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SCP Foundation v1.4

This document provides an overview of the SCP Foundation, which contains anomalous objects and entities. The Foundation aims to secure and contain these anomalies to protect humanity. Some anomalies could destroy cities or even universes if not contained properly. The Foundation also encounters opposing groups that may seek to use or destroy anomalies. New recruits are introduced to the Foundation's goals and various roles within the organization.
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100% found this document useful (3 votes)
2K views70 pages

SCP Foundation v1.4

This document provides an overview of the SCP Foundation, which contains anomalous objects and entities. The Foundation aims to secure and contain these anomalies to protect humanity. Some anomalies could destroy cities or even universes if not contained properly. The Foundation also encounters opposing groups that may seek to use or destroy anomalies. New recruits are introduced to the Foundation's goals and various roles within the organization.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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INTRODUCTION

Hello, new recruit, and welcome to the SCP Foundation. The SCP Foundation exists for one
purpose, and one purpose only: to keep anomalous items out of the public eye. You might be
wondering, “Well, what is an anomalous item?” You'd have a good question if you did.

The short answer to that question is we don't really know. The long answer is that anomalous
items are things that we cannot explain with modern science. We call these SCPs, which stand for
Special Containment Procedures. An SCP can be anything. It could be as simple as a ball that
bounces twice as high as it first did, or it could be as complicated as a spaceship stuck on another
planet in our solar system that is able to repair itself, has a limitless supply of energy, advanced
shielding, and advanced weapons currently on an unknown mission which involves earth. We are
here to secure these objects if possible.

What do we do once we secure an SCP? We contain it. We lock it up to make sure nobody can
take advantage of it. Sometimes even so that it can't take advantage of itself. Many SCPs have
the potential to become dangerous weapons if used. Some SCPs can wipe a city off of the map as
if it wasn't even there. In the wrong hands, certain items will, not “can possibly”, destroy our
world, and possibly our entire universe. Multiple universes in some cases.

Why do we contain these SCPs? To protect the masses from them. Most of the time, however, it is
to protect them from themselves. Imagine how the public would react if they were to know
exactly what is out there? Global panic would ensue, that's what. Humans are exactly as a
famous quote from a movie I'm sure you've seen by now said, “A person is smart. People are
dumb, panicky, dangerous animals and you know it.” While that quote was referring to
extraterrestrial life, the same rings true here. People fear what they don't understand.

Our, and now your, mission is to Secure, Contain, and Protect. A sort of unofficial-official motto
here in the foundation. While doing this mission, you might encounter some groups who either
oppose or hinder our mission. Hell, you might already be in them, our background checks aren't
perfect. These groups are almost constantly clashing with us and each other. We have all of the
information we currently know about them documented, information you currently might not
have access to.

Anyways, this is where my time explaining the very basics of the foundation comes to an end.
You'll learn the rest as you go through your assignments and jobs, as it all becomes pretty easy
to understand if you disregard the things that are defined by what we don't know about them.

+1000CP
IDENTITY
This world has many major groups, all of which have their own rules and guidelines. How many?
Too many to name here, but all of which deal with the anomalous.

D-Class:
You are disposable. That's not an insult, it's in the name. Disposable-class. You will be the
figurative cheese for the sometimes figurative rat, as you'll be continuously put in front of an SCP
with instructions, sometimes suicidal instructions, as the Foundation likes to throw the likes of
you at whatever they don't want to waste researchers or security guards at. Alternatively, you
could pay 100CP to be a Chaos Insurgent, granting you freedom from the Foundation.

Researcher[100CP]:
You are now marginally more important to the foundation than the D-Class, as you have enough
knowledge to become important to them. You will still be put in dangerous situations, but not
outright suicidal ones, or at least ones known to be suicidal. Pray that you are not assigned to
any dangerous SCP, because that will probably lead to the end of your chain, one way or another.
If you pay 100 more CP, you will now be a Head Researcher, granting you more access and safer
jobs, however you will be expected to work harder than the average Researcher does, as your
jobs are generally more important.

Security[100CP]:
You are now just a glorified security guard. While your job is essential, it is tireless and thankless.
Don't expect much recognition even from your peers unless you do something that could be
classified as superhuman. And even then, you could be called into questioning if you show
anything even remotely anomalous, including abilities from your past jumps.

