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Golden506Golden506 05 Jun 2018 23:51
in discussion General / Per page discussions » Welcome to Origins!

In the attribution section, shouldn't it also say that everything on this site is licensed CC-BY-SA? I believe thats a a stipulation of the share-alike clause, everything is licensed under CC-BY-SA and you have to acknowledge that alongside the attribution.


I didn't know wikidot had a signature thing. This seems very unnecessary, but fuck it.

Oh god i've become one of those idiots that signs their every post. Please, kill me before I live long enough to become the villain.

by Golden506Golden506, 05 Jun 2018 23:51

Are we allowed to use old WW2 weapons like an FG42 or a Mauser in the Horizion campaign?

I think in the Sniper/Marksmen Rifle section, either the H&K PSG1 should be added, or the WA2000 should be dropped entirely and replaced with it, since the WA2000 breaks and jams far too easily in the harsh conditions DELTA-4 and PSI-7 Designated Marksmen may face.

Re: GoI List
SpookyBeeSpookyBee 29 May 2018 22:35
in discussion General / Announcements » GoI List

Blackwood Church: An anomalous terrorist organization with no discernible origin, agents of the Blackwood Church are crazed zealots to a deity with little to no information available to the Foundation. First encountered in the late 50's as a seemingly disorganized force of insurgents kidnapping various people at random. Their tactical and strategic skills are observed to evolve rapidly with every encounter to the point of having launched a full infiltration and assault on Foundation Site-17 merely three months after their first encounter. Individuals under the employ of Blackwood Church are incapable of individual thought, and all act under a single gestalt will. Blackwood Church was originally thought to be a third-party Tear Drinker faction before an autopsy was performed on one of their agents to disprove this theory. Church cells are equipped with military-grade gear and are considered extremely dangerous, though this GoI has gone into hibernation with small cells being encountered every few years with little activity of importance.


Just one little Spooky Bee

Re: GoI List by SpookyBeeSpookyBee, 29 May 2018 22:35
Re: GoI List
DrScottJonasDrScottJonas 29 May 2018 00:00
in discussion General / Announcements » GoI List

Novavida Incorporated: “Building a Better You.” Formerly an adversarial organization to the Foundation through the 1950s when helmed by a British social darwinist, this biomedical corporation has since been surprisingly taken over by a woman named Elizabeth LaCroix, whom was receptive to turning to diplomacy with the Foundation. A powerful multinational company, Novavida makes use of specialized anomalous materials and technologies in order to provide medical services for Foundation and allied assets when not engaged in more mundane practices. It still provides identity repair and augmentation services, but under a far more wary eye than twenty years previous.
Bearers of His Tears: Better known as ‘Tear Drinkers’, these entities are aggressively homogenizing, assimilative former humans with formidable mental powers. Though inhuman monsters, many Tear Drinkers have retained enough humanity to infiltrate other organizations. This insidious activity combined with the relative ease of their propagation ensures that sects of Tear Drinkers remain a continuous threat even after thirty years of combat, worming their way into society enough to be very challenging to root out. Combining religious fervor with psychic powers and fluid anatomy, even the weakest Tear Drinker is a formidable threat.

Thanks to Nemi for these!

Re: GoI List by DrScottJonasDrScottJonas, 29 May 2018 00:00
SCP Horizons
DrScottJonasDrScottJonas 21 May 2018 02:46
in discussion General / Announcements » SCP Horizons

Hello!
While I realize we said this would be posted on the 21st, everything is pretty much ready now, so there's no reason to wait.

So, SCP: Horzions. What is it? It's the name of what we'll be transferring over to on the 1st of July, barring anything that would require moving back the date. It could be considered the next chapter of Origins, though it's going to have significant differences.

First would be the system, which Cocoa worked out with some help and input from us. It still uses the same dice, but has vastly better, in our opinion, balance and mechanics than our current system. Combat, in testing, was far quicker, and dangerous, though the healing system equally helped compensate for that. If you need character sheet help, LadyKatie and Aphex_ wrote a great guide that you can find here.

Second would be the setting, both in moving to the subterranean Site-15 located in the Nevada desert and home to many MTFs. We will also moving to the year 1983, where everything has changed. You can find the current staff list of Site-15 here, though it will undoubtedly expand. GoIs have shifted their aims and methods, and the Foundation itself has changed. Long gone are the days of being low on funding and being the underdog. Now, they're an elite organization that does their work to the best of their ability.

With all that out of the way, it's time to get to some questions you might have.

  • Will we allow characters to come back?

No. This isn't malicious, but there's numerous issues with porting characters beyond the system disparity. It makes it much easier to see this as Origins 30 years later instead of something following Origins if we allow it, which isn't healthy for the setting we have made. Secondly, we would prefer original characters, as they can have new stories told with them that aren't heavily dependent on the past of this RP, and more centered around the present.

  • Will PCs that are the children of former PCs be allowed?

Yes, but we would prefer their relationship to be something that could fit into the miscellaneous section of their sheet. This isn't to say their parents wouldn't have an impact on them, but a heavy involvement easily ties back into the earlier point of there being too many direct connections between Horizons and Origins.

  • Will there be anomalous characters?

Yes, but innately anomalous characters, or anomalies in the Origins sense, will not be allowed for the first two months of Horizons at the very least, and even then we want to be more careful about the role of anomalies in Horizons. Any stories players want to tell with them have to be inherent enough to their anomaly for it to make sense, and equally they cannot be so anomalous as to not function in public

  • Will XP be returning?

No. We're ditching the system entirely for an equipment-based crafting system which should still provide progression, in a much more interesting way. Characters who are heavily involved in arcs may get an extra point to put into their stats at the end, but this will not be common.

  • Where can we submit suggestions?

You can post them here, and we will do our best to go over them.

I hope this answers some of your questions, but feel free to talk to us if you have any others!

Sincerely,
DSJ, and the rest of the Origins Staff

SCP Horizons by DrScottJonasDrScottJonas, 21 May 2018 02:46
NPC list
DrScottJonasDrScottJonas 21 May 2018 02:29
in discussion General / Announcements » NPC list

Thomas “Tommy” Brenner

Positions: Head of General Security, ConSec Board Consultant

Demeanor: Gruff, generally not much of a talker, outside of work related discussions. Seems to be overly professional when first interacting, but opens up further depending on the Agent.

Description: Thomas Brenner is an African-American man standing at approximately 5’10 with an average body weight of 178 lbs. While not Mr. Olympia, he is fairly fit, leaning more toward the strongman look. He is usually seen sporting a shaved head and little-to-no facial hair; his usual attire consists of the standard Foundation BDU, or a form of business casual clothing, usually grey slacks and a white shirt. Always carrying a firearm on his person, typically a service-model Colt M1911-A1.

History: Agent Brenner began life in the plains of northern Alabama in the later half of 1948, born to a family of farmers. During his childhood on said family farm, Brenner learned a variety of skills that would come to help him later in life, particularly in his stint in the United States Marine Corps. Having left home at 17 to fight the War in Vietnam, Brenner’s term of service would see him rise quickly through the ranks of his Company thanks to his natural skills in leadership and tactical planning. These talents did not go entirely unnoticed, as the Foundation offered a position upon termination of his service to the USMC; he accepted in 1975, after the end of the Vietnam War.

Markus “Old Man” Laakkonen

Positions: Head of Counterintelligence, Foundation Digital Archive Administrator

Demeanor: Laid back, if a bit snobbish when it comes to smarts and book knowledge. Sometimes so casual that it hurts to see him try to be ‘hip’ and ‘with it’.

Description: Markus Laakkonen is a stout man at 5’7, 160lbs. While he is far from physically impressive, his intellect is nearly unmatched on-site; being the head of Counterintelligence and an administrator of the Digital Archive, the Foundation would expect nothing less. He carries a sidearm, but it is concealed by his usual flannel shirt and baggy jeans.

History: Born in 1926 to Finnish immigrants to the United States, Agent Laakkonen’s past is fairly average up until his years in college. The young Laakkonen has always shown a talent for writing, but it was particularly during his stint as a journalist for the (newspaper name?) that his talents shined through. Months of amature detective work combined with an unquenchable thirst for knowledge led him directly to one of the very first Foundation fronts- and then directly to the Foundation- after discovering multiple instances of ‘strange sightings’ of Foundation convoys across the United States.

