quiet suppressed shot,
such as a light pistol, incurs a −20%
penalty

Targeting laser Gives a +20% bonus to hit as long as Standard


your Operative has taken no damage
since his or her last action. Does not
require your Operative to raise the
gun to his or her eyes. Useful to 200
m. Runs for 100 hours. Also
available as an Unusual expense
with an infrared (IR) mode that can
only be seen with NVGs or
night-vision sights.

Telescopic sight Doubles a firearm’s base range if Standard


your Operative spent the previous
turn taking the Aim action.

Advanced Combat Optical Gunsight Combines the effects of a Unusual


(ACOG) holographic sight and a telescopic
sight.

Thermal Weapon Sight (TWS) Allows aiming in complete darkness. Unusual


Useful to 400 m. Runs for two hours.
Doubles a firearm’s base range if you
spent the previous turn taking the
Aim action.

39
Armor

Armor Type Armor Rating

Kevlar helmet (adds damage reduction to other armor) +1

Kevlar vest (concealable) 3

Reinforced Kevlar vest (typical for uniformed police) 4

Tactical body armor (typical for soldiers and SWAT 5


teams), wall or thick door, makeshift vehicle cover

Bomb suit; thick wall, concrete, or moderate rock; light 10


vehicle armor

Reinforced wall, big rock, or sandbag; medium vehicle 15


armor

Heavy vehicle armor or light tank armor 20

Heavy tank armor 25

Ground Vehicles

Vehicle HP Armor Surface Speed Expense

Motorcycle 15 to 20 0 Fast Major

Sedan 25 to 30 3 Average Major

Pickup or SUV 30 to 35 3 Average Major

Armored SUV 35 10 Average Extreme

Humvee 40 3 Average Extreme

Armored Humvee 40 10 Slow Extreme

Semi truck 45 3 Slow Extreme

MRAP armored vehicle 60 20 Slow Extreme

Armored personnel carrier 80 20 Slow Extreme

Mid-20th century tank 90 20 Slow Extreme

Modern tank 100 25 Slow Extreme

40
Water Vehicles

Vehicle HP Armor Surface Speed Expense

Combat rubber raiding craft 10 0 Slow Unusual

Rigid-hulled inflatable boat 20 0 Slow Major

River patrol boat 30 0 Slow Extreme

Speed boat 25 0 Average Extreme

Air vehicles

Vehicle HP Armor Surface Speed Expense

Civilian helicopter 20 0 Average Extreme

Commuter plane 25 0 Average Extreme

Police helicopter 30 0 Fast Extreme

Attack helicopter 30 10 Fast Extreme

Passenger jet 50 0 Special Extreme

Fighter jet 40 0 Special Extreme

Ramming

The Administrator decides how deadly a collision ought to be. Here are a few suggestions for a vehicle’s ramming
damage.

Speed Level Damage

Low Speed 1D6 or 2D6

Moderate Speed Roll half the vehicle’s maximum HP as a Lethality rating.

High Speed Roll the vehicle’s maximum HP as a Lethality rating.

If the target is a huge entity or another vehicle, the ramming vehicle suffers half ramming damage based on the
target’s HP.

A vehicle’s Armor rating acts as Armor Piercing for its ramming damage. Every passenger in a ramming vehicle
takes 1D6 damage. Every passenger in a rammed vehicle takes 2D6 damage. A worn seat belt or active air bag
halves the damage. A passenger in a vehicle that rams a target less than huge size suffers no damage.

41
Artwork By: Theresa Donhauser (CC-BY-SA 4.0)
the glass bottles to stab others, bashing heads
against the bleachers, and more as they claimed
Melancholy Ventures their drink was the superior drink. The UIU
quickly arrived at the scene and put an end to
High School holds a special place in the minds the violence. The survivors, town, and nearby
of many. For some, it is where they met lifelong population were treated with amnesiacs after
friends. For others, it represents bullying and questioning. The event was subsequently
stress. Nonetheless, High School has a large covered up, as the various deaths were noted to
impact on our lives, and creates long lasting be from soda delirium from the carbonation of
memories, be they good or bad. toxic minerals. The event was recorded as
UIU-C-1863.
But as we dream of those days of old, that long
lost time of being young and free, we find that
we can never truly replicate our experiences, not
Summary
Melancholy Ventures is a classic Missing
without falling short. And when we realise that
Persons case, with players following a series of
what has passed is truly lost forever, all that
clues to find someone. This scenario works well
remains, is melancholy.
as a one-shot introduction for new players to
teach them the mechanics and should last
Background
around 2-4 hours.
Back in June of 1976, in the small town of
Gerretin, West Virginia, what started as a school The scenario starts when a report surfaced that
football game turned into a massacre during the local writer Thomas Lee has gone missing. As
halftime show. Two mysterious vendors arrived Thomas is a person of interest the O5 wants to
during the game and handed out never before make sure that the low-quality amnesiacs used
seen sodapops before they quietly left. Shortly back at that time didn’t wear off. So, they
thereafter, in just the span of mere minutes, a decided to send a small group of investigators
full riot between the students occurred. Breaking to check it out, just in case.

42
In reality, Thomas has come upon the Blood Credits
Stone, which is an anomalous obsidian rock that This Melancholy Ventures scenario was written
forces people to remember long forgotten by the following people:
memories at a draining physical cost.
● Noah C. Cline
After encountering the Blood Stone, Thomas
● Eiran F Keating,
attempts to recreate parts of his high school life,
● Thomas Ogas
making milkshakes from that time, smoking
weed, etc. As he recreates these parts of his SCP-1863
past, he begins to remember his high school "SCP-1863" is an SCP written by Ihp, from the
girlfriend Becky Farnsworth, who died due to SCP Wiki. Source:
Thomas’s involvement in SCP-1863. Horrified at
the realisation of this, Thomas goes back to the https://scp-wiki.wikidot.com/scp-1863.
site of SCP-1836 with a revolver, intending to
Licensed to us under CC-BY-SA 3.0
seek the truth of what really happened.
NOTE: Modifications were made, through the use
Text in these boxes should be read aloud or of different flavors, and was given permission
paraphrased to the players. Prepare from the original author to do this.
accordingly.
Blood Stone
The concept for the Blood Stone is of Noah C.
Player Hooks Cline’s invention. Freely licensed under
Player’s characters should be people new to the CC-BY-SA 4.0.
Foundation, being recently hired and tasked with
the missing persons case as a “Final Test” of
sorts. The players should not know that
SCP-1863 or The Blood Stone is involved and
should believe that faulty amnesiacs are to
blame. They should figure it out themselves or
have it revealed to them at the end.

Setting The Mood


After the players have created their own
Operatives The Administrator may opt to play
the official theme song “Melancholy Ventures”
by Ned William Greenough to set the tone of the
scenario. The song can be found at the link
below:

https://www.youtube.com/watch?v=EJhfcYJf-7
w

Music By: Ned William Greenough (CC-BY-SA 4.0)

