SCP The Tabletop RPG

A Review of the Role Playing Game Supplement SCP The Tabletop RPG

SCP The Tabletop RPG by Jason Keech is a role playing game supplement published by 26 Letter Publishing. This is the core book for the role playing game based on the SCP collaborative wiki.

The supplement is available as a PDF from DriveThruRPG for $19.99, as a standard colour hardcover printed book for $33.99, as a premium colour hardcover printed book for $59.99, as standard colour and PDF for $34.99 or as premium colour and PDF for $60.99. It is also available in printed form from sites such as Amazon. The PDF is the version reviewed although it was purchased at a reduced price thanks to a special offer. It has 292 pages with one being the front cover, one the Table of Contents, two the front matter, five being Kickstarter backers, two being ads and four the Index.

SCP The Tabletop RPG The first bits of content contain an in-character piece from the Administrator, explaining that the SCP Foundation stands between mankind and the darkness, the mission of the Foundation – Secure, Contain and Protect – operations, special containment procedures, security, rivel agencies and groups of interest. There is then a page explaining the idea of the game, followed by one on SCP Security Levels. The book is divided into different Security Levels.

Security Level: 00 starts by explaining what SCP is, which is a community-based writing project where authors create articles or SCPs in the shared universe, and that the SCP RPG is a role playing game based in this universe. It then briefly looks at what role playing is, the roles of the players and the Director – the GameMaster – and how to read the book. Sidebars have explanations of various terminology used.

Chapter 01: Basic Rules explains that there are eight attributes, and each has a number of dice showing how good or bad a character is. Characters can have different types of dice in an attribute. An attribute check is done by selecting up to four dice, the dice pool, rolling them and ignoring all but the two highest results and adding them together. This is followed by a simple difficulty chart. If a dice rolls the maximum, it’s an exploding dice and grants bonuses dice to the pool. These can also explode. Rolls of 1 are set aside, and 1 is deducted from the final score for each dice rolled like this. This, and exploding dice, only apply to attribute checks. Proficiencies ratings are added to the result and when a check is opposed, both roll and the highest result wins. Both critical successes and critical failures are possible and modifiers can be applied to checks, one being having no appropriate proficiency. Players may try to use a different proficiency, if they can provide a good reason why, and outside of combat other characters can assist.

Chapter 02: Definitions starts by looking at attributes, which have dice. The more dice a character have, and the larger the type, the better the character fares in things such as contests and checks. The minimum an Attribute can have is 1d8, whilst the best is twelve d8s, six d10s and three d12s. The maximum number of dice that can be rolled is four; less can be rolled and the dice selected can be from any available. Higher sided dice result in higher scores, but the chances of “exploding dice” decreases.

There are eight different Attributes, which are given brief descriptions as to what they measure and what stats and actions they affect. The Attributes are essentially self-explanatory, though, and are Strength, Health, Perception, Dexterity, Fate, Charisma, Intelligence and Willpower. They don’t deviate from the norm enough to not be comprehensible.

Proficiencies come in three categories, Knowledges, Skills and Abilities. These start off at zero and can be increased. Proficiencies have a number, one including a decimal point, which is highly unusual, and have no maximum level. Following this are definitions of each of the Proficiencies, which are largely considered self-explanatory, and any specific mechanics associated with each. All Proficiencies have an associated Attribute. After describing the Proficiencies, a short description is given of the substats for initial character creation.

Chapter 03: Character Creation starts with an overview of the character sheet divided into different steps, which are the different steps for creation. This is followed by a blank character sheet. Step 1 is to determine starting Attribute dice. Players have 20d8 to distribute across all eight Attributes; in this game, that means a dice of that size is assigned to an Attribute, not rolled. 4d10 are then distributed in the same way, but they cannot be assigned anywhere that hasn’t had 2d8 purchased. Diagrams show how.

Step 2 is to assign Proficiency values. As mentioned, these are divided into three different categories, and each category has a different base number of points, plus a different number of extra points based on where the d10s were assigned to Attributes. Once the points are assigned, a d10 is rolled for a decimal value for that Proficiency.