After his hire in the early 1950s, Laakkonen began working closely with the then-fragmented Intelligence divisions, eventually leading to their total culmination in the 1960s. As a founding member of the Counterintelligence branch, he is assigned to SITE-15 in order to keep a close eye on all outgoing communications and to maintain the Digital Archive.

Holiday

Position: Site AI

Demeanor: Calm. Cooperative. Key emotions tend to be friendliness and snark.

Description: Short, looks to be in her late teens or early twenties. Generally wears a white long-sleeved shirt, jeans, and a gold necklace. Can teleport and appears when called. Can be in multiple places at once.

History: Holiday is an artificial construct that was built with the new Site-15, wired directly into its thaumaturgical, mechanical, and electrical systems. Any rumors that she is the result of blackboxed thaumalogical research or has connections to any existing Foundation agents are, of course, false.

Johnny Zhou

Position: Site Head of Epsilon-9, Head Foundation Maintenance Man

Demeanor: Like an uncle you’ve never met before, Zhou is warm, welcoming, and maintains a facade like a wizened old sage. But that’s probably because he doesn’t get around a lot

Description: With thin dark brown eyes, framed by a pair of wire spectacles he uses when working, Zhou sports short black hair, going gray with age now, but a common characteristic of his Asian ethnicity. His skin is tanned from his years under the sun, now sporting a growing paunch as a result of his age. Standing at 5'7", Zhou is slightly taller than most men his race, though still shorter than most other staff. Lining his stomach, Zhou sports 4 circular scars as the result of his wartime trauma.

History: One of the agents from the time of the foundation’s Founding, Zhou has done quite well from himself over the years, being promoted after his long term service in the MTF ‘Home Improvement’. Now a very senior agent, Zhou is one of the few agents well versed in the Foundation’s electrical and mechanical makeup, and even had a hand in the development of safer, more stable Scantron Reality Anchor. He also claims to have married a mermaid, but that’s probably just the tall tale of a crazy old man.

Lucas Jones

Position: Head of the Robotics Division of Engineering

Demeanor: Lucas is a very much a man of his time, favoring punctuality, standard procedure, and keeping the goddamn engineering bay clean and orderly for Christ’s sake. He has something of a legendary temper when discipline is involved, leading many people to suspect he used to be a drill instructor. He wasn’t.

Description: As seen above, Lucas is white and dresses plainly, favoring slacks, white shirts, and ties. He’s about 5’10” and lanky, with a surprising amount of muscle due to his regular exercise and efforts to clean up the engineering bay. He wears glasses, though his vision is mostly fine, as these have been anomalously improved to improve the user’s vision regardless of sight.

History: Lucas was born in 1931, in South Dakota. He was unsuited to farm life from an early age, aside from repairing machinery. Once he was old enough, he left for college, which he graduated from in 3 years. He was considered as a hire by various GOIs, but the Foundation contacted him first. He’s worked for them ever since, especially in the development of advanced robotics, to aid in containing biologically dangerous anomalies, as well as combat enemies that a regular task force can’t.

Christopher “Fish” Fishburne

Position(s): Head of Foundation Intranet Development, Foundation Digital Archive Administrator

Demeanor: Naturally extremely nervous, even acting in extreme duress when given plenty of forewarning for a given situation. He generally presents as more eloquent over writing or text.

Description: Agent Fishburne is a relatively unassuming looking Mediterranean man, about 5’8 when standing to full height, as he typically hunches over. Wears overly-baggy clothing.

History: Agent Christopher Fishburne, born in New Hampshire in 1952,

[AI/Companion]: Ingram
A simple AI program written for Foundation machines, its’ primary function is to sort and store Digital Archive information as well as provide other basic functions (calendar, clock, etc.). A simply-coded VOX system, main terminal is located in Fishburne’s office. It is a takeoff of an older Promethean Industries model of system intelligence.

Sonya Naumov

Position(s): Head of Delta-4, Chief Genetic Researcher

Demeanor: Calm, and friendly. She isn’t very comforting, however, unless the person has made an honest mistake. She believes that people only learn when they have to accept their failure.

Description: 5’6”, with blond, short hair. She wears fitting attire for her job, frequently a lab coat with either a shirt and dress underneath, or a protective suit if she’s working with dangerous materials.

History: Sonya is a GRU-P defector who left soon after the organization began actively kidnapping Russian citizens to use their souls and organs as payment to their benefactors. She brought what information she had with her, primarily on the GRU-P’s genetic experimentation program.The Foundation accepted her on the merits of needing personnel to examine and experiment biologically anomalous people and animals, as well as aid in their own minor experimentation efforts.

Farouk Bousaid

Position(s): Intelligence Lead, Foundation Digital Archive Administrator

Demeanor: Deadly serious both on and off the clock, Agent Bousaid is an incredibly stern figure, much like his colleague Agent Brenner. Bousaid prides himself on his efficiency and does not take kindly to any allegations that he is otherwise.

Description: Agent Bousaid is a slightly overweight man standing approximately 5’6. His temper is about as short as he is, thus he is found primarily quite red in the face over the supposed incompetency of his underlings or the MTFs. His expression seems almost permanently in a scowl.

History: [Pending Declassification]

Adileh Khayyam

Position(s): Head of Human Resources, On-Site Psychotherapist

Demeanor: Intense and reserved. Nominally friendly, but her stiff demeanor makes that seem a little less genuine than she’d like.

Description: 6’0” at her full height, Adileh is a gangly brown woman with black hair tied back into a neat bun. Wears glasses to correct for short-sightedness caused by squinting at a stupidly large amount of paperwork for a long amount of time. Fondness for warm colours and soft clothing, has a sizeable scarf collection.

History: Adileh is an Iranian psychologist bought in the Foundation initially to help manage their population of anomalous humanoids, following Ethics Committee strictures mandating increased standards of mental well-being for sentient objects in containment. After a period of somewhat-noteworthy research on new ways of rehabilitating staff affected by cognitohazards, Adileh accepted a position on SITE-15 which would allow her to resume what she enjoyed doing best — namely, helping patients out face-to-face.

James ‘Galley’ Cooke

Position(s): On-Site Logistics Manager/Quartermaster

Demeanor: Jumpy, neurotic, twitchy, and a bit shy.

Description: A short, overweight man in his mid-to-late twenties. Never really outgrew his babyface. Favors tweed jackets.

History: Galley’s been working with the Foundation for a few years, and currently oversees the logistics for Site-15. It’s his job to ensure the trains run on time, the shipments come through on schedule, the biodome produces enough food, the armory is inventoried, the commissary is well-stocked, engineering is full of nuts and bolts, and medical has plenty of solution for the regeneration tanks *catches breath*.

Fun facts: graduated as the top marksman of his class in basic training, though his nervous disposition left him judged unsuited for field operations. Can get you just about anything in the shipments for the right price (just don’t ask how he got it). Used to serve on the SCPS Icarus

Doctor Max “Brain-in-a-jar” Yates

Position(s): Head Doctor, Pathologist, Surgeon, and Dentist

Demeanor: Unusually jovial and sometimes downright cocky given his state, Max always does what he can to make his patients feel comfortable and okay before he operates. For the most part this consists of dealing with severe internal wounds the tanks won’t heal, limb replacement, and removing foreign objects from people before they get dipped, so their wounds heal better. He’s also fairly intelligent, and frequently tries to give good advice, even if the current moment isn’t the best time for it.

Description: Dr. Yates is a bald man standing at approximately 5’8. He remains incredibly thin despite his lack of activity outside of work. Yates was horrifically maimed in a containment breach at Site 77 in 1968, and was given an option to either remain in a near-senseless, paralyzed state, or receive experimental surgery to salvage what they could of his body and CNS. He opted for the latter, and now resides on SITE-15 as one of the most complexly laid out cybernetic agents the Foundation has. In his Medical Wing office, he can connect his brain (through a complex series of connectors) to a vast array of remote surgical suites, cameras, and tools. It’s unclear if this was the result of him no longer having the means to completely process his surroundings, or just lacking fine motor control with his limbs, but he is capable of doing multiple surgeries at a time- up to about 5 at once, though sanitation is an issue by that point.