43
Administrator Notes: Becky would eventually notice the shift
in the crowd, and her kind heart decided to
This page is designed for Administrators to read intervene and attempt to calm the crowd by
before running the scenario. Make sure this getting in-between the most vocal members of
page is read to fill in any gaps on what happened the crowd. During the scuffle, and Becky’s
to Thomas Lee as well as some key details on attempt at playing peacekeeper, Thomas began
the town itself. to feel strong resentment and hate towards
Beckey. Within a few minutes he took his glass
What Exactly Happened in ‘76? bottle and threw it at her. It smashed all over the
Back in May of 1976, in the small town of back of her head and forced her to collapse, and
Gerretin, West Virginia, what started as a school it was then when the crowd erupted into a full
football game turned into a massacre during the stampede of hate and fury against each other.
halftime show. It all started when two unknown
vendors began distributing an early version of Thomas joined in the fighting, but
SCP-1863, in the flavors of Orange Overture and eventually was overpowered and knocked
Brazzy Blue, to the crowd for free. As the crowd unconscious. After an extended time Thomas
drank the drinks, and long after the vendors left eventually came to, surrounded with various
the scene, the attitude among the crowd would dead bodies and stained with blood, and barely
shift from happiness to resentfulness and hate. able to push them off him as he crawled to
Becky’s battered corpse. Regret and realization
The high schoolers slowly began to take flooded his emotions as he wept and cried for
sides with whoever drank the same drink, all help as he tried to resuscitate her, all while men
while insulting those who drank the other drink in suits arrived.
or abstained in general. Eventually the verbal
insults turned physical. Punches were thrown, One arrived and promised medical aid,
bottles were smashed, and the bleachers but instead of helping they injected Thomas with
became splattered in red. The event lasted for a syringe filled with Chemical 101. He quickly
hours until the Unusual Incidents Unit (UIU) passed out, and like that all of his high school
arrived and intervened, thus preventing any memories devolved into a blurry intangible
further loss of life. mess. His friends, girlfriend, and teachers all
would slip his mind… as he only remembered
Any and all survivors, townsfolk, and graduating and moving on to write for a local
general nearby population were treated with newspaper many years later.
amnestics after questioning. The event was
subsequently covered up, the old school
abandoned with a new one erected, and soda
was officially banned by the town’s council.
Records of the event are unavailable to players
until the operation is over.

Thomas Lee’s Perspective of ‘76?


It was that night that Thomas Lee sneaked his
high school sweetheart, Becky, out of her
parent’s house to attend that football game.
Thomas reunited with his friends John & Rick
and they were all having a good time. When the
vendors arrived during half time Thomas was
thirsty and took some Brazzy Blue, while Becky
declined the free drinks.

44
The Oddities of Gerretin, West Duplicate High Schools: Players are only made
aware of Timberland High when talking with any
Virginia.
of the townsfolk, but going to the location or
When players visit the town in the present day
consulting records will reveal it was constructed
make sure to mention these oddities over the
and founded in 1977. Players may discover there
flow of the game as naturally as possible.
is an abandoned high school through the death
Prohibition on Soda & Football: This town has records at the funeral home, or exploring the
banned the sale, and consumption of, soft drinks town for closed roads, or conversation with
and games of Football. This law isn't strictly older townsfolk.
enforced by police, but going to restaurants will
reveal the lack of such offerings. This law was Floating The Clues
passed in 1976 with a unanimous vote by the This is the key advice to all new Administrators.
legislature. Limited records show this was Do not be afraid to adjust where clues are
passed in response to a public outcry from the located as needed. Focus on keeping the story
fact such carbonated drinks were linked to flowing, and don’t stonewall them too hard. This
multiple student deaths. The UIU’s cover up scenario is designed to try and account for most
claimed that carbonating the local water common actions, but there are times where
contaminated the minerals to the point that it players are unpredictable. Take time and come
caused delirium in its subjects and caused up with ways that a clue can make an
violent outbursts. appearance elsewhere just in case.

Lack of 1976 Records: Attempting to track down


detailed records of what happened in 1976 are
downright impossible to locate. The UIU purged
as many records as they could in 1976, and
amnestized the entire town. Operatives may
notice, in any records found, ads for SCP-1863.

Mass Gravestone: The local funeral home and


graveyard have many tombstones with the same
ominous date of ‘May 6th 1976’ as the death
date, each one aged 18. Becky’s tombstone is
found here, with a rose left behind by Thomas
Lee.

Lack of Updated Map: The map for Gerretin


hasn’t been updated since the 60s, mainly as the
town’s council doesn’t have it high on their
priority list. Anyone who uses, or observes this
map while driving, may notice the roads that
lead to Rockledge High School have been
rerouted to Timberland High. The U.I.U. funded
the construction of Timberland High which was
completed in 1977, All roads originally leading to
Rockledge were rerouted. Taking obscure dirt
roads, or heading on foot, are the only viable
options to reach the abandoned High School.

45
The Cast of Non-Player Characters (NPCs)
Below is the full cast of NPCs for ‘Melancholy Ventures’.

THE CASE OFFICER THOMAS LEE

Artwork By: Theresa Donhauser (CC-BY-SA 4.0) Artwork By: Theresa Donhauser (CC-BY-SA 4.0)

Description: The Case Officer is a stern, Description: Thomas Lee is a 63 year old
matter-of-fact, business type woman who news paper editor for the ‘Gerretin Star
says things as they are. She’s a woman that Gazette’. He has recently gone missing, and
wants the job done, and expects success being the survivor of an anomalous event,
from her operatives. he must be found.

46
BECKY FARNSWORTH MISS ABIGAIL RENTON

Artwork By: Theresa Donhauser (CC-BY-SA 4.0) Artwork By: Theresa Donhauser (CC-BY-SA 4.0)

Description: Victim of the anomalous Description: Innocent, but nosey neighbor of


incident with SCP-332. Was a sweet Thomas Lee. She was the one that reported
highschool girl, and a loving girlfriend of him missing to the police after missing a
Thomas Lee. Her death was covered up by couple daily lunch get-togethers.
the Unusual Incidents Unit.

47
EDWARD BLANCO SHERIFF WILLHOIT

Artwork By: Theresa Donhauser (CC-BY-SA 4.0) Artwork By: Theresa Donhauser (CC-BY-SA 4.0)

Description: Sovereign citizen, weed seller, Description: Active sheriff of the town, and
and neighbor of Thomas Lee. Hates isn’t too friendly towards outsiders.
authority, and will push back against anyone Presently works for the SCP Foundation as
who reveals themselves as workers for the an embedded agent, and will be cooperative
government. In position of 420-J after he to any other Foundation personnel and use
saw it fall out of a speeding van. his powers as sheriff to help.

48
HAROLD GRIMES AGENT LONGHORN

Artwork By: Theresa Donhauser (CC-BY-SA 4.0) Artwork By: Theresa Donhauser (CC-BY-SA 4.0)

Description: Employer of Thomas Lee, and Description: Longhorn is one drink away
operates the local newspaper company. He from looking like a guy straight out of a
is a bit slimy in personality, but overall is an detective noir film. He carries a flask of
honest business owner. He fired Thomas seemingly endless bourbon and carries a
Lee for refusing to come into work, and not classic revolver in his right pocket. He’s a
returning any calls. He doesn’t know he was high functioning alcoholic, and an
reported missing. embedded agent of the SCP Foundation.

49
GRAVEYARD HELPER

Artwork By: Theresa Donhauser (CC-BY-SA 4.0)

Description: Employee of the local town’s


funeral home. She’s friendly, helpful, and an
amature sketch artist.