Step 3 is to calculate substats, which are determined by the categories previous steps. Step 4 is to choose appearance, body type and reasoning. Different types of appearance have different modifiers; beautiful might help with persuasion, but average allows blending in better and creepy improves intimidation, as examples. Body type also changes HP and reaction defence. Finally, reasoning comes in different types and again has different effects. Every type for these three stats has pluses and minuses to them. Step 5 is name, age, description and other things, as well as Personnel Class being C unless otherwise decided. Step 6, the final step, has recruit inauguration and backstory.

Chapter 04: Point Systems starts by explaining how Experience Points can be exchanged for Attribute Dice, and purchasing them follows the same rules as those used during character creation. Proficiencies can be increased by, once per session, rolling 1d8 for any that are currently at 0.0 and add that number in tenths, or 1d6 is asked to roll a Proficiency that is currently at zero. Knowledge and Skills are raised by studying for a ser period of time; the lower the level of the Knowledge or Skill, the less time that is needed and the larger the potential increase. It’s harder and takes longer to increase things a character is better at. Abilities and Skills are raised by spending Experience.

Merit Points are awarded by the Director, and ten of these can be used to increase a character’s Security Level, which is covered later. Reverence, also covered later, is awarded for various things and can be used to reroll Attribute Dice, draw a Drama Card, gain a Merit Point or permanently increase maximum HP.

Exertion is spent to get a temporary boost to physical activities, but it needs recovering by resting afterwards; about 8 hours of sleep. Characters start with one point and gain another every time a d10 is purchased in Willpower. Exertion can be used to boost a physical Attribute before rolling, temporarily increase Melee Multiplier, dodge an attack, boost Athletics or recover a lost action. Other uses can be designed if needed.

Reverence can be spent to draw a Drama Card. Drama Cards come with a special effect or ability that can be used in various situations, most of which are obvious enough on the Drama Card drawn. Drama Cards are used by players to alter the game in their favour, but not to break the game or create plot holes.

Chapter 05: Advanced Rules & Combat starts by looking at Combat Time. Combat Rounds represent about 2 seconds; shorter than in many games, but SCP does use advanced weapons; a lot more bullets than arrows can be fired in 2 seconds. The section looks at when to start Combat Time, and damage that occurs before Combat Time; actions before Combat Time start should favour realism over system. Combat Phases then looks at the structure of combat, starting with an explanation of the combat that is about to occur, rolling for initiative and Combat Rounds.

The different types of action that can be used in combat are looked at, which are standard, non-standard, extended and free. The Defence Score is used in combat, and how it works is considered. Following this is a full list of standard combat actions.

Damage looks at how to calculate damage in combat, and reducing it if appropriate, with a sidebar covering some non-combat dangers. Death & Death Saves explains that characters with under 1 HP have a high probability of death, and what happens to those with less than zero HP, and those with exactly zero HP. A sidebar looks at healing, from first aid or natural healing, CPR and coup de grace, which is where a character can automatically kill another if they are at the point where death is imminent.

Damage Elements & Mutilations looks at the different kinds of damage that can be suffered, how to determine mutilations, both with and without the Mutilation Cards, and the effects a character suffers from mutilations. Finally, Status Effects looks at the different kinds of statuses a character can suffer from, some of which may be caused by Mutilations, others by situations. Unlike Mutilations, statuses are temporary.

Security Level: 01 starts with Foundation Section A which begins by explaining that the SCP wiki is the best source for information on the fundamentals of the Foundation, then moves onto describing the different personnel levels, from Class A to Class E, the Security Clearance Levels for Level 1 to Level 5, and Foundation Staff, which says not everyone who works for the Foundation knows the true cause.

Chapter 06: Weapons & Items starts by explaining that throughout the book are sections labelled Security Level “#” Accessible Weapons, which have weapons available to purchase as long as the character has the requisite security level. Following this is a weapon example, with explanations of what the various stats for the weapon mean. Weapon range and the effects of aiming are covered, along with explanations of weapon keywords, which are to do with the weapon type and what effect that has. Sidebars look at shooting multiple targets with shotguns, dual wielding, shooting multiple targets on full auto and the effects of multiple explosives.