History: Max was born in 1933, in Iowa. He had a thoroughly normal life, and went to medical school to pursue his childhood talent in medicine. He was approached by the Foundation in 1964, and was maimed in 1968. Not much else is known about him, as he prefers to not dwell on the past and acknowledge that he used to be a whole being.

Doctor Yates has a laundry list of problems. He has very limited motor control, cannot see or hear much at all, has a smorgasbord of health issues, and frequently stutters or slurs his words- all of this is a result of his condition and the numerous upgrades and surgeries used to keep him useful. His nickname, ‘Brain-in-a-jar’, comes from the fate he narrowly escaped had his body not been salvageable enough from the multiple surgeries needed to keep him alive.

NPC list by DrScottJonasDrScottJonas, 21 May 2018 02:29
  • Required to buy equipment, all premade equipment is equal in value to its bonus
  • Earned through especially good rp, completing challenging run objectives, and event objectives (rewarded only by GM team?)
  • Equipment points can be exchanged for unique run loot if some is found
  • Crafting is done using equipment points, but for any bonus past +3 it costs +3 to the bonus, for example a +4 would be 7, a +5 would be 8, and so on
  • Characters have 3 equipment slots, and only 3. This cannot be changed
  • MTF starting equipment counts as equipment, but equipment based specs do not
  • Equipment can be broken down for half the points of its bonus, rounded down
Equipment system by DrScottJonasDrScottJonas, 21 May 2018 01:33
GoI List
DrScottJonasDrScottJonas 21 May 2018 01:30
in discussion General / Announcements » GoI List

Central Insurgency: "In October of 1962, Colonel Andre Foch, Director of Armed Site-59 in Tibet, attempted to use the Sino-Indian War as cover to enable the defection of Armed Site-59. Foundation Armed Rapid Response Task Force Xi-13 successfully intervened, and the defection failed. Foch was subsequently presumed dead by the Foundation, though rumors of his escape continue to persist." - Segment of Foundation intelligence file SLATE THUNDER. Despite the information that was spread until now, the defection of Site-59 spread ripples of dissent through the Foundation, up to and including rumors of defection by three members of the O5 Council. While this defection served to galvanize the middling Foundation and shaped many of the policy decisions since then, it also served to provide reinforcements and new resources to the dying embers of the Chaos Insurgency and Bowe Commission. The Central Insurgency is predominately cell-based and operates predominantly from third-world countries using guerilla tactics, making coordinated attempts to bring down the central organizational structure impossible. While the exact goals and philosophies vary from cell to cell, common threads seem to be attempting to dismantle the Foundation and GOC, claiming that the constant containment or destruction of anomalous phenomena and hoarding of the relevant knowledge is stifling human innovation and adaptability. Despite this, the CI seems to show no interest in creating a widespread and sudden SK-"Broken Veil" scenario that the Foundation knows of.

Promethean Industries: Built from the remnants of Prometheus Labs by a small group of ambitious businessmen and Mad Scientists (now formally recognized as a mental condition by the World Parahealth Organization!) Not quite as likely to blow itself up by doing Mad Science for the heck of it, since it is now much more profit-driven, selling beyond cutting-edge tech to the Insurgency, GOC, and MC&D. Has a close working relationship with Anderson Robotics. Business relations with the Foundation are unofficially on hold after that botched raid on their Omaha plant back in ‘79.

Global Occult Coalition: The GOC remains the same, though it has loosened its policies on what has to be destroyed by a little, but has more than made up for it in a new, militarized outlook. Relations with the Foundation have decayed to the point that it now mostly sees the Foundation as a rogue player in the anomalous world, with the two groups coming together only against common and significant threats such as the Insurgency.

Serpent's Hand: Now officially broken off from the Wanderer's Library, the Serpent's Hand is a radical anarchic terrorist group with access to anomalies. Has no central leadership, and its members have proven difficult to track as a result of using SCP-2344 and other 'Ways' as a method of transportation.

Aegis: one of the few remaining joint efforts between the GOC and the Foundation. The Aegis Commission grew out of the Foundation's Project Heimdal, and exists to both prepare countermeasures to ensure the defense of humanity in the event of widespread hostile extraterrestrial incursion, and to provide a unified diplomatic front for Earth in the event one should become necessary as the interstellar community takes more notice of us.

The Third Antarctic Empire and the IIPES: One of the Foundation's few fully secure technological and diplomatic allies on the world stage. Many of the Foundation's current technological advances (especially in the field of thaumatology) were made possible through cooperation and exchange with the IIPES. There's even been a wave or two of minor personnel exchanges.

Church of the Broken God: The Church has seen better days, as the new improvements in computer technology, and in prosthetic technology, have divided the Church into three groups, those who hold to the core tenants of the religion, the Cogwork Orthodox Church which pursues mechanical enhancement to be closer to their God, using older technologies to do so. The other group is the Church of Maxwellism, which has only very recently formed. Their members minimize their physical enhancement, but seek to make themselves capable of storing infinitely more information. While it is decentralized, there is one notable cell led by a man who has come into possession of incredible storage technology, located in the state of Maine.

Anderson Robotics: Anderson Robotics has advanced even farther as time went on for them, and while the Foundation has halted or otherwise complicated their more public business ventures, they continue to offer advanced robots, cybernetic limbs, and incredibly powerful computers that are rumored to use the human brain as a processor.

Marshall, Carter and Dark: MC&D has seen their profits increase in the later half of the 20th century, but they have also seen demands shift. People don’t want obscure bones or fossils, or haunted mirrors nor ghosts in perfume bottles. They want guns that can steal a man’s soul, cars that can hold anything in their trunk, and substances that provide a high like none other. They have happily met these demands, but it has changed their image somewhat. The Foundation now aggressively pursues them.

Manna Charitable Foundation: Manna Charitable Foundation arose in the ashes of the Vietnam War as a more benevolent answer to AWCY. They have made numerous breakthroughs in disaster relief and epidemics, but as any group heavily populated by young people with dreams in their hearts and stars in their eyes, they don’t often fully understand the anomalies they come into contact with and use.

Factory: The Factory continues to function as it always has and always will, with their products becoming increasingly generic over time, as well as mass produced. Halting their attempts to sell to the public has become a large issue for the Foundation, given advertising is much easier.

Wondertainment: Wondertainment still continues to produce toys, games, and amusements for children of all ages, with a recent shift to pets, for better or worse. Rumors abound that Dr. Wondertainment’s daughter has been given control over the company, but nothing is confirmed.

UIU: The United States’ FBI subdivision, the Unusual Incidents Unit, has seen considerable advances in both technology and general experience with the anomalous, though they still pose little threat or benefit to the Foundation as of 1983. Some collaborative efforts are still underway regarding the Three Portlands and other smaller projects, but any projects aside from Level 1 fieldwork are still in various stages of planning phases.

GRU-P: The GRU-P has made a resurgence after its near destruction by the Foundation in the 1950s, primarily through making various deals with demonic, extraterrestrial, or otherwise anomalous entities. This has required regular sacrifices, organs, and other human resources, which the GRU-P eagerly hands over so they can expand their power. Rumors circulate that they’re actually being led by the ones they’re dealing with, but this is officially just hearsay and rumors meant to undermine their administrator.

Are We Cool Yet?: Thanks to recent research, the Foundation now knows that AWCY? is less a formal GoI and more of a complex memetic infection. Those particularly prone to infection seem to those who are already predisposed to sociopathic, megalomaniac, and narcissistic tendencies, with high intelligence, high creativity, and antiestablishmentarian beliefs also seemingly having an impact. Infectees are driven to create anomalous works of art and other constructs that serve as a vector for the AWCY?Meme and which also have a tendency to present a danger to human life and safety. These installations are usually generated via thaumic processes, Type Green anomalous abilities, or manipulation of the “Flow” (a colloquial term in the wider anart community for an ill-understood process that is accessed via individual identity and emotion and can be used to create anomalous art out of mundane materials, even if the user otherwise lacks other anomalous abilities). A combination of conventional and amnestic therapy has proven effective in removing the memetic infection while leaving the infectee’s identity intact in approximately 17.3% of tested cases.