50
Scene 1 - The Briefing encountered the anomaly. One thing to keep
Roleplaying the Case Officer in mind is that Amnestics back then were
The Case Officer is a stern, matter-of-fact, not as safe and reliable as they are today.
business type woman who says things as they They tended to cause brain damage, wear
are. She clearly doesn’t want to be tasked with off, or both. Given the time period, and our
this mission, as to her it’s a complete waste of ‘Safe than sorry’ approach to witnesses, this
time. She wants to wrap up this briefing as presumption of faulty amnestics is almost a
soon as possible, so that she could work on guarantee.” She pauses before closing the
stuff she deems more important. With this in manila envelope.
mind, read the following. (Or Paraphrase)
“I will be working with the research
department in attempts to locate the
You begin in a briefing room, similar in style unredacted version of this report, as it has
to an interrogation room but without the yet to be digitized. In the meantime you are
harsh lights or cops. After a few minutes, a to track down and locate Thomas Lee. If you
lady in a black suit enters the room and sits have confirmation that the amnestics have
down across from you. She opens her bag worn off, or remembering the anomaly in
and hands each of you a file labelled general, you are to detain him and bring him
“Operation 1755-B”. “Shall we?” She says as in for proper evaluation and
she passes out manila envelopes to each reamnestization. This is our old technique
one of you, before opening up her own. coming back to bite us, and we have to clean
“This is a simple missing persons case, and it up. Any questions?”
the only reason that we’re involved is due to
the fact that said missing person is of The Manila Envelope
interest to The Foundation.” She sips her The files inside the manila envelope include
coffee before proceeding. “The P.O.I’s name the following:
is Thomas Lee. A white, sixty-three year old
newspaper columnist, living in Gerretin, ● A portfolio on Thomas Lee*
West Virginia.” ● A key to Thomas’s house
● A tourist pamphlet for the town
She pauses to yawn before finishing her ● The fully redacted incident report
sentence. “Attached to the summary report
of the man is the most recent photograph *Picture of Thomas Lee is included in the
we have on record, as well as the key to his Handouts packet.
house.” She licks her finger tips and turns
the page. Common Questions
Below are common questions that players may
As each one of you follows suit, you are ask, and their answers. The Administrator
greeted to a heavily redacted page with the must anticipate any questions not listed here.
SCP insignia on the upper right hand corner.
Q: Why can’t we get the unredacted documents
“This is all the information we have about
first before we head out?
‘The Incident’ that he encountered
sometime during the cold war.” She even
grabs the photograph attached to the A: “Well… given the fact that we don’t have a
document, and flashes it around, it’s solid date, the lengthy digitizing process,
completely blacked out. and that he has been missing for a few
days… we’d decided to get eyes on the
“What we do know is that the amnestics ground sooner than later.
used during that time period, ‘Chemical 101’
was likely used to amnestize him after he

51
Players will never get the full unredacted files
If you were to lock an anomaly in a box,
until the epilogue of the story. This keeps them
leave it alone, and it easily escapes, then it's
from knowing the full scope, and to uncover it
probably Keter.
as it goes along.
If said anomaly is the box itself, then it's
Q: Will we have any cover given to us?
probably Thaumiel.

A: “You can choose which type of cover you You are skilled enough on the field to handle
would like to go in under. What we can offer anything for the most part that is Euclid, or
is civilian, business, local police, or even below. Backup will not be granted unless
federal covers. The businesses we can offer you can prove that an anomaly is at play, and
tend to be handyman jobs. that it is in all likelihood a Keter... or a
particularly nasty Euclid.”
Players may ask for a more exotic cover, it is
up to The Administrator to allow this.

Q: What should we do if it turns out that this is Q: Can I request a firearm, (or above standard
a greater threat than anticipated? issue equipment) for this operation.

A: “Unlikely. Given that we have not had any A: “This mission is considered low risk, and
other people in the area go missing and no perfect for new operatives. You will be given
further reports from our embedded agents standard issue equipment.* Nothing more,
in town. You are to call me if you feel things Nothing Less.”
are getting out of hand, but make sure to
apply the box method and properly evaluate Refer to the ‘Standard Issue’ segment.
the risks before calling. You are operatives,
don’t call for backup unless you have proof Q: Can I obtain a tranquilizer or stun gun?*
that the threat is in all likelihood a Keter.”
If No (Recommended): “Given the old age of
the man, we are not permitting any type of
tranquilizers or stun weaponry to be used on
Q: Box Test? Keter? Thomas Lee given his age and increased
risk of death. If you need to sedate him, use
A: “Well let me explain the box test again as your non lethal combat training.”
you are all fairly fresh agents, and refresh
you all on our classifications. The box test is If Yes: “Given the old age of the man,
an informal guide on how to identify the tranquilizer has a high risk of death. You
class of an anomaly and assess risks may obtain one, but use it with care and only
properly while in the field. In short, it goes out of necessity.”
like this:
*The Administrator is advised not to permit
If you were to lock an anomaly in a box, tranquilizers, given the risk of the climax of the
leave it alone, and are fairly confident that scenario being cut short before it even
nothing bad will happen, then it's probably happens. If permitted then The Administrator
SAFE. should consider adding the risk of his heart
stopping with a LUCK roll. (Follow STUN
If you were to lock an anomaly in a box,
DAMAGE rules for using stun weaponry.)
leave it alone, and you're not entirely sure
what will happen, then it's probably Euclid.

52
Standard Issue Equipment Scene 2 - Welcome to Gerretin
Standard issue equipment typically consists of As characters enter Gerretin, read:
the following, and players can receive them
After a few hours of driving, you come to the
before they head out on the mission without
small town of Gerretin. As you drive down
rolling for bureaucracy.
the street to your destination, people wave
● Concealed Kevlar Vest. and smile. It seems like the kind of town
● Light Pistol w/ one attachment (Or where everyone knows each other, and not
Medium Pistol with no attachments). much ever happens. It’s hard to know what
● Light Level Tranquilizer* the Foundation would worry about in a place
● Two Way Earpiece transmitters. like this.
● Burner Phones

If players manage to successfully roll their From this point, the players can either go to
bureaucracy, then you may offer any of the the police station, or Thomas Lee’s house. The
‘upgrades’ that they desire. As The players may choose to split up, it is entirely up
Administrator you may opt to limit how many to the Administrator to say if this is allowed or
they can get. not.

● Concealed Reenforced Kevlar Vest The Diamond Maze


● Medium Pistol w/ one attachment (Or The rest of this scenario is not as
Heavy Pistol with no attachments) straightforward as it was from here on out.
● Medium Level Tranquilizer* Each possible location that the player can go
to, that the scenario anticipates them to go to,
*Tranquilizers are only standard issue, or even is detailed here. Under each scene lists the
obtainable, if The Administrator has allowed it. page number, and the title of the scene in
question.
Outcome
After speaking to the Case Officer and going From the start players commonly either go to
over the files, she hands one of the players a one of three places. Thomas’ House (Housing
set of car keys and burner phones. Complex, Directly Below), The Police Station
(The Station, Page 63), or Where Thomas
worked (Thomas’ Workplace, Page 62)
“These are for the unmarked car, and your
line of communication to me. Inside you will
find two types of covers available to you.
Housing Complex
The first one is the ‘Delbarton Police’ cover. Once players have elected to head to Thomas
This cover works under the presumption Lee’s house, read the following.
that you were called in to help with the case.
The second cover is the standard FBI. Both After a few more minutes of driving, you
types of cover will stand up to basic each enter a housing complex. Each house
scrutiny, just don’t give someone a reason to on the street is separate to one another, with
do some digging.” a white picket fence in between them, and
cars are either parked in their driveway or on
“If you need my assistance, my number is the side of the complex’s roads. It looked
555-220-3200. I can help you find a field
like a neighborhood lifted straight out of the
agent, or look something up in our database
American Dream. Up in the distance you can
if you need it. The codeword is ‘Extra
Foundation’. If there are no further just make out Thomas Lee’s house, with his
questions, be on your way”. driveway empty. How do you approach
Thomas Lee’s house?
This box assumes that they did not invent a
cover themselves during the briefing.