Special Containment Procedures(SCP)[200CP]:


Instead of the ones trying to understand the anomalous, you ARE the anomalous. You are
currently being carted off to a cell to be poked and prodded at like an animal while people in lab
coats and glasses try and understand what exactly makes you as strange as you are. The
Security will constantly be on edge, hoping to god that you don't break out, even if you're
classified safe, and D-Class will be extremely jittery, following their orders down to the dot
(usually) and hoping that you don't see them as the researchers see you.
Now, let me remind you, jumper, that this is no excuse to sit on your ass for ten years, because
you are entertainment, delegated to be less than human by forces even above the ones shown
here. You are expected to attempt to breach containment, or at least cause trouble, regularly.
Alternatively, you can pay 100 more CP to be an undocumented SCP, free to roam the world as
you see fit, just as long as you don't attract the attention of any group involved with anomalous
objects.
IDENTITY
Non-SCP Foundation Identities[Varies]:
These next identities are not exactly associated with the SCP Foundation, and as such, you will
completely disregard the “Location” segment of this jump, as you have no logical reason to be in
any of the Sites and Areas of the Foundation.

Global Occult Coalition[100CP]:


Get your head in the game, soldier. You are now part of the Global Occult Coalition, An
organization dedicated to destroying any and all anomalous objects. As such, your group is
constantly butting heads with the SCP Foundation. You are out on the front lines, fighting an
unknown war against the not understood. This is one group you do not want to show any
previous powers to, as they are not against killing one of their own for the larger goal. You start
in a militarized base owned by the GOC.

Church of the Broken God[100CP]:


You are now part of a church. One where they look to reassemble the broken corpse of their
mechanical god, Mekhane. While they do want to reassemble a powerful being that may or may
not exist, they do not want to harm society in any way, in fact, they want to advance technology
farther than we ever could on our own, at least that is what they say. You start in one of the
Church's bases, hidden away from any prying eyes.

Sarkicism[100CP];
Welcome to one of the most dangerous groups in the SCP Universe. You are now part of a cult
called Sarkicism, a cult that wishes to bring the world back into what is essentially the Pre-
Stoneage, a time where humans only relied on instinct to survive, a time where humans only
acted like animals. You are now an enemy of almost every faction out there. You start within one
of their cult Churches, ready to receive orders from a higher-up.

Marshall, Carter, & Dark[100CP]:


Anything for the money, huh? You are a Marshall, Carter, & Dark agent now, tasked with going
out into the world and acquiring anomalous objects that your superiors want, and potentially
auctioning them off yourself. Some would call you scum, others would call you an opportunist,
however, you only consider yourself a businessman. You start off sipping coffee (or whatever you
drink in the morning) right before one of your superiors approaches you with a new assignment.
You can choose whether this takes place in an office, in a cafe, or whatever appropriate meeting
place you prefer.
IDENTITY
Serpent’s Hand[100CP]:
What do you seek by joining the Serpent’s Hand? Do you crave knowledge, or do you wish to
educate? Well, we welcome you with open arms. Just know that we don’t work like any of the
other groups shown here. We aren’t as organized, we aren’t one collective group. We are a
collection of knowledge-seekers and potential teachers, ones who, like you, either desire
knowledge or wish to unveil the anomalous to the public eye. You may start anywhere on earth,
due to the Serpent’s Hand not really being an organization, just a group of people with the same
visions.

Wondertainment Worker[200CP]:
Are you down on your luck? Do you ever realize that your life is as boring as everyone else’s? Do
you wish to change that? Well, jumper, you’re in luck, because Dr Wondertainment has your
back! We here at Wondertainment Inc. Understand that as a Jumper, you will get bored, so we
will be here to educate you on how to have fun while working! Whatever you want to be, a
delivery man, a warehouse worker, or even an inventor, you will be guaranteed to have FUN!™
You will start off in a Wondertainment warehouse, about to get orders in your first assignment as
either a deliveryman or worker. The option of inventor only comes available with the purchase of
a certain perk under this Identity.

Thaumaturgical Practitioner[200CP]:
As a man (or woman) of Magic, you must hold up your own ideals. And you do that to an
extreme degree, but not without its’ benefits. You have an innate knowledge of magic, able to do
wondrous things with it, many of which people would gawk at if they saw, although you might
want to hold back on that if I were you, the Foundation doesn’t like people who openly show their
Anomalous nature. Due to your knowledge of magic, the perk A Bit Like Wondertainment is
discounted by 200CP. You start off either in your own home, or with a group of people like you,
wherever in the world you want, although it has to be nearby civilization.