GoI List by DrScottJonasDrScottJonas, 21 May 2018 01:30

DELTA-4:

AKA ‘Blue Genes’ is a formerly joint task force made up of former members of BETA-7 (‘Maz Hatters’) and NU-11 (‘Zeroes’); this joint task force came out of overlap of individual responsibilities, particularly in field work. DELTA-4’s primary specialties include the study and containment of anomalous biologies, genetics, diseases, medicines, et. al. as well as xenobiology, however rare.

DELTA-4 was formed after multiple joint operations between BETA-7 and NU-11 in the early 1960s following stealthy chemical disarmament campaigns by the United Kingdom, United States, and Japanese governments. The functions of DELTA-4 have evolved over the years as the scientific fields have blossomed- the task force now covers operations regarding genetics engineering and the resulting anomalous biologies, diseases, biohazards, et. al.

DELTA-4 is particularly known for their raids against Promethean Industries (operating individually as to dissuade associations to the Foundation) and Marshall, Carter, & Dark. In the case of Promethean Industries, DELTA-4 was tasked with containment and destruction of anomalous materials in facilities spanning the West coast of the United States in multiple sleeper cell operations from 1970 to 1979, ending with a complete scuttle of one main P.I. facility in Omaha, Nebraska.

[ALL OPERATIONS FILES INVOLVING MARSHALL, CARTER, & DARK ARE HENCEFORTH SUSPENDED FOR VIEWING. ACCESS IS GRANTED TO LEVEL 4 CLEARANCE OR ABOVE]

All agents of MTF DELTA-4 are required to have some form of medical treatment or biological research background; any agents lacking this background will take a set of mandatory courses for education of biohazard containment and handling, as well as basic to advanced first aid.

EPSILON-9

AKA ‘Tool Time’ is a recent addition to the Mobile Task Force lineup, having formed in late 1978 after the ████████████ Event in Chernogorsk, CCCP. Primarily, EPSILON-9 are a Research and Development Task Force, but in light of the events following the construction of SITE-15, operating procedure for EPSILON-9 has been lightened significantly, allowing for a flexible response to any given situation.

EPSILON-9’s recent activities and operations have been generally centralized in Foundation networks. This is not an exclusive operating standard however, as EPSILON-9 is one of the largest MTFs to date with upwards of 12,000 members in active duty at a given time. These members are primarily on-contract from world organizations and governments, private contracts, or are otherwise employed by the Foundation.

[CURRENTLY ACTIVE UNDER THE ██████ GOVERNMENT FOR INFRASTRUCTURE REPAIR FOLLOWING EVENT AF-X01]

OMEGA-5,

AKA ‘Classical Education’, is not to be confused with the 05 Council. All documentation of OMEGA-5 will henceforth refer to the MTF as ‘Classical Education’.

Classical Education’ sprang from a collaborative effort between the Foundation and Brookridge Academy in the early 1960s after Agent Caitlin Ashland and company extended hands to bridge gaps between certain Serpent’s Hand sects and the Foundation. After the separation of the Serpent’s Hand from the Wanderer’s Library in 197█, Brookridge Academy has fully integrated into the Foundation as a front school for ‘gifted individuals’. ‘Classical Education’ has since integrated into a variety of fields since its’ inception, including but not limited to: Relations, Counter-intelligence, Occult Connections, et. al.

Classical Education’ has made a variety of breakthroughs in the Intelligence community of the Foundation in recent years, having cracked multiple codices once thought insolvable by the occult and xenological communities at large.

PSI-7

AKA ‘Home Improvement’ is one of the oldest MTFs to date compared to its’ counterpart, EPSILON-9. Formed in 1953, PSI-7 is a relic of past in terms of operating procedures- the task force handles very loosely on orders and specialties, and is used now as general backup, demolitions, and decommissioning.

PSI-7 has a very long and dense history spanning 30 years active- this has fallen off recently however, due to the task force’s nature of being widely spread throughout the Foundation’s reach.

GENERAL EQUIPMENT / ARMAMENT :

  • SIG SAUER P220 / GLOCK 17 / BERETTA M92F / CESKA ZBROJOVKA CZ-75 / 1911s
  • H&K MP5 / MP5-SD / MP5-K / IMI UZI / MAC-10
  • FN FAL / FNC / MAS FAMAS / STEYR AUG
  • FRANCHI SPAS-12 / MOSSBERG 590
  • H&K 21 / KALASHNIKOV PKM / FN MAG 60-20
  • ACCURACY INT’L L96AW / WALTHER WA2000 / REMINGTON 700

UNIQUE ITEMS, Pick one
Delta-4

  • The Clean Gun: Kills 99.9999999999% of germs! A small pistol-sized tool that looks kind of like a phaser, was cooked up by the biomedical branch and a guy from cognitohazards to use ultraviolet and sonic pulses to disrupt viral and bacterial growth and clean and sterilize surfaces. Can be shone on an open wound to help sterilize it. Will likely slow the spread of anomalous diseases, but may not protect against them entirely. Science or Medical to use.
  • Forensics Kit: Comprised of a miniaturized camera, a blacklight, cotton swabs, a brush, some sterile glass vials, and fingerprinting tape, all in a small container about the size of a wallet. Can be used to collect and preserve evidence and samples from a crime scene indefinitely.

Epsilon-9

  • Tracking Beacon: A small, button-sized device that adheres to almost any surface and is very difficult to detect. Can be discreetly applied to any item without needing an action as part of an Engineering roll on that item. Battery life of 8 hours once activated. No maximum range, but can be blocked by things like lead or a faraday cage. 1/run
  • Nanopatches: Reverse-engineered from some nenotech lifted off Promethean Industries back in the ‘70s. These 2” square patches can corrode through most non-anomalous woods, plastics, and metals given enough time, self-destructing and rendering themselves inert after eating through a surface. Safeguards prevent them from going hog-wild on living organic matter, though you might be able to leave a nasty acid burn with one in a pinch. 3/run.

Omega-5

  • VERITAS: An improvement on 1950s Foundation tech, this VERITAS is more powerful than predecessors but also in the form of a hand-held counter rather than a head-mounted display. Can give readings of background levels of thaumic radiation (which, sadly, only covers a certain subsection of anomalies) and tell you if an EVE-manipulator is a reality warper, thaumaturge, or neither given a biological sample.
  • Alias: While agents are often provided with cover-stories when being sent on a mission, sometimes more in-depth tactics are required. Your character has a second, false identity complete with speech-training, wardrobe, falsified credentials and papertrail, and other trappings of an in-depth false identity that they can take on at any time.

Psi-7

  • Silent Explosives: A new product from the Ministry of Ungentlemanly Warfare, a formula that can be mixed with other explosives to negate any sound that would be produced by the resulting blast. -2 to any Engineering rolls to calculate explosive damage, but hey, at least it won’t draw as much attention. 1/run
  • Improved Weaponry: Befitting their role as the decommissioning squad, Psi-7 operatives may be provided with advanced weapons and combat training that gives them just a little bit of edge over other agents. The agents gets one Light or Normal melee weapon or one Light, Normal, or Heavy ranged weapon that uses different damage dice than a regular weapon of that type. 2d2 for Light weapons, 2d3 for Normal, and 2d5 for Heavy.
MTF Details and listings by DrScottJonasDrScottJonas, 21 May 2018 01:29

Prelude for Origins Players

This system, known as BrassCore, is going to replace the current mechanics used in origins. The GM team’s hope in this is that the new system will make it easier for players to create balanced characters, keep combat from drawing out as much, and help find a balance where characters are able to advance and grow for their efforts but newer characters will be less overshadowed by veterans. Please note that while this is hopefully very nearly the final form of this system and has been tested, we are more than happy to consider changes to it based on player concerns or issues that are uncovered during play.
For SCP Horizons, we will be using the core mechanics and the death clock variant rule. It is up to individual GMs whether they want to use the base or variant initiative. Heavy weapons will be restricted to ranged weaponry. We will also be limiting characters to up to three pieces of performance-enhancing loot at one time (if a GM decides to give you a piece of loot that is flavor-only as a reward, that will not count towards your loot limit).
We have sample characters developed, if anyone has questions about character creation and feels seeing a completed sheet might help them grasp the system better.