53
Let the player(s) discuss among themselves The Front Door
how they wish to proceed. In terms of the As the player elects to go to the front door,
scenario itself it doesn’t matter what they grab the player’s map handout and place it
choose to do. Regardless of how they choose before them. Refer to The Administrator’s map
to respond, common choices are parking in the of the house and read the following:
driveway or a distance away. At this point, (Make sure to point out the living room, and
anyone with Alertness equal to, or higher than the stairwell. Use the legend on The
30% does not need to roll. Everyone else must Administrator’s map.)
roll Alertness skill to determine what their
characters notice. As you approach Mr. Lee’s house and reach
his doorstep you notice that the door is
If Everyone Succeeds: You all notice an old actually slightly ajar. Not only that, you
lady within her own home staring at all of notice that the lights are still on. Without
you as you get closer to Mr Lee’s house. Her moving any further you can just make out
house neighbors Mr. Lee’s house, on the left what appears to be the front staircase, and
hand side, and she just stands there with her the living room. What do you do next?
eyes trained on you. After just a few
seconds she turns and walks out of frame,
but only after she notices that you've seen Anticipate that players may decide to walk
her. Not only that, but you notice the other around the house first, and make sure to
neighboring house, the one on the right, has describe the rooms they see on the first floor.
cameras all over its exterior… some directed When they finally head inside, read the
towards Mister Lee’s house. following: (Adapt if needed)

If Some Succeed: Your character(s) notice As you head into the house you are greeted
an old lady staring at you all from her with an overwhelming sense of vintage
window as you get closer to Mr Lee’s house. decor. The wooden staircase, the lack of
After just a few seconds she turns and modern appliances, and a familiar ‘old man’
walks out of frame, but only after she smell that lingered in the air. This would
notices that you've seen her. It’s at this point appear to be consistent with what to expect
when everyone, including the ones who from a sixty-three year old American baby
failed their Alertness check, notice the other boomer, such as Thomas Lee. You notice
neighboring house, the one on the right, has the dining room on the left hand side, well
cameras all over its exterior… some directed what could be called a dining room with the
towards Mister Lee’s house. miniature tables and stools. Beyond the
dining room appears to be a kitchen of
If Everyone Fails: The only thing that stands
sorts. Where do you go next?
out in this housing complex as you approach
Mr. Lee’s house is that the neighboring
house on the right has cameras all over its The house is meant to be very “boomerish”,
exterior… some directed towards Mister and the Administrator should lean into that
Lee’s house. when answering questions about the decor.
There are no computers or any sense of
modern technology within this house.
If any players want to proceed and enter the
house, go to “Thomas’ Entrance” (Next Entry).
If they want to talk to the old lady, go to ‘The
Old Lady’ (Page 60), if they want to talk to the
guy with all the cameras go to ‘House No. 420’
(Page 60).

54
First Floor & Key Clues. If players would like a readout of the contents,
Here are all the possible areas that can be use the following:
found, with their accompanying clue. No rolls
are needed to notice a clue, except for the LOCAL NEWS
Dream Journal. A Retrospective View of a Bygone Era
For those of us who have been araound for
Living Room With Newspaper half a century or so can attest to the
The living room has an old bookshelf, a faded dramatic change in the American home.
Here I will try to show the, in my opinion,
couch, and a coffee table. The only thing of
most noticeable changes or differences. I
interest in this room is the newspaper, which
promise to try and restrain my inner grumpy
sits on the coffee table. Read the following old man. Instead, I’ll try to maintain the
once they have entered the living room: impartial scientific mindset of a time
traveler peeking in the windows of homes
As you walk into the living room, on top of from the 70s and comparing them to the
the low coffee table, is a rolled up homes of today. Actually, a time traveling
newspaper. It’s dated a couple of weeks Peeping Tom sounds kinda creepy - so, on
prior to the present day, and without second thought, I’ll stick with the grumpy
touching it you notice Thomas Lee’s name curmudgeon. On with the list… and you kids,
on it. get off my lawn! -- Thomas Lee

Amnesia! What? Why? and Who? - Joke


Present The Newspaper handout to the players submitted anonymously.
at this moment, below is a miniature version of
what it looks like: NATIONAL NEWS
Famed Belgium Artist Visiting The States!
The rumors of Guilaume Namur visiting the
states have been confirmed!

Lake Closed Off by The FBI!


Reason: Several people have gone missing.
What is going on? What’s the government
hiding from us?

Breaking News from Salvation Indiana!


The Head Cheerleader has gone missing! If
you have any leads, please contact the
investigative unit.

Artwork By: Theresa Donhauser (CC-BY-SA 4.0)


Dining Room With Sticky Note
Read the following, once players have decided The Dining Room, which only contains a
to take a closer look: couple of mini tables and some stools, is quite
empty. Inside it has The Sticky Note. The sticky
Once you have opened up the newspaper note has three names, but the one of interest
you notice that it's a copy of ‘Gerretin Star that propels the story is ‘Becky Farnsworth’.
Gazette’, the place that Thomas Lee works Read the following once players enter The
at. The right side has the ‘National News’ Dining Room
column, filled with various articles from
other parts of the country. The left hand side
is a full column written by Thomas Lee.
Titled ‘A Retrospective View of a Bygone
Era’.

55
If players struggle to make out the scribbled
out text, read the following.
As you enter the Dining Room you get a
pinch of stale air that fills your nose. Anyone reading the note with an intelligence
Looking around you see a couple of stools, score higher than 60% can make out the
and two mini tables. One is empty, while the scribbled out words, else it will require a
other has a plate with some crumbs on it. successful intelligence check.
Next to the plate appears to be a sticky note.
If Successful: You manage to notice that the
scribbled out section contains the words
Once players decide to get closer to the tables, “Who” and “She”.
or investigate the sticky note, pass around the
Sticky Note hand out and read the following: If Failure: You stare at the scribbled out
section for a while, unable to make anything
of it for the time being.

If players choose to research the names on the


spot, skip to RESEARCHING THE NAMEs on
Page 59 for information on how to handle it.

Kitchen with Milkshake Recipe


The Kitchen is rather long and vast, taking up
an entire hallway. It has several drawers, an old
refrigerator, a blender, and several other
household kitchen appliances. The big note
here is that everything is still rather vintage,
and stuck to the refrigerator is the milkshake
recipe. Read the following once players have
entered the kitchen hallway:
Artwork By: Theresa Donhauser (CC-BY-SA 4.0)

The one thing that takes up the most room


As you get closer to the table you realize
on the first floor is the kitchen. Once inside
that the sticky note has three names, as well
you notice that the entirety of the hallway is
as a scribbled out section. The names are as
filled with vintage appliances. An old
follows: ‘Becky Farnsworth, Rick O’ Shea,
refrigerator, various drawers with bowls, a
and John Smith’.
blender, and more.

Players may try to look at the clue to guess


Once the players have made their way towards
what words are scribbled out. Allow them to
the refrigerator, or walks around the area in
do so, and rely on the character’s intelligence
general, hand out the Milkshake Recipe
test only if they can’t make anything out.
handout and read the following:

56
Upstairs & Key Clue(s).
Players may choose to go upstairs, and if so
read the following:

As you head up the stairs you notice how


well furnished everything is. The place is
generally well kept, for the most part, and by
the time you make it to the top you are faced
with one of two options. There is a door on
your left and to your right. Where do you go?

Let players decide where they want to go next.


Guest Bedroom Page (To the right) Unused
Bathroom (To the right) and Thomas’ Bedroom
(Next Page).

Guest Bedroom
The Guest Bedroom has no direct clues, but
for players will appear unused by really clean
yet not frequently used. Thomas began only
recently using it, and even decorated it with
more nostalgic valuables, but not as much.
This was due to him trying to recapture his
‘Summer Vacation with Becky’ (Dream
Journal) with no avail.
Artwork By: Theresa Donhauser (CC-BY-SA 4.0)
Players with a high Insight will recognize that
It was at this point when you noticed a this room seems to have been made recently,
vandalized milkshake recipe on the fridge. as if they were expecting someone to visit.
The paper seemed aged, but professional
looking. It’s riddled with comments about it As you open the left door you see a fresh,
not being ‘right’, and questioning the and lightly used Bedroom. It stands out from
instructions. the rest of the house, given how clean it
appears in comparison to other rooms. If
The Milkshake Recipe is from the old lady next your Insight skill is equal to, or above 40%
door, Mrs. Renton, who gave it to Mr. Lee to you don’t need to roll as you realize
make for one of their lunch time get-togethers. something else that sticks out. Everyone
Thomas Lee, given his effects he is under, else will need to roll the skill to be on the
complains about them not being exactly as he same page.
remembered (When he was in high school).