Syncope Symphony[200CP]:
The history of the world is a long and complicated one, one more complicated than even most
within the SCP Foundation know of. You, by some miracle, survived through a world-ending
scenario, and endured the worldwide amnestic that SCP-2000 produced once its’ job was done.
You remember. You remember all of it. You want others to remember as well, and have found a
group that agrees with you. You will make people remember exactly what has happened, and will
make some damn good music while you’re doing it. Your starting location is a hidden place in a
random location. You do not get to choose your location, just like how you didn’t get to choose to
remember.
IDENTITY
SCP-3325-1 Instance[200CP]:
A failure, a reject, an experiment. You are all three, as you were given sapience when the ones
who created your kind only wanted obedient animals. Thankfully, none of the other SCP-3325-1
instances sees you as anything but one of them. However, the Foundation will notice soon enough
that you act differently to the others unless you have impeccable acting skills, and will probably
throw you in a box to poke and prod at you. You can choose between the five “normal” variants
of your kind, and in the case of SCP-3325-1d, you can choose what type of animal would make
sense there, like a snake or slug. Obviously, you start off within SCP-3325, and you will most
likely want to escape the facility. How you do this is up to you.

Drop-In [200CP]
A Drop-In option, costing points? Is this a mistake? No, it isn't, because being of no faction gives
you flexibility to become anything. However, you start with no prior history in this world, and this
is both a blessing and a curse. This is a blessing because you will not have to do anything, nor
will you have any memories to influence you. This is a curse because a being with no history in
this world does not have any influence, nor do you know where any organization is based. As
you'll come to find out, that information is extremely important for many purposes.
To reflect your flexible future, you do not gain your own Perk Tree. Instead, you gain one free
100CP perk, and a discount on one 200, one 400, and one 600 perk. These discounts do not
extend to the SCP Perk tree, however. You may start anywhere on earth that is civilized.
LOCATION
Roll 1d8 in order to choose your location, or pay 100CP to choose yourself.
If you are an SCP, you can choose between Humanoid Containment Site-06-3 and Biological
Research Area-12 at no cost
Full list: http://www.scp-wiki.net/secure-facilities-locations

1. Site-06-3:
Humanoid Containment Site-06-3 is located in Lorraine, France, and employs a multi-national
staff, housing numerous low-risk human and humanoid entities, many of which were former
Foundation personnel. Objects contained at this facility include: SCP-069, SCP-706, SCP-1669,
and SCP-1702.

2. Site-19:
The largest foundation facility currently in operation, Site-19 houses hundreds of Safe- and
Euclid-class anomalies. Objects contained at this facility include: SCP-055, SCP-131, SCP-173,
SCP-387, SCP-668, and SCP-931.

3. Site-23:
Site-23 houses a number of metamorphic or transfiguring biological objects and entities. Objects
contained at this facility include: SCP-038, and SCP-113.

4. Site-36:
Formerly a Provisional Site, this facility is located in India and serves as both a regional
containment site and support facility for local field personnel. Objects contained at this facility
include: SCP-089, and SCP-1135.

5. Site-66:
Originally a Provisional Site built around SCP-1479, Bio-Site-66 was eventually expanded to
contain and research biological and organic anomalies. Objects contained at this facility include:
SCP-478, SCP-569, SCP-646, SCP-806, and SCP-886.

6. Area-12:
Built to contain and research both live specimens of anomalous biological entities as well as
samples of biological or biohazardous anomalies, Biological Research Area-12 was built on remote
federal land in the Mid-Western United States. Objects contained at this facility include: SCP-143,
SCP-153, SCP-214, SCP-811, and SCP-939.
LOCATION
7. Area-14:
Used as a dedicated containment facility for large-scale, dangerous, and/or hostile anomalous
entities, Armed Biological Containment Area-14 is located in Nevada's Ruby Mountains. It is
staffed with a regiment-strength security detachment and heavy weapons, armored vehicles, and
air support. Objects contained at this facility include: SCP-058, SCP-082, SCP-165, SCP-939, and
SCP-940.

8. Free Choice:
You get your pick of anything from the full list at the link presented above.
PERKS
Perks are everything, as I'm sure you've surmised before coming here. This world is very
dangerous, so choose wisely. 100CP perks are free for related origin, the rest are discounted.

General Perks:
No origins gain any freebies or discounts here (Except for Drop-Ins)

Clearance Level Upgrade[100CP]:


No matter which group you are put in, your background explains how you (somehow) got SCP
security credentials, with or without the Foundation knowing. You start off with clearance level 2,
leaving you with only a small sliver of the database and facilities to scour through. This perk can
be purchased multiple times, each purchase giving you higher access credentials, up to clearance
level 4. If you are not supposed to have this level of clearance, your credentials will allow
anonymous database viewing, however entering a room you're not supposed to will raise heavy
suspicion. Your clearance level keycard works in whatever organization you join, allowing you to
gain all but the highest level of access to whatever secrets they hold without much question.