Introduction

Parts of this system were inspired by the one used in Origins RP (which is derived largely from the Far Recon and Tamlin House roleplays), D&D 5th Edition, FATE Core, and various other homebrew RP systems. The majority of the system was created by Cocoa (aka 'KnightKnight', aka 'Josh'), with input and playtesting from others.

If you want to use this system for inspiration, or even copy it wholesale for private games, be my guest. - Cocoa

Dice System

BrassCore by-and-large uses fudge dice, or "df" for basic skill checks. When performing a task, you will be asked to roll four fudge dice and add your skill modifier to the roll. Each fudge die either adds one, subtracts one, or does nothing to your roll.

Bob wants to attack a mutant with his combat knife. Because of his points in strength and having trained Melee, he has a base roll of 5 for this attack, and because the dagger is a Light weapon, he gets another +2 to his attack roll.
He rolls 4df+7 and gets these results:
8 (4df+7=0, 0, +, 0)
One die is positive and none are negative, giving a result of 7+1=8.

When if an active roll ties with the difficulty check or defensive roll, treat the active roll as succeeding.

Mechanics

Damage and Health

All player characters begin play with at least ten points of Physical Health (PHP) and Mental Health (MHP). PHP measures how much physical damage a character can take before fainting or dying, and MHP measures how much mental damage they can take before going catatonic or insane.

Physical health is 10+resilience.
Mental health is 10+determination.

Damage is calculated based on the type of weapon used, if the attack hits:

Heavy weapons: Cannot be used to attack in the first round of a fight, and deal 1d10 damage.
Normal weapons: Does 1d6 damage.
Light weapons: Has a +2 bonus to attack rolls, and does 1d4 damage.

Explosives: Explosives are a special case, and use a variant of exploding dice (yes haha very funny) and the engineering skill. This means that you can reroll as long as you keep getting positive dice. For example, let's say Bob has a 2 in engineering, and is trying to set explosives (and does well enough that he doesn't blow up in the process). The following rolls might result.

Bob: 4df+2
Dice: 5 (4df+4=0, +, +, +)
Bob: 3df+2
Dice: 2 (3df+4=+, 0, -)
Bob: 1df+2
Dice: 2 (1df+4=0)

With a grand total of 5 + 2 +2 = 9 damage being done. Note how the number of fudge dice rolled in each iteration depends on the number of dice that came up as "+" in the previous iteration. Also not that while this is quite a bit of damage, especially for a non-combat skill, that explosives are harder to hide (usually) than guns or knives, are more likely to injure the user or fail spectacularly, and might take a turn or two to set up. Also, this damage represents the direct source of the explosion, and might be reduced as the person or object gets further away.

Sneak Attacks: Another way to modify damage is to attack a target that isn't expecting it. This can be used to represent surprise attacks or sniper shots. In order to initiate an sneak attack, two of three conditions must be met. First, is that you and your allies must not be detected by any hostiles in a scene. Secondly, you have to have some consistent environmental advantage that would still allow you to see your target but make it impossible for your target to see you. Thirdly, you must succeed a Sneak roll against the target's Perception roll on your turn before the turn you use to make the attack (alternatively, the GM can just be lenient and say you aren't seen if the circumstances are right). If you meet two of these three conditions, you can automatically fill in damage equal to your base attack roll (Stat+Skill+Specialties, does not account for other bonuses like those from Light weapons) to your damage die, then roll a smaller die to fill in the rest. The damage done with a sneak attack can still not exceed the maximum that could have been rolled with a weapon, so an assassin with 5 ranks of Melee could still only do 4 damage with a Light knife.

Bob is sneaking up on a thug in a dark alleyway, wielding his aluminum bat which is a Normal weapon. First he rolls his Sneak against the thug's Perception. It cycles back around to Bob's turn a bit later, and Bob rolls his 4df+3 Melee against the thug's Resilience and the attack hits. Since Normal weapons have a 1d6 damage die, and Bob has 3 ranks in Melee, he rolls 1d3+3 for his damage.

If you do not have access to special dice or a dicebot that can model unusual dice, just reroll the damage die until the result is either greater than the character's ranks in their attack skill or is the maximum damage on the die.

Countering Attacks:
When a character is targeted by an attack, that character's player generally has the choice of whether they want to defend with either Resilience or Acrobatics (but not both at once). If they roll greater than the attack roll, the attack misses or is blocked. In some cases, the GM might rule that you have to use one of those two rolls to counter an attack. For example, you might be able to take evasive maneuvers to try to avoid a tank shell, but no human could realistically survive a direct hit from one with no damage. Mental attacks are rarer, and are countered by Antipsychic.

Falling Unconscious:
If a character loses six PHP from one attack or four points of MHP, they fall unconscious until they receive proper treatment. Loss of mental health might also result in your character temporarily being out of your control.

Zero Health:
If a character has zero physical health, they die or are rendered seriously injured and unconscious by GM decision. If they have zero mental health then they are dead, rendered catatonic, insane, or mind controlled depending on context and by GM decision. Even if hitting 0 HP does not kill a character, it should have serious and lasting effects.

Healing:
PHP and MHP are both restored by two points per in-game day, one of each at noon and midnight. In most games, any character with four or less PHP or MHP is confined to bedrest or an infirmary until they have recovered to five or more PHP and MHP. Additionally, any character who has more than five PHP and MHP but has suffered a devastating injury may be required to rest until healed, according to GM discretion. Characters who aren't in the infirmary but are under eight health in either category are advised to restrict themselves to lighter activities.

A Note About Medical:
Medical is rolled for medical knowledge up to the high-school or amateur, along with first aid. With GM approval, Medical can be rolled in place of Science in relevant situations. Also used for stabilizing wounds.

Beyond being useful as a knowledge roll, Medical can also be used to restore a character's hit points. Each character with ranks in Medical has a healing pool of Xd4 dice per run, where X is their base rank in Medical. A medic can use their turn to tend to the wounds of themself or another character, expending one of these dice and restoring hit points equal to the number rolled. Once the pool is out of dice, the character is out of healing.

Example:

Bob is at 10 PHP and takes 3 damage, going down to 7 PHP
Alice has 4d4 medical dice left in her pool
Alice heals John, rolling one of her medical die and getting an 2
Bob is now at 9 PHP
Alice now has 3d4 medical dice left in her pool

Minor injuries which do not deal real damage, as well as conditions such as bleeding, can be healed or made more stable by a medical roll against a DC set by the GM.

Initiative Order:
Initiative is determined based on character stats. The order in which characters can act once formal combat has begun goes in order of highest Speed rank to lowest Speed rank. If two characters have the same Speed rank, determine their order in the same fashion based on their Intelligence ranks. If two or more characters have the same Speed and Intelligence ranks, decide the order by a coin flip, rock-paper-scissors, or drawing names out of a hat. If new characters are introduced to combat, you will normally add them to the end of the combat cycle, barring exceptional circumstances.

Stats

Strength

  • Athletics (Pushing, pulling, gripping, trying to escape grabs)
  • Melee (Attacking someone physically at close range)
  • Ranged (heavy) (Used to wield and shoot Heavy ranged weapons)

Toughness

  • Resilience (Determines physical health, can be used to try to resist attacks and other sources of physical damage)
  • Determination (Determines mental health, can be used to power through debilitating effects or when the GM needs to test willpower)
  • Antipsychic (Used to resist psychic illusions, attacks, and in some cases mind control)

Speed

  • Acrobatics (Determines maneuverability and flexibility)
  • Stealth (Used to try to go unnoticed, contested by Perception)
  • Ranged (Used to shoot Light and Normal ranged weapons)

Charm

  • Persuasion (Convincing people of you point of view, seduction, debate)
  • Bluff (Telling lies or being deceptive)
  • Intimidation (Frightening opponents)

Intelligence

  • Perception (The ability to observe the world around you)
  • Insight (Gaining insight into another creature's motives, truthfulness, or emotional state)
  • Logic (Puzzle-solving and investigative ability)

Education

  • Science (Study of chemistry, mathematics, physics, biology, computer science, and other science fields)
  • Engineering (Study, invention, and repair of mechanical devices)
  • History (Knowledge of history and culture)
  • Survival (Knowledge of nature, tracking, and the wilderness)
  • Medicine (Medical knowledge and healing ability)

Characters have 15 points to spend upon character creation. It costs one point to buy a rank in a stat, or to gain expertise in a skill.
Characters can have up to 3 ranks in a stat. They can also be experts in as many skills as they want.
A character's total rank in a skill is determined by taking the ranks they have in that skill's parent stat, and adding three if they have expertise in that skill.