Items has a list of things available to buy at any Security Level, or by the general public, divided into categories, with their name and top and bottom prices.

Loadouts has standard sets of gear for different types of character mission, such as recon, medical, investigative etc., that can be bought at a specified price.

Chapter 07: Example Chapter is an example of actual play, from character creation to starting an adventure and combat and interaction with an SCP. The final section of the chapter covers Security Level 01 Accessible Weapons.

Security Level: 02 looks at the maximum attribute perks, which are special perks unlocked should a character ever purchase all three d12s in an attribute. Following this is an in-universe page on how to deal with staff morale problems. Foundation Section B looks at the different occupational titles of Foundation staff, a general overview of Foundation sites and an example site command structure.

Chapter 08: Mobile Task Forces explains that having the PCs be members of a Mobile Task Force is a good way of starting the game. MTFs are elite units drawn from personnel across the Foundation and are mobilised to deal with specific threats and situations. There are also game benefits for being part of an MTF, including access to resources. There are details on what different MTFs do, as most have areas of speciality, two pages of field codes, which are symbols used by MTFs in the field to give information and warnings, and the different personnel roles within an MTF.

Chapter 09: Anomalies starts by looking at SCPs, which in this case are anomalous objects. It defines what an SCP is, objects, beings, locations and phenomena that possess properties undefined, or undefinable by modern science and which are potentially dangerous. There is a three-part process for dealing with SCPs, securement, containment and protection, with descriptions as to what goes into each. How SCPs are documented and classified is covered, as they all follow a similar descriptive process, with a single page Anomaly Classification System Guide. The chapter ends with Security Level 02 gear and weapons.

Security Level: 03 starts with Foundation Section C: Groups of Interest. This gives an overview of various groups that the SCP Foundation can come in contact with that also have similar interests in SCP objects. Some of these groups are rivals, some splinter groups from the Foundation itself and some are associates. More groups can be found on the wiki.

Chapter 10: Reality looks at the nature of reality, as determined by the Foundation. Humes are how reality can be measured in an area and some D-Class personnel can bend reality when Hume levels are artificially reduced. Anomalous Thoughts and Ideas are looked at, which are functionally intangible but have a tangible effect, such as memes. Some of these things can harm and even kill. Finally, there is some Security Level 03 gear.

Security Level: 04 starts with Foundation Section D, which has an overview of the command structure of the Foundation, together with a diagram showing it. This is followed by Security Level 04 accessible gear and weapons and a master weapons list.

Security Level: 05 goes straight in with Chapter 11: Director Guidance. This begins with looking at when experience points should be handed out, which is at the beginning of a session as a reward for the previous session. This is perhaps different to usual, and the explanation is that this is not to bog down the end of a session with number crunching and to get players excited for the next. Players should receive the same reward, as long as they attended the previous session, and there is a guideline list for what experience Directors should reward for different types of games, from a one-shot to a saga.

Reverence Points are given to players who do something that aids the plot or the group, and are not directly related to characters, but to the players. Which means they can be a reward for ordering pizza. Merit Points, on the other hand, are awarded to characters for their actions, and should be awarded much less frequently. They are done in-universe for accomplishing tasks for the Foundation, and 10 Merit Points increases a character’s Security Level by one level. There is also a guideline for how to award Merit Points; these are awarded more frequently at lower Security Levels, have to be bought with Reverence Points at SL 04 and are no longer obtainable at SL 05. Credits are money and are paid after completing Objectives. Players can decide how their characters handle their money. There is a table on earnings for different difficulties of mission.

Following this is advice on dealing with players that are new to role playing games in general, then on those that are new to SCP in particular. The sidebar gives advice on starting characters, ignoring dice to keep the game flowing and making up rules, otherwise known as “House Rules.”