First Floor Outcome


Those are all the clues on the first floor of the
house that players can find. From this point on,
players typically choose one of the two
options: Go Upstairs (Upstairs & Key Clue(s),
Just Below), Leave the house (Scene 3).

57
What players notice is that the layout of the
As you flip through the book you are
room seems to accommodate more than one
surprised to find entries dated as far back
person, and appears to have been made in
as 1972, and as recent as 1976. Not only
preparation of having someone over, else it
that, but various old entries have fresh
just appears like a normal unused room. Below
comments scribbled into the margins. The
is what to read depending on the results.
last entry in the journal to have a fresh
comment scribbled in next to it reads as
If Successful: You realize that everything follows: “Tomorrow I’m tempted to persuade
seems… too proper. The pillows on the bed
Becky to sneak out of her house for a date…
are stacked, and when compared to the past
I’ll talk to her about it tomorrow after class.”
room gives you a feeling that Thomas Lee
may have been expecting someone to come The fresh comment that was scribbled in
over and visit. next to that reads “My love… I’m so… so
sorry…” The rest of the entries do not have
Failure: You look over this room for a bit, any fresh entries.
and it seems to have nothing hidden or that
stands out. The only thing of note is that it
seems surprisingly clean when compared to
the other rooms.

There is nothing else extra that players can


find, and make sure to explain this if they
attempt to search and the like. It is just a clean
guest bedroom, nothing more, nothing less.

Thomas’ Bedroom
This room is an all around mess, and has its
own bathroom inside. Not only that, but it
contains two separate clues. Thomas’ High
School Journal, and his Dream Journal. The
former is on the bed and easy to locate upon Artwork By: Theresa Donhauser (CC-BY-SA 4.0)
entering the room, the latter however may
require an Alertness check to locate. Read the [Above is the journal inside Thomas Lee’s
following: messy bedroom. Go to the handouts section for
a full resolution version.]
As you walk into what appears to be Mr.
Lee’s bedroom, a room in disarray with Thomas’ Bathroom
various clothes and items tossed about, the If any players examine the bathroom this is
first thing that instantly stands out to you is what they find:
the journal laying on his bed, and the private As you enter his bathroom you notice a
bathroom. What do you do? small tub, standard toilet, and a waste bin
filled with various bloodied bandages. The
bandages seem to range from the
Thomas’ High School Journal discoloration from the blood. Behind the
This clue is located in plain view on his bed for mirror contains various medications, one of
any player to discover and look through if they which is an antipsychotic. It seems to
desire. Read the following once a player appear as if he took more than the
character has opened the book and begun to recommended dosage.
skim its contents.

58
Thomas’ Dream Journal Station (Scene 6), or research the names.(See
After the players have walked around the room Below).
for a short amount of time, have them roll for
Alertness. Any player with alertness 80% or Researching the Names
higher succeeds automatically. Players may, at any point, attempt to do
research on the people listed on the notepad.
This requires a Search check when looking up
To Whoever Succeeds: As you walk around
the names. Any player with Search skill 30% or
Mr. Lee’s bedroom you realize that one of
higher succeeds automatically. Any other
the wooden planks in the ground sounds
players have to roll.
hollow. To confirm your suspicions, you
firmly pressed your foot around on other
nearby planks that proved to be solid. What If Successful: You manage to track down the
phone numbers of Rick O’Shea. It turns out
do you do now?
that shortly after graduation they left town
If Everyone Fails: Nothing else stands out to and moved out of state. You also find an
you in this room. obituary listing for Becky Farnsworth, who is
buried at the local town cemetery, but
detailed information is only available in
Players will find that the wooden plank is person. John Smith is too much of a
easily removable, and underneath it is a common name to find anything.
non-descriptive black journal. Read the
following once it is opened: If Failure: The only thing you really find is an
obituary listing for Becky Farnsworth, who is
As you flip through this journal you realize buried at the local town cemetery, but
that it is quite recent as the earliest entry is detailed information is only available in
dated just a few months ago. The entire person.
journal seemed to focus around him
remembering long forgotten memories. The Contacting Lee’s Friends
dreams seem to focus around his last high If players attempt to make contact with Rick or
school summer vacation. The first entry is John they will be greeted with friendly, but
fairly bare with a couple of sentences about hesitant gentlemen. They will mainly explain
how he went on a roadtrip with several of his that Mr. Lee called them up recently to discuss
friends. But each and every subsequent the last time they hung out together as a
entry thereafter is further enhanced with group, to which they deny ever knowing him.
details, and better clarity on what happened.

The final entry, dated a few days ago,


indicates that he is remembering a late
night date he had with Becky.

Outcomes
From this point on players have multiple leads
to explore. Keep this in mind and go to the
listed section when applicable. While this
covers most options a player may choose,
don’t be afraid to improvise a location or
encounter if players think outside the box.

The most common options are to visit one of


the neighbors (Mrs. Renton in Scene 4, or
Edward Blanco in Scene 6), visit the Police

59
Scene 3 - The Old Lady Ms. Renton doesn’t have much else to offer in
The old lady watching the players is Mrs. anything else that she noticed. If players
Renton, Thomas’s neighbor. Her watching the investigate her house they will find nothing out
players is a red herring, she poses no threat to of the ordinary other than the fact that she was
the players. just a nosy neighbor.

Roleplaying Mrs. Renton Scene 4 - House No. 420


Mrs. Renton is the caring grandmother type. The resident of this house is Edward Blanco,
The kind of person who invites any visitor the local drug dealer and sovereign citizen. As
inside to chat. If the players go to her house to the players approach the house, any player can
talk to her read the following once they knock: plainly see that the house has a bunch of
cameras that follow them around as they walk.
After you knock on the door you wait a few
seconds before it is opened by an old lady in If the players knock on the door, read the
her mid 60s. She smiles and says “Ohh… following:
Visitors! I’m Mrs. Renton, how can I be of
help?” This entire house reeks of something foul,
and the smell was borderline overwhelming
once the door was open. It is then when you
The following is broad information that Mrs. are met face to face with a scruffy young
Renton can provide to the players as she is man who simply asks “You ain’t cops are
being questioned: ye?” What do you do?

Q: Was Thomas Acting odd more recently?


Roleplaying Edward Blanco
“Well not really no… I mean he lived in that Edward is a sovereign citizen, someone who
house for a few years and only opened up to thinks that they only have to answer to
me recently. Like… a few months ago? We themselves and the particular part of the law
have since become good friends. We’d have that they agree with.
weekly get-togethers and enjoy some food
he’d made. Oh! There was one time he Admitting Who You Are
brought some milkshakes he had made and If the players give any indication that they are
kept going on about how they didnt turn out Officers or Government officials, Edward will
how he wanted, but I assured him they were immediately shut them out and deny helping
just perfect!”
them in any way unless they have a warrant.
Rambling on about the articles of
Q: Did Thomas appear injured? confederation and how “They can’t take away
“His hand wasn’t looking too good the last my freedom”. If players attempt to enter his
time I saw him… I actually tried to convince house without him letting them, he will begin
him to let a doctor take a look at it, but he to bluff about having a shotgun and how he’s
insisted that he was okay.” not afraid to use it. If players manage to get
past the door he will promptly back down and
beg for forgiveness.
Q: When was the last time you saw him?
“I saw him at our last meeting where we
didn’t eat anything… Instead he just seemed
like he wanted a friendly face to talk to. He’s
my only true friend around here… I swear my
own flesh and blood is just waiting for me to
croak. ”

60
Going Undercover If the players mention that they are looking for
If the players say that they are not Officers, Thomas, read:
Edward invites them in to smoke some weed “Oh that guy? He came round ‘ere just last
and relax. If they let Edward know that they are week complaining that my stuff ain’t good
cops, then refer to the notes about roleplaying enough! How it wasn’t like he remembered!
the character below. Once the player The nerve of him I tell ‘ye. I think I got that
characters enter the house read the following: on film… one second”. He then goes to the
computer and scrubs through the footage.
The house smells very strongly of “Here.”
marijuana, with plant pots of weed in every When players watch the footage, rather it be
corner of every room. It’s hard to see much with or without Mr. Blanco's assistance, they
because of the excess smoke and flashing can make out two things. Read as follows:
neon lights that are assaulting your eyes.
“How can I help you fine gentlemen? Could I
interest you in some fine buddha?” When you watch the footage on the
computer you notice that Thomas and
To the left on a small table is a jerry-rigged Blanco are in some kind of argument, and
laptop with multiple wires leading from it. then Thomas storms off. There is no audio
within these recordings.