Specialty Skills

Some things are just not doable without training, years of experience, or a particular interest/knack for it. A skilled poet is not necessarily a skilled historian, even when both use Academics. You can't fix a nuclear reactor without a lot of training. You can't swordfight effectively just by being strong. This is where specialty skills come in: they represent the aspects of your character's background that make them unique.

There are two main types of specialty skills (there's really a lot more because people are unbelievably creative, but we'll focus on these two for now). The first is a specialty that provides a bonus to a certain action in certain conditions. This could, for example, be a bonus to shooting with a heavy weapon against a certain kind of target, or a bonus to knowledge rolls about reptiles (note that this could apply to either Science or Medicine rolls about reptiles, but because it's so situational you don't have to limit it to just one skill). The second, slightly rarer specialty skill is rolled on its own rather than boosting other rolls. This is usually done to accommodate for a certain skill that you think fits your character both thematically and mechanically, but for one reason or another was not covered in the main stats and skills. These talents are usually niche abilities, but can be incredibly useful utilities in the right hands. It's also worth noting that certain actions (such as repairing a nuclear reactor) can only be attempted by characters with ranks in the appropriate specialty skill, but that said specialty could be either of the two types above. It's advised that you work with the GM running your game and even other players to come up with specialty skills that will be useful and fun for your character without overshadowing other characters or derailing the plot.

You get 8 points to spend in specialty skills of your choosing. The upper limit for spec ranks is 4 per spec. Be sure to describe the sorts of skills that each specialty encompasses, and your character's history should show how your character learned to do that.

On the whole, characters should probably not have base rolls of above 10 (the result of a rank 4 boosting specialty applying to a maximum ranked skill, and even then this should be rare) or below 0 barring truly exceptional circumstances.
Feel free to have some fun with your specialty skills, but don't go overboard.

Character Advancement

Character advancement takes place in four different ways: Improvements, Loot, Contacts, and Training.

  • Improvement is the rarest, but also most reliable form of advancement. At the end of a story arc at your table, each character whose player has contributed to the story and been active in character interactions gets a single extra point to spend on stats and skills. While this rate of growth may seem slow compared to other game systems, it exists to ensure veteran characters will not continually overshadow the new meat.
  • Loot is awarded by the GM on a case-by-case basis. Loot might provide a slight mechanical bonus in certain situations like an equipable specialty skill, have no mechanical effect but still be useful in other ways, or simply provide a bit of neat flavor for your character. It can also be awarded as a result of your party capturing a powerful object in-game.
  • Contacts represent the alliances that your character forms as they travel and act through the world of the RP. Contacts almost never join the party proper, but can be called upon as a source of information, favors, or pulling strings behind the scenes to make a story obstacle easier to overcome. You can also lose a contact by mistreating them or relying on them too much.
  • Training represents a more limited, but also more flavorful version of specialty skills that characters can pick up over the course of the game. There are two kinds of training. The first provides a limited number of situational bonuses. For example, training in marksmanship might give you three uses of a +2 bonus to ranged that you hold onto until you use them. The second kind is a permanent trick picked up by your character. For example, your adventurer might learn how to fly a plane, your party face how to captivate audiences with a song, your magic swordsman might learn a long-forgotten fighting style that gives him an edge in certain situations. Rather than a mechanical boost, these skills are a storytelling device above all else. In order to train a skill, a character must find an NPC with that skill (or more rarely, a book), and spend a GM-determined amount of time practicing it.

Optional Rules

Gifted Characters

Gifts, magic, anomalies, superpowers. Whatever you call then, superhuman powers can add a certain dramatic flair to almost any setting. This is an optional rule that you elect to include in your campaign. Mechanically, all gifts must be listed as Specialty skills.

Since power has a price, any gifted character whose gift has more than two ranks gains a gifted flaw - some consequence of their nature that is a detriment to the character. It must limit them in some way when they're NOT trying to utilize their gifts - not being able to use one's abilities in the dark is not an adequate flaw.

Water-weaver 3. Alice is a talented aquamancer; she has the ability to control and manifest water. As a consequence of this, Hanna requires a very high intake of water, up to three times as much as a normal human. This requirement is higher in high-usage situations. She's also more vulnerable than others to taking damage from thirst in hot, arid climates as a result.

Character Death Variants

Alternative to the core zero health mechanics, you can have a character that's at 0 HP hang in the balance between life and death. Upon reaching 0 HP, the character falls unconscious and gains a 'death clock,' which starts with a value of 0. Whenever a character starts their turn at 0 HP, roll 1d20-11 and add the result to the death clock. When a character takes damage (mental if at 0 MHP, physical if at 0 PHP) while unconscious, subtract the result from their death clock (and unconscious characters are treated as automatically failing all defense rolls). If the death clock ever falls below -10, the character dies. If the character's death clock is at or above 10 when they start their turn, they are still unconscious and at 0 HP, but do not have to roll for their death clock. If the character rolls a natural twenty when rolling for their death clock, they regain consciousness with 1 HP. When a character rises above 0 HP, their death clock disappears.
On the start of your fourth turn after gaining a death clock, check the death clock value. If it is at or above zero, they stabilize at 0 HP. If they are negative, they die.

Another variant that you can use when it comes to character death is the introduction of a resurrection mechanic. Often, this involves the intercession of a powerful Gifted character, but can also take the form of other powerful plot devices, loot, or even a particularly powerful contact. You may even choose to reflect a character returning to life in a manner outside of normal mechanics, to represent the miraculous scale of it. In any case, try to keep resurrections few and far between. A character coming back from the dead should not be a run-of-the-mill event.

Uncertain Initiative

In some cases, your group may want to mix up the order of initiative, rather than just letting the characters with the highest Speed and Intelligence always go first. This is easily done. Just have each player roll a single fudge die (and have the GM roll for each enemy character) and add the result to the values used to calculate that character's initiative.

Advanced Heavy Weaponry

As the GM, you can choose to model the destructive potential of heavy weaponry by either substituting or adding these rules to existing heavy weaponry rules.

  • Rather than simply being unable to be used on the first turn, heavy ranged weapons now have a loading mechanic. In order to use the weapon, it takes one turn for a character to load the weapon, and another turn for a character to fire the weapon. These turns do not have to be consecutive, but an empty weapon cannot be fired and empties itself after firing.
  • In some settings, ammunition may be in limited supply. It might be difficult to get a powder horn in a fantasy setting, or the power cells for that alien plasma rifle. In this case, characters can only use a heavy ranged weapon as long as they have ammunition, and expend one piece of ammunition with each use. This ammunition can only be replenished at the end of missions at their base of operations, can only be found in certain towns, or might even only be awarded as loot.
  • In more modern settings, firearms are likely to make other weaponry weaker by comparison, and you might choose to exclude Heavy Melee weaponry from your game.

COMMONS
Commons is the designated recreational area of Site-15, as well as the mess hall. The cafeteria area is simple, with an industrial kitchen, refrigerators and a coffee machines. Food is prepared daily and is left in a buffet-like area. For seating, there's basic cafeteria tables.

The recreational area features a handful of armchairs and a couch, as well as a dart board. On the electronic side of things, there's a TV, VCR (with a variety of tapes stored in a cabinet), and an arcade machine with a selection of preloaded games to choose from.

The area is one of the newer sections, with white paneled walls, and soft white lighting.

DORMS
Every dorm in the base is exactly the same in design, even for higher ranking staff, to ensure space isn't wasted. They feature a single wide bed with storage underneath it, a wardrobe for clothing on one wall, along with a mirror, and on the other wall there is a desk, on which a CRT monitor sits. A small bathroom is included in the design, with a toilet, sink, and shower. The monitor can be switched between displaying VHS tapes or running Foundation software, which includes a basic messaging and email program that utilizes on site intranet, a basic archive system that can display SCP files, and word processing software. The keyboard is in the standard QWERTY layout, but keyboards that work for other languages are either given or requested.