SCP Canons looks at the fact that in the SCP mythos there are contradictory SCPs and events. Any SCP that would alter the world in such a way that it no longer resembles the normal world creates its own canon, or exists in a timeline that is congruent with other world-altering SCPs. Examples are given of two well-known canons.

Session Zero looks at the session before the first gaming session, when players, including the Director, decide on their goals, finish making their characters and get equipment and the Director will perhaps explain matters about the world. This also looks at respecting the other players.

Following this are rules on using the optional Drama Cards, which are available as a separate supplement. Drama Cards may be given in place of Reverence, at the end of a playing session or as a reward for real world deed. Directors may override a played Drama Card, if the situation is impossible to resolve or it was played incorrectly, but Directors are advised to use this sparingly if at all. The section states that most Drama Cards are self-explanatory. Regarding Security Levels, Directors are advised to regard them as a strong suggestion rather than rule of law; players may even read the entirety of the supplement. And the Director can do anything they want with any rules in the book.

Finally in this chapter is a random plot generator, for coming up with adventures, by determining a random SCP and a random Objective related to it.

Chapter 12: SCP Creation has rules on creating SCPs for use in game from SCPs that are covered in the wiki. It looks at the different elements in the SCP sheet, then has a blank one. Following this is a six-step process for filling in the SCP’s sheet, then on whether an SCP can be controlled by a player, and finally simple anomalies that don’t require an SCP classification and creating their own SCP from scratch and not using one from the wiki.

Chapter 13: SCP Data has game stats for various SCPs. It starts with an explanation of how SCPs are described, together with a sample sheet. Various SCPs taken from the wiki are then covered. Their containment class, secondary class, disruption class and risk class are given, with an image, stats if appropriate, which may include stats for created SCPs, description and Director notes on using the SCP. There is only a small selection of the possible SCPs described.

Chapter 14: NPC Data has NPC stats for a wide range of different NPCs that could be encountered.

Chapter 15: Site-093 is a sample Foundation site that can be used. There are an aboveground image and an internal image of the site, along with maps of the aboveground and underground areas, a brief description of the base and various NPCs.

Chapter 16: The Black Glass Labyrinth is a sample adventure that can be used as a starting point. It is intended to guide both players and Directors through a comparatively typical Secure operation, one of the three primary types of adventure. The characters are sent to retrieve an anomalous object that appeared in a remote farming community and threatens the local inhabitants.

The final couple of pages are the Quick Reference Pages.

SCP The Tabletop RPG in Review

The PDF is bookmarked, with major and some minor sections linked. The Table of Contents is to a similar level of depth and is hyperlinked. The Index covers more detail. Navigation is okay. The text is either single column or single column with sidebar and appeared to be mostly free of errors. There are a variety of colour illustrations, up to full page in size, and at least some, perhaps all, look to be custom. Presentation is decent.

There are various QR codes scattered throughout the book that point to relevant links on the web. It’s not obvious, but these can also be clicked; it would have been helpful to say this somewhere in the book. Throughout the book are various asides that look like popup boxes, which have comments and additional information and suggestions on them, mostly relevant, though some seem to be present more for humour.

The system is a bit different. The use of different kinds of dice to represent scores in things, then selecting from those to roll, plus the use of decimals for fractional improvements in various scores are perhaps the biggest differences from more standard games. In general, SCP is perhaps mid-range in crunch. There are quite a lot of different options, and it’s definitely not rules light, but there are also far more complex games out there. The primary differences with the system will likely be the hardest things for players familiar with other systems to become used to.

One advantage the game has is, because it’s based on the SCP collaborative wiki project, there is an enormous amount of material available that can be converted to the game. Of course, the Director will still need to do the actual game conversion, and some things will definitely be far easier to convert than others, especially as the available material wasn’t created to work with the game but vice versa, but tips are provided to do this. The SCP setting is naturally the most interesting part of the game; it’s also the bit that doesn’t actually need the game; it would be possible to use it with other systems, though this would require more work. SCP The Tabletop RPG is an RPG with differences in an interesting setting and it can be found by clicking here.

 

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