If players accept the weed offer read the Scrubbing further through the footage you
following: can make out the last few minutes Thomas
was in his house. He appears to storm out in
Edward grins ear to ear as he slides each
a state of confusion and shock, his left hand
person who accepted the offer a couple of
blooded and heavily bandaged, as he gets
expertly prepared blunts. Do you smoke the
into a red mustang muscle car and storms
offered weed, or pocket it instead?
out of his driveway and onto the road.

If players smoke the weed they will be required


to make a CON*5 Test. Failure will impose a Outcomes
+20% Bonus to SAN checks, but a -20 % From here, the players can go visit the
Penalty to everything else for as long the graveyard (Scene 7), contact their Case Officer
Administrator desires. for assistance or go to Thomas’ workplace. If
they chose to call the Case Officer, read
If players are skeptical, or attempt to examine
the weed, have them make a History check at
You ring the number and a voice replies
a -20% Penalty. 10% in [REDACTED], or Special
“Sammy’s Crusty Pizzeria, can I take your
Training in ParaHistory, will result in an
order?”
automatic success.
If the players don’t respond with the codeword,
If Successful: You realize that this is no the Case Officer gets a bit annoyed but breaks
ordinary form of weed. This is in fact
cover and asks the players for an update. If the
SCP-420-J “The Best [REDACTED] in the
players ask for a warrant, they must make a
world.” This was reported to have been
misplaced and missing by former luck roll. On a success, the Case Officer tells
employees a few months ago. them to talk to the Sheriff. On a failure, the
Case Officer sighs and informs them to speak
If Failure: This is just ordinary weed, nothing with Longhorn at the Station. Either way, move
more or less. on to Scene 6 (The Station).

61
Scene 5 - Thomas’ Workplace Looking Around
The Gerretin Star Gazette is a small, but The players may decide to look around and
admirable newspaper for the small town. It’s even at Thomas’ desk. This is what they find if
only a single floor and only has a handful of they do so:
parking spots. When the players arrive read the
following: As you look around the broader office, and
inside Thomas’ desk, you find various
As you arrive at the small newspaper office newspaper clippings of delirium from
you can just make out the signs of a poisoned mineral water, various casualties,
struggling man trying to carry multiple the banning of soft drinks and football, and
boxes through the front door. What do you old advertisements for Brazzy Blue Soda.
guys do? Does anyone have a Science (Biology), or
History of 40%?

Assuming the players assist the struggling


man they gain access into the building and
place the various boxes near the editor’s room:

“Thank you guys so much for the help… who


knew paper could be so heavy. How can I be
of help?”

There are various angles the players can


choose in their questioning. Below are the
common questions:

Q: Have you seen Thomas Lee?

“No I haven’t and in all honesty good


riddance. I have given him multiple days to
call me back and he hasn’t even showed up
to work! I had no other choice but to let him Artwork By: Theresa Donhauser (CC-BY-SA 4.0)
go.
If players meet the 40% requirement then they
automatically succeed, otherwise they must
roll for the following information:
Q: Was there anything odd about him?

SUCCESS: You notice that this is all the


“Nothing of note really… other than the
signs of a UIU coverup, even the cause of
nostalgia pisces he has been putting out the
deaths listed makes no sense.
past couple of months. While I didn’t really
like the format switch, it did seem to boost
FAILURE: Nothing else stands out within the
sales among the older demographic so I
documents.
cannot complain.”

Outcomes
From here, the players can go visit any location
they have not visited yet. Most commonly
players then go to the Forgotten School (Scene
7 on Page 65).

62
Scene 6 - The Station Longhorn won’t have much information, but
The police station in the small town of Gerretin can offer documentation of the missing
is hardly active, and they shouldn’t have an vehicle with a license plate. Said
issue reaching the receptionist’s desk. Read documentation will reveal that there was a
the following: ticket ascribed to the vehicle for driving under
the influence near the local highschool in the
The police station looks like it’s barely used. 70s (Other than that, it’s squeaky clean).
The gun rack is covered in dust and rust, like If the players ask Longhorn for a warrant to
the firearms there haven't been used in
investigate Edwards' house, or if the players
years. The receptionist is at the dest,
say they are going to head out in general, he
distracted by a game on her phone.
will insist that he comes with them to help out.
It is up to the players to decide if they want to
If the players chose to go to the police station bring him around
at the beginning of the game, they can talk
with anyone about the case as long as they Roleplaying Sheriff Whillholt
provide their IDs.However, they won’t have any The Sheriff is a gruff unkind person who
information offhand to offer. doesn't take too kindly to out of towners. He’s
the kind of guy who keeps a gun on his
If the players arrive from Scene 4 (Edward’s
bedside table, just in case. The Sheriff will
house) they can go to the secretary and ask
grow more cooperative if the player characters
for the person the Case Officer told them to
reveal that they work with The Foundation,
talk to. Depending on who they talk to, refer to
otherwise he will be a bit abrasive.
their roleplay guide below/overleaf.
A luck check may be called to determine if the
Longhorn and Sheriff Conrad are both
Sheriff isn’t in his office at the moment. If it’s a
embedded agents of the SCP Foundation, and
failure then the players may choose to look
can do anything in their power to assist in
around until he shows up. There isn't much in
certain investigations.
his office, other than a revolver, a few files, and
Roleplaying Detective Longhorn a Foundation Level 3 ID card.
Longhorn is one drink away from looking like a His information will be more detailed, given his
guy straight out of a detective noir film. He age and long history with The Foundation.
carries a flask of seemingly endless bourbon When asked about the incident that happened,
and carries a classic revolver in his right he will explain that it was “something really
pocket. He thinks of himself as the next great tragic” and “various lives lost.” His memory is a
sleuth, someone on the same level as Holmes bit fuzzy on the details, but he can confirm that
or Poirot. He’s not. Read the following when the UIU personally covered up what happened
they enter his office: back then.

Outcomes
Commonly players head to either Thomas’
As you step into the office, it feels like
House, Edward’s House, or The Graveyard from
you’ve stepped into a scene from a detective
here.
movie. The room even looks like it’s in black
and white noir. Longforn is leaning back in
his chair with his feet up on the dest. The
room is so filled with cigarette smoke you
can barely see.

63
Scene 7 - Graveyard
At the entrance to the graveyard is a small
office building, presently with its lights on and You arrive at Becky Farnsworth’s final
a woman visible inside from one of the side resting place, moss slowly growing over her
windows, and the cemetery is left unattended. tombstone with a fresh rose placed on top.
The main inscription reads ‘In loving
Read this aloud:
memory of REBECCA “BECKY”
FARNSWORTH who passed away on the 7th
As you pull into the ‘Sundown Funeral of May 1976, aged 18.’ There is also a quote
Home’’ three things stick out to you. The that reads ‘We will always remember each
burnt rubber on the pavement, the small other’s spirits, as time goes drifting on…’..
office building, and the unattended The quote seems to be part of Northridge’s
cemetery field. What do you do? Alma Mater, and more disturbingly is the
fact that there are various similar
tombstones nearby. Each one with the death
Players may decide to go for the graveyard date being May 7th, 1976 with the alma
right away in search of Becky’s tombstone. mater.
Players looking for the tombstone will find it
within a couple minutes if their Search skill is
Roleplaying the Graveyard Helper
30% or higher, else it will take them extra time
The graveyard helper is quite easy. She’s a
to track it down. Eventually they will find the
young woman, likely in her twenties, and she’s
tombstone, pictured below, and read the
working her 9-5 job just trying to get by. She
following aloud:
has a friendly attitude, and is willing to help the
players with any reasonable requests.