On the wall facing the bed, there's a sink and trash can, along with more storage. The room has the same white paneling and lighting as the rest of the site, but has a light switch. All changes to room layout have to be run by site administrators, and cohabitation by unmarried agents or other personnel is strictly prohibited as it wastes space.

FACILITIES
Site-15 has a few facilities, that being a gym, target range, and library. The gym features weightlifting equipment, treadmills, and punching bags, as well as a track and ring for sparring.

The indoor target range is large enough to fit 18 people at one time, and to have targets put as far as 50 feet away. There are weapons stored there for experimenting with different guns, or training with them. A wide variety is available, including older and prototype weapons. People utilizing the range are expected to clean up all shells, casings, and damaged targets.

The library is decently sized, and primarily consists of shelves stocked with floppy disks and microfilm that are loaded with book collections, manuals, and Foundation files based on clearance. There is also a VHS, record, and tape collection. All borrowed materials are required to be returned within 5 weeks.

All three of the rooms have white paneling and soft lighting, which is turned off after 11 in the library and gym.

ENGINEERING
Engineering is where size matters most on Site-15, and as such it lacks the visual grace of other site locations. The walls are bare metal, with removable panels for accessing wiring and plumbing. The lighting is bright and harsh.

Engineering houses a number of locations, including the on-site generator, water filtration and heating. It also houses the dropship bay, decommissioning bay, and mechanical research and development labs.

DROPSHIP BAY
The Foundation utilizes advanced dropships to transport agents from the site to other sites and locations. The bay is housed in engineering, as it allows for quick repair.
These dropships (Boreas, Eurus, Notus, and Zephyr) represent the cutting edge in Foundation technology. While some components were developed as a result of research into the anomalous, there is relatively little esoteric technology in them.
Capabilities: Perception filter that can be engaged once landing, chameleon-camouflage outer hull, and sonic dampener. Vertical takeoff and landing capabilities. Can comfortably hold cruising speeds of Mach 3.2, with top speeds measuring 3.84 when pushed. Handles like a dream. Also equipped for low-orbit. Equipable weaponry is in development. Installed with a mobile multi-purpose containment chamber. Don’t crash it.

The Foundation has also provided Site-15 with a retrofitted Lockheed C-5A Galaxy for when larger transports are required, stored off-base in a nearby hangar. The full capabilities of this aircraft are classified at this time.

LABS AND OFFICES
Labs are set up for different fields of study, such as thaumaturgy, xenobiology, anomobiology, chemical analysis and synthesis, as well as testing anomalous and alien technologies or chemicals. They have sprinkler systems, cutting edge equipment, and Foundation terminals.

All offices are 8 feet by 5 feet, and come with a filing cabinet, small couch, desk, and terminal connected to the intranet. Typewriters are provided upon request, but there is a limited supply of them. There are line printers for memos and any documents that need to be printed, but ink is in internationally limited supply.

MEDICAL
The medical bay of Site-15 is partitioned into two sections, one for noncritical care, such as bruises, cuts, and check ups. The critical care section is exclusively for serious wounds and diseases. For treating critical wounds, there are tanks set up to immerse patients in regenerative liquids, but this is only done for otherwise fatal injuries. For less fatal injuries, pads based on stolen Promethean tech are wrapped around injured areas to accelerate the process of healing for a few hours every day, which unfortunately exhausts the patient.

For diseases, there are quarantine cells set up that allow doctors to examine patients and treat them without making physical contact, given the serious nature of epidemics in a Foundation site.

CONTAINMENT
Containment on Site-15 is used for a variety of objects, ranging from Safe to Keter to [EXPUNGED]. Humanoid anomalies are given a bed, toilet, and table. Their cells have a glass window in the front, an intercom, and air filtration. In the case of cooperative subjects when it would not be a health or security risk, enrichment items and specially trained “social worker” agents may be provided for mental health reasons (player characters are not these social workers).

Agents are only permitted in containment with a direct reason as to why, and will be monitored the entire time. Most often, this will take the form of an interview limited to one or two agents and specifically requested or approved by site command. This is for safety reasons.

BIODOME
The Biodome is an atmospherically-regulated greenhouse that’s intended to act as an outdoor location for gardens and personnel who would otherwise wither in the Nevada desert, and provide a relaxing environment for agents and other personnel. It currently boasts a forest, a grassland area, a lake, and a beach.

COMMISSARY
The Site-15 Commissary is located in a small room that’s attached to the common area. It sells and distributes food, limited quantities of alcohol, books, records, tapes, and other imports to the site. It is staffed by three people. Agents are not allowed to staff the commissary. Agents found stealing from the commissary will get brig time. This is to discourage further theft from happening.

RECREATION AREAS
While Site-15 already has an existing commons area for general use, the Foundation thought it would also be a good idea to also include a few reminders of other locations and amenities around the world in order to help members keep from going stir-crazy between missions. While Foundation personnel are encouraged to try to de-stress while off-duty it’s sometimes difficult to do so without requesting leave or venturing quite far from the site to the nearest city. As such a dedicated space located separately from commons but grouped with the rest of the residential areas of the base was outlined and rotates between a few different “locations”. Said locations are currently an arcade with about a half-dozen machines, the interior of a French cafe complete with glass and fake outdoor lighting (as the sun beats down quite hard in Nevada), and a bar where members can redeem their alcohol rations. It’s seemingly crewed by either a small amount of staff, or just one member who seems to run the entirety of it serving as the arcade manager, barista and server, and barkeeper/bartender.

Commons is the designated recreational area of Site-15, as well as the mess hall. The cafeteria area is simple, with an industrial kitchen, refrigerators and a coffee machines. Food is prepared daily and is left in a buffet-like area. For seating, there's basic cafeteria tables.

The recreational area features a handful of armchairs and a couch, as well as a dart board. On the electronic side of things, there's a TV, VCR (with a variety of tapes stored in a cabinet), and an arcade machine with a selection of preloaded games to choose from.

The area is one of the newer sections, with white paneled walls, and soft white lighting.

DORMS
Every dorm in the base is exactly the same in design, even for higher ranking staff, to ensure space isn't wasted. They feature a single wide bed with storage underneath it, a wardrobe for clothing on one wall, along with a mirror, and on the other wall there is a desk, on which a CRT monitor sits. A small bathroom is included in the design, with a toilet, sink, and shower. The monitor can be switched between displaying VHS tapes or running Foundation software, which includes a basic messaging and email program that utilizes on site intranet, a basic archive system that can display SCP files, and word processing software. The keyboard is in the standard QWERTY layout, but keyboards that work for other languages are either given or requested.

On the wall facing the bed, there's a sink and trash can, along with more storage. The room has the same white paneling and lighting as the rest of the site, but has a light switch. All changes to room layout have to be run by site administrators, and cohabitation by unmarried agents or other personnel is strictly prohibited as it wastes space.

FACILITIES
Site-15 has a few facilities, that being a gym, target range, and library. The gym features weightlifting equipment, treadmills, and punching bags, as well as a track and ring for sparring.

The indoor target range is large enough to fit 18 people at one time, and to have targets put as far as 50 feet away. There are weapons stored there for experimenting with different guns, or training with them. A wide variety is available, including older and prototype weapons. People utilizing the range are expected to clean up all shells, casings, and damaged targets.

The library is decently sized, and primarily consists of shelves stocked with floppy disks and microfilm that are loaded with book collections, manuals, and Foundation files based on clearance. There is also a VHS, record, and tape collection. All borrowed materials are required to be returned within 5 weeks.

All three of the rooms have white paneling and soft lighting, which is turned off after 11 in the library and gym.

ENGINEERING
Engineering is where size matters most on Site-15, and as such it lacks the visual grace of other site locations. The walls are bare metal, with removable panels for accessing wiring and plumbing. The lighting is bright and harsh.

Engineering houses a number of locations, including the on-site generator, water filtration and heating. It also houses the dropship bay, decommissioning bay, and mechanical research and development labs.