If players notify her that they would like to view


Becky Farnsworth’s tombstone, or see records
on her, read the following:

“Another one? She must be quite popular…


we just had an older gentleman come in
about a couple hours or so ago asking to
view her tombstone.”

Artwork By: Theresa Donhauser (CC-BY-SA 4.0)

64
Asking for Death Records Checking The Car
When offering records of Becky Farnsworth Players may choose to examine the car. If this
feel free to show the picture of her with the is done read the following:
players, then read the following:
As you look through the tinted glass of the
muscle car you notice something disturbing.
If you have a ParaHistory special training, or Inside is a mess of various clothing, and a
Bureaucracy / Science (Biology) of 30% then torn box of bullets spilled everywhere. It
you succeed without needing to roll. appears that Thomas hastily ripped open
Otherwise I will require a roll of the highest the box of bullets to obtain them.
skill of the three, as you read the
documents.
Entering The Forgotten School
SUCCESS: These documents are clearly Players who choose to enter the school to
altered, as you easily notice the tell-tell
follow the blood trail are read the following:
signs of an SCP coverup, a sloppy one at
that. Various missing fields, no detailed
coroner’s report, and more. Whatever As you walk down the abandoned school it
happened wasn’t a school fire. feels as if you travelled through time.
Various references to the graduating class
FAILURE: These documents appear to be of 76 are everywhere. Old posters calling for
genuine, with the manner of death noted as summer activities, various club sign ups,
a ‘delirium from toxic carbonated water’ at and more. The main thing that stands out to
Northridge High School. you is the announcement of a private senior
only football event on the 7th of May. Does
Outcomes anyone have a Forensics score of 30%?
From here, the players can go to the school
(Scene 8) to confront Thomas, or any of the
Players may roll if they do not have the
previous locations.
threshold needed for an auto success, and
after the results are visible read the following:
Scene 8 - Forgotten School
This is the climax of the scenario as players SUCCESS: Looking through these hallways
head to the highschool, so let them talk about you notice subtle outlines that appear as if a
the facts of the case for a bit. When you feel body was laying there, as well as various
dried discolored stains. You are certain
that they have exhausted all of their talking
there were mass casualties. The last thing
points then read the following aloud:
you notice, before reaching the end of the
blood trail, is a shattered glass bottle
As you begin to pull into Northridge stained with blood.
highschool’s parking lot you immediately
notice the out of place red muscle car, and a FAILURE: The only thing you notice as you
blood trail that leads into the school. What follow the blood trail is the shattered glass
do you do? bottle stained with blood.
Thomas is at the school football field with his
back turned to the players, on his knees, and
crying. He’s holding a revolver in his right hand,
and a piece of paper in his left. Both of which
are obscured from the player’s view until he
turns around to face them.

65
Artwork By: Theresa Donhauser (CC-BY-SA 4.0)

Finding Thomas Lee.


Artwork By: Theresa Donhauser (CC-BY-SA 4.0)
Once the players have opened the locker, or
Becky’s Locker chose not to enter the building, they will notice
The end of the blood trail leads to Becky’s Thomas Lee at the school’s football field. He is
personal locker, where it has pooled up a bit on his knees, sobbing, and facing away from
and the locker door itself is damaged. Read them.
the following to players that approach. Players may attempt to sneak up on Thomas
Lee with a successful Stealth check, on a
As you approach the end of the trail of blood failure he will notice them coming (Maybe the
you see it leads to a locker. The locker is grate door to the field squeaked, stepped on a
numbered 067 and is clearly damaged and branch, or he just saw them out of his
has been broken into. What do you do?
peripheral vision).

If players manage to sneak up on Thomas and


Once the locker is open read the following:
want to subdue him, then make sure to follow
The locker creaks open to reveal various SURPRISE ATTACKS on how to handle the
different old textbooks and folders, with situation (Note that Thomas is active, but
only one thing that really stands out. An old unaware).
aged polaroid near the bottom.

66
● Close The Gap: No roll needed. Will
close gap seconds before he attempts
suicide. This will allow a player to take
SURPRISE ATTACKS one action with a surprise benefit.
If your Operative is out to kill someone
● Tranquilize Him: If he is not calm, then
who’s unaware or helpless (and nobody is
a LUCK roll is needed to determine if
trying to stop you), that’s hardly combat.
he has a heart attack.
You may not even need to make a roll.
● Anything Else: Players can be
TARGET IS TOTALLY HELPLESS, BOUND, resourceful. Be responsive to their
OR ASLEEP: No roll is needed to murder the actions.
target in one turn.
What Thomas Can Remember
TARGET IS ACTIVE BUT UNAWARE AND This part is the hardest for most new
COMBAT HAS NOT YET BEGUN: Make an Administrators. The key is to give sporadic
attack roll at +20%. Any success is a critical information, all from someone who is
hit. If it fails, the attack misses. Maybe your struggling to remember what happened. Read
Operative flinched at the last instant or over the GAMEMASTER INFO page on Page 44
maybe the target moved. Work out the for more insight on what happened. Below are
details with the Administrator. bolded bullet points on what could be covered.

● Sneaking Becky Out: Thomas admits


that it’s his fault that she died. He took
If players have failed to sneak up on Thomas her out of her home to the game.
then read the following: ● The Vendors: Thomas mentions
around halftime vendors passed out
The individual in the field rises, and turns to drinks for free. Things seemed to be
face you. Anyone with line of sight can see going well and everything was bliss.
a deranged, and sobbing Thomas Lee ● The Fighting: Thomas drank the blue
standing before them. Tears are rolling drink as he watched Becky leave to try
down his face. and break up a fight occurring in the
As you stand before him you bleachers.
notice each of his hands are holding ● The Betrayal: Thomas, angered that
something. His left hand is extremely
Becky didn’t drink the same thing,
mangled, holding onto a sharp obsidian
threw his glass bottle at the back of
rock, while his right hand holds an aged
revolver. “This… this is where it happened her head. Shattering it and forcing her
you know?” to collapse on impact. Riots ensued
afterwards. ( Thomas blames himself
Players at this point may attempt various as the one who killed her, but doesn’t
options, and it is up to The Administrator how understand why. )
effective they are, but each player only gets ● Where he got the stone: He claims
one action. The safest option would be to Becky sent it to him in the mail.
slowly approach Thomas slowly as he talks, as Mentioning the fact that they skipped
this would require no roll and guarantee rocks across the creek all them years
closing the gap enough to attempt to restrain ago.
him before he attempts the unthinkable.
All while this is being described make sure to
● Talk Him Down: Requires Successful mention that each time that Thomas reflects
Psychotherapy. If talked down, go to on his past he clenches the stone harder.
BLOOD SUCKER as he collapses to the
ground as if he was restrained.

67
Moment of Truth Seeing Angels (BAD ENDING)
Once the gap has been closed, or after each If a player has shot Thomas Lee, or he was
player has taken their action, read the sucked dry by the stone, then his last words
following: will be quite tragic as he fades away.

“I… I know what I have to do... I know what I Thomas locks eyes with [CHARACTER WHO
need to do to rejoin her.” he pauses, his IS IN SIGHT] with an almost surprised and
breathing slows down. “She was cathloic relieved look. To him he doesn’t see you for
you know? Do… do you think she would who you are, but instead believes he is
forgive someone like me?” He turns to face looking at his sweetheart becky. He simply
the group. “Would God forgive a man who mutters Becky before he subcombs to his
forgets the act of killing their love?” It’s at injuries and dies on the football field.
this point he closes his eyes, and slowly
points the gun to his head. What is
everyone’s DEX? Blood Sucker
From this point combat has started, and take If Thomas is restrained then everyone will
the DEX order to determine who goes when. If witness the stone begin to suck him dry. This
there is a tie then it is up to you who goes first will require a COMP check from everyone.
(It is advised to have Thomas go after players (1/1D6 TRAUMA GAIN)
if they tie with him.).
As you restrain him you watch as the stone
Thomas will attempt to shoot himself begins to suck him dry. His veins are
in the head on his turn. If the players try to popping outwards and his skin grows more
stop him, they must succeed in disarming him pale. I will need a Composure check from
by any applicable method (Unarmed Combat everyone witnessing this, and afterwards
for tackling him, Firearms for a called shot to what do you do in response?
shoot the gun out of his hand, etc.)
Any player that rolls 5+ TRAUMA gain is
If everyone fails to act and get the gun informed that they may project the gain onto a
out of Thomas’ hand then he will kill himself bond of theirs. If they still result in gaining 5+
before the players get to him without a roll TRAUMA then they are frozen in shock at what
being needed. Go to SEEING ANGELS (Same they are witnessing and cannot act until
someone snaps them out of it.
page) for the result.

If the players manage to get to him


Echoes From The Past
before Thomas shoots himself, the player who
If a player makes contact with the stone read
got to him first must make a LUCK check to
the following.
avoid contact with the stone when restraining
him. On a failure, they managed to touch the
The moment your hand makes contact with
stone by mistake. Go to ECHOES FROM THE
the stone your vision blacks out, and within
PAST (Same Page) for the result. a blink of your eyes you find yourself in the
On a Success they avoided contact aftermath of the incident. Various bodies,
students stabbing themselves, all while you
and have him successfully restrained. Go to
look straight ahead to see Thomas weeping
BLOOD SUCKER (Same Page) for the result.
over Becky’s body crying out for someone
Once the blood stone is separated to help him. Such a traumatic sensation
from Thomas Lee he will succumb to his requires a Composure check.
exhaustion and mutter Becky’s name before The COMP check risks a gain of 1/1D8
passing out. See MISSION SUCCESS (Next TRAUMA with the resulting amount also being
Page) for the result. added to the Operative’s [REDACTED] skill.

68
Mission Success (Good Ending) Scene 10 - Post Credits
If Thomas is separated from the blood stone, After the players are dismissed make sure to
and he is unconscious and alive, read the give them each a home scene, and then go
following. into a ‘post credits’ mode where you share
what happened to Thomas Lee in the
As you all breathe from the stressful aftermath. This is only really needed for one
situation you watch as Thomas’ mangled outcome:
hand begins to heal itself, as if it was never
injured or cut, and all surrounding blood is Thomas Lives & Blood Stone Not Contained: If
soaked up by the stone as it cleans itself. I this is the outcome of the scenario, then
will need a Composure check from seeing describe that Thomas was re-amnestied and
such supernatural a occurrence. was sent back home. He seems to have a
The COMP check risks a gain of 0/1D4 normal life for a few days, until he finds a
TRAUMA. weird looking rock in his mailbox.

Thomas Lives & Blood Stone Contained: If this


Scene 9 - Epilogue outcome is reached the post credits scene is
After driving back to the Foundation, the Mrs. Renton comes over to see if he is okay
players find themselves back in the room from and offers to take him out to get some food.
the beginning with the Case Officer.
Thomas Dies: Regardless of if the stone was
If the players failed to stop Thomas killing obtained, if Thomas dies then tragically the
himself, the Case Officer reprimands them for post credits scene will be a funeral paid for by
their incompetence. If they were able to save Mrs Renton as she sobs over his grave.
Thomas, she congratulates them on a job well
done, and promotes them to Foundation Reputation Increase / Decrease
Agents. Use the following list to determine how much
Reputation should be effected:
After all is said and done, the Case Officer
gives the players a choice on watching footage ● Thomas Lives & Stone Contained.
found at the scene of the incident. Warn them (Talked down without force): Best
that it is not for the faint of heart and may be Result increase.
traumatic to see such senseless death ● Thomas Lives & Stone Contained.
occurring. (Talked down with the use of force):
Good Result increase.
Viewing the tape ● Thomas Dies. Stone Contained: Not
If players decide to view the tape then make affected.
sure to describe what happened from the ● Thomas Dies. Stone Uncontained:
perspective of someone there taping the Bad Result decrease.
football game. The vendors passing out drinks,
the arguments, Thomas throwing the glass
bottle, and the ensuing onslaught. The ending
is advised to be an unknown figure picking up
the camera in the aftermath to pan around,
before dropping it at the sound of sirens.
Viewing the tape costs (0/1 TRAUMA FROM
VIOLENCE).

69
Stats
Below are the stats of various items and
characters within the scenario. The Blood Stone

Stats & Skills: N/A (It’s an object)


THOMAS LEE
Anomalous Properties:
STR: 10 CON: 10 DEX: 10 ➢ Amnestics Cracking: Whenever held, while
INT: 10 POW: 4 CHA: 10 asleep, the memories of the holder that
were long forgotten are recalled slowly.
HP: 7 WP:0* COMP: 40/99 The Administrator decides which
memories, and in which order, are recalled.
TRAUMA: BP: 30 Traits: 0 ➢ Vivid Dreams: When a memory is recalled
20/50 it feels like they are reliving that moment.
Skills: All Base Values (Civilian) They are like a ghost watching it all unfold.
(+1D6% [REDACTED] for the first time.)
Weapons: Junk S&W Model 36 Chief’s ➢ Forceful Recall: Someone may attempt to
Special. ( JUNK Light Pistol) recall a memory while awake. This is a
traumatic, brain splitting event that deals
Items: Blood Stone (Read stats below) trauma, and possible blood loss. (SEE
“SPIRITUAL RECALL” BELOW)
*Special Notes: Thomas Lee is exhausted,
➢ Thaumaturgic Addiction: Prolonged
and is currently at 0 WP. The only reason he
exposure to the stone may result in an
is still conscious and active is due to his
addiction to casting thaumaturgic rituals.
connection with the blood stone.
The Administrator decides if this is
applicable.
➢ Echoes of the Past: If the stone is touched
while a forceful recall is in effect, then
whoever touched it will be given the same
vivid memory that the holder recalled in
JUNK that moment. The amount of TRAUMA
Some vehicles, weapons, and other pieces
gain may be increased by the
of equip-ment are damaged, poorly Administrator, the [REDACTED] gain only
maintained, or just badly made. If your applies to the first time this is experienced.
Operative is stuck with a bad piece of gear, (+1/1D6 TRAUMA & [REDACTED]%)
it fumbles not just on a failed roll with
matching numbers, but also on any roll SPIRITUAL RECALL (Thaumaturgic Ritual)
higher than 95. A thoroughly shoddy item “Recalling one’s past is vital to saving the future…”
may also incur a −20% penalty to every use ➢ Study / Requirements: No study time, but
of it. Junky items are usually one step lower must have had at least one VIVID DREAM
in expense. Whether the one your or experienced ECHOS OF THE PAST.
Operatives buys fumbles more often or ➢ WP Cost: 1D6 (May Spend HP.)
➢ ACTIVATION ATTEMPT: May use any
comes with a constant penalty, or both, is
TRAUMA as a bonus.
up to the Administrator.
➢ [REDACTED] THRESHOLD: +10%
[REDACTED] will result in the activation
attempt automatically succeeding.
➢ Effects: Recalls one memory from the
holder of their choice, but they must know
the memory in question.
➢ AFTERMATH: The aftermath is nauseating
as they feel their soul snapback from two
places. (+1D6 TRAUMA)

70
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