DROPSHIP BAY
The Foundation utilizes advanced dropships to transport agents from the site to other sites and locations. The bay is housed in engineering, as it allows for quick repair.
These dropships (Boreas, Eurus, Notus, and Zephyr) represent the cutting edge in Foundation technology. While some components were developed as a result of research into the anomalous, there is relatively little esoteric technology in them.
Capabilities: Perception filter that can be engaged once landing, chameleon-camouflage outer hull, and sonic dampener. Vertical takeoff and landing capabilities. Can comfortably hold cruising speeds of Mach 3.2, with top speeds measuring 3.84 when pushed. Handles like a dream. Also equipped for low-orbit. Equipable weaponry is in development. Installed with a mobile multi-purpose containment chamber. Don’t crash it.

The Foundation has also provided Site-15 with a retrofitted Lockheed C-5A Galaxy for when larger transports are required, stored off-base in a nearby hangar. The full capabilities of this aircraft are classified at this time.

LABS AND OFFICES
Labs are set up for different fields of study, such as thaumaturgy, xenobiology, anomobiology, chemical analysis and synthesis, as well as testing anomalous and alien technologies or chemicals. They have sprinkler systems, cutting edge equipment, and Foundation terminals.

All offices are 8 feet by 5 feet, and come with a filing cabinet, small couch, desk, and terminal connected to the intranet. Typewriters are provided upon request, but there is a limited supply of them. There are line printers for memos and any documents that need to be printed, but ink is in internationally limited supply.

MEDICAL
The medical bay of Site-15 is partitioned into two sections, one for noncritical care, such as bruises, cuts, and check ups. The critical care section is exclusively for serious wounds and diseases. For treating critical wounds, there are tanks set up to immerse patients in regenerative liquids, but this is only done for otherwise fatal injuries. For less fatal injuries, pads based on stolen Promethean tech are wrapped around injured areas to accelerate the process of healing for a few hours every day, which unfortunately exhausts the patient.

For diseases, there are quarantine cells set up that allow doctors to examine patients and treat them without making physical contact, given the serious nature of epidemics in a Foundation site.

CONTAINMENT
Containment on Site-15 is used for a variety of objects, ranging from Safe to Keter to [EXPUNGED]. Humanoid anomalies are given a bed, toilet, and table. Their cells have a glass window in the front, an intercom, and air filtration. In the case of cooperative subjects when it would not be a health or security risk, enrichment items and specially trained “social worker” agents may be provided for mental health reasons (player characters are not these social workers).

Agents are only permitted in containment with a direct reason as to why, and will be monitored the entire time. Most often, this will take the form of an interview limited to one or two agents and specifically requested or approved by site command. This is for safety reasons.

BIODOME
The Biodome is an atmospherically-regulated greenhouse that’s intended to act as an outdoor location for gardens and personnel who would otherwise wither in the Nevada desert, and provide a relaxing environment for agents and other personnel. It currently boasts a forest, a grassland area, a lake, and a beach.

COMMISSARY
The Site-15 Commissary is located in a small room that’s attached to the common area. It sells and distributes food, limited quantities of alcohol, books, records, tapes, and other imports to the site. It is staffed by three people. Agents are not allowed to staff the commissary. Agents found stealing from the commissary will get brig time. This is to discourage further theft from happening.

RECREATION AREAS
While Site-15 already has an existing commons area for general use, the Foundation thought it would also be a good idea to also include a few reminders of other locations and amenities around the world in order to help members keep from going stir-crazy between missions. While Foundation personnel are encouraged to try to de-stress while off-duty it’s sometimes difficult to do so without requesting leave or venturing quite far from the site to the nearest city. As such a dedicated space located separately from commons but grouped with the rest of the residential areas of the base was outlined and rotates between a few different “locations”. Said locations are currently an arcade with about a half-dozen machines, the interior of a French cafe complete with glass and fake outdoor lighting (as the sun beats down quite hard in Nevada), and a bar where members can redeem their alcohol rations. It’s seemingly crewed by either a small amount of staff, or just one member who seems to run the entirety of it serving as the arcade manager, barista and server, and barkeeper/bartender.

Horizons 101
DrScottJonasDrScottJonas 21 May 2018 01:25
in discussion General / Announcements » Horizons 101

Hello, and welcome to SCP Horizons!

Here you will find a handy guide on how to get started if you’re unfamiliar with the format of this RP, or potentially even if you've never roleplayed before. Follow the tabs to find what you need to get started.

Typically, one of the first ‘boxes’ you will ever put your character into is their job on-site as well as their role in the field while on runs. As it stands, you have a variety of simple ‘boxes’ to fit your character into, but for now we will boil it down to the main four in terms of this RP;

Firstly, there is Security. This box of character types contains your combative characters (e.g marksmen, heavy weapons experts, and the like.), the sort of character types you will find in the field dishing out damage and generally being the front line of defense.

Second, we have Engineering. Typically you will find your computer whizzes and mechanics here, but you might also find a fair few combative-type characters as well. Engineer-type characters will usually alternate between fire support and their particular specialties within the Engineering stats.

Third, Medical- your traditional support role. You will not typically find much action in this box for your character. If you personally enjoy being more support-oriented with a little bit of action in-between, this is your best bet.

Fourth and finally, we have the Research/Social box, which covers your characters not found elsewhere in these simple boxes. Their roles are varied and broad-spanning, but are more often than not used on runs and events that are heavy on investigation and logic.

Now that we have these boxes somewhat defined for the sake of simplicity, it is a good time to try to fit your particular character concept into one of these boxes- don’t worry, they don’t have to stay there for long, we will expand on them later. Generally, if your character has a background in the military, combat, or just plain old toughness, you would put them in Security and center their stats around that job set. The same can be said for Medical if your character has a background in medicines or was formerly a medical professional. On the other hand, if your character concept is more brains than brawn (and yes, even the Medical characters), perhaps you would do better to put them in the Research/Social box, especially if they are particularly adept at staying hidden or talking in certain situations.

Now that the basic boxes are in place and you have (hopefully) put your character concept in one, we can take the time to expand the boxes out a bit more.

If you have any questions regarding this guide, please do not hesitate to ask after reading it thoroughly. Most questions for character writing and the like can be directed at any one of the GM team, particularly [LadyKatie], the mastermind of this guide. Questions on stats, skills, specialties, et. al. should be directed to [Cocoa] primarily, but other GMs are more than willing to help.

Horizons 101 by DrScottJonasDrScottJonas, 21 May 2018 01:25

Character: CHimalis Krex
Item: First-Aid Manual/Advanced Field Manual (12XP)
Reason: Chimalis, following her injury, would like to further her path is medical fields and become more prepared. This way she can help others who suffer her fate and be better equipped to keep her friends alive.

by Varren ErelimVarren Erelim, 14 May 2018 12:59

In regards to cover bonuses that're(or had been, since this'll be here after the convo's over lol) being discussed in IRC, it seems it's always been a problem to other GMs. Personally, it's always been pretty simple for me, with the suggestion of semi-adopting the cover system of Warhammer 40k.

In Warhammer 40k, a model behind cover is granted a bonus depending on a 1/4 percentage system. Judgement between players is passed on whether or not 25%, 50%, or 75% of a model is in cover(Obviously not 100%, since you wouldn't be in cover then.) and not vulnerable to an enemy's line of fire.

The less visible a model is, the greater its armor save(Or PDEF, in our system) would be.

With 25% being 1/4 in cover, the model/characterwould be granted a +1 defensive bonus, with an additional point being added for every 25% of the character that's behind cover until it's maxed at +4. While behind cover, the character can still take damage from bullet, but from having to go through cover, it'll deal significantly less damage to the character.

The position of a character would be discussed shortly between the player and GM in question, and a save bonus would be decided based on the position of the character behind cover, and how much the enemy can see of them from their own position.

Any thoughts on this are welcome!


Just one little Spooky Bee

Hey guys, so this is a thread that's been made to collect everything. If you feel like chat is too busy, or you need to think over things better than you could in chat, here's a good place to do it. It's also easier to dig up what you have said here as opposed to finding somebody who has logs.

The chatroom is #origins-ooc and requires a registered nick. For help on that try the wiki chat guide.


~🏵~Flower Power~🏵~

Re: Need Some Help by LilyFlowerLilyFlower, 23 Apr 2018 15:18
by FlyingbananapigFlyingbananapig, 19 Apr 2018 14:50
DiePotatoDiePotato 11 Apr 2018 16:35
in discussion General / Per page discussions » Crafting

Approved.

by DiePotatoDiePotato, 11 Apr 2018 16:35
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