Clearance Level 5[200CP, Requires Level 4 Access]:


How did you even get this? You somehow either got hold of or created Clearance level 5 access.
Either way, anytime you use this, the Foundation will know unless you wipe your access records
anytime you use this. Just don't look around too deep, you might get a faceful of memetic agent
if you look in the wrong areas without proper protection. This 05 keycard gives you free access to
everything in any organization you are allied with, however they don’t know this, so you might
want to hold knowledge of this close to your chest.

Neural Censor[400CP]:
You have a special brain, one that will automatically filter out any and all memetic agents,
whether visual, auditory, or anything else, allowing you to look at anything (except cases like
096) without worry of anything happening to you. You can imagine how useful this is in a setting
like this. This will even extend to magic or abilities similar to magic that require you to see
something in order to be affected. Feel free to look a sharingan user in the eyes with this perk!
PERKS
A Bit Like Wondertainment[600CP]:
I see you have an eye for the incredibly useful, as you can now create anomalies. Yes, even living
ones! One of the strongest abilities in this universe, you can create objects that rip the laws of
physics in two, barring anything that is able to destroy a city or more with its intended effect. If
you make an effect that isn't intended to destroy a city, but can, well... The time and effort
needed to create and object depends on how complicated and/or how powerful that object will
be. Creating something like SCP-018 will take maybe a week of minimal effort, however very
complicated and/or powerful objects like SCP-069, however, will take months if not years of back-
breaking effort on your part. Your objects will inevitably have unintended effects, and removing
these effects will take at least five times longer than creating said object did. Keep in mind it is
significantly easier to make an object that has an effect related to its appearance.

Shut up, Scarlet King[FREE]:


Going into this, you might be hesitant, as there are numerous forces looking to destroy the world
or even the entire multiverse. This perk stops that. Nothing that can instantly end the world, kill
all of humanity at once, or even something more powerful, will ever do that while you’re here.
The lowest level you could stretch this to is something along the lines of the Broken God SCP-001
proposal, or SCP-2399.
PERKS
D-Class Perks
I Can't Tell What[100CP]:
God, how long has it been since you were thrown into this hellhole? How many years of your life
have you spent sitting in a white room, only to be called out and used as test fodder? At least all
of this time doing that has given you one thing. You are able to instantly tell if someone or
something is not what it appears to be, and after a couple of seconds of observing, know exactly
what is wrong with it. Not many here learn to do that, so you must somehow be special, right?

That's an SEP[200CP]:
What? Strange? You must be seeing things, Jim, that guy is perfectly normal. Anything you do
will be considered completely normal by anyone observing you. Unless you do something like
suddenly grow wings, or visibly use something you're not supposed to, like Level 5 Clearance
access, nobody will find your actions odd in any way. This grants you many freedoms as a D-
Class. And yes, this does work through cameras.

Druggie[400CP]:
Wrong kind of druggie. Due to the highly potent stuff the Foundation pumped into you, you are
now completely immune to any harmful drugs or poisons, and build that immunity much quicker.
You could be bitten by a rattlesnake, have a fever for about an hour, and then be completely
immune to it for life. You could even survive the Antiaris Toxicaria, although you'll be bedridden
for a couple of days, if not a week.

Uprising[600CP]:
The Foundation never treats the D-Class with any form of respect, and because of that, many
have considered revolting. However, nobody has given them the chance. You can be that chance.
This perk comes with two abilities. The first is the charisma to convince people to join your cause,
and even have people from the opposing side switch over, although this is rare. You are now a
natural leader, able to rally against pretty much anything with a decent-sized following. The
second ability is a guarantee that your movement will last long enough for you, and only you, to
take advantage of it, whether that be getting what you want, or, in the case of a D-Class,
allowing you to escape. After that, there is no guarantee. This perk does not help with the clearly
impossible, but is very useful regardless.
PERKS
Researcher Perks
What Could Possibly Go Wrong?[100CP]:
You've been in here too long, and it shows. You have a knack for just knowing when something
could go wrong right before it happens, and will always have a chance to either stop it, or get the
hell out of there, depending on the situation. Because of this, you have become one of the most
respected scientists in the foundation, and if you aren't a head researcher already, you'll find it
won't be hard to become one. This only applies to situations where you are there physically.

Soulless Scientist[200CP]:
You've all but lost your sense of humanity, treating others as if they were just another variable.
Sure, you might show that you care, but do you really? You know exactly when too far is too far,
knowing how to push the limits of another without killing them. And the more you teeter on that
tightrope, the quicker and more effective your results are. Sure, this does extend to experiments,
but this could also apply to things like training and teaching, if you so choose.

Analysis Completed[400CP]:
Your skills of analysis, even when in a tense situation, are astounding. It doesn't take long for
you to find an effective way to contain an anomaly, making escape effectively impossible. Of
course, this ability takes longer the stronger or more complex the item is, but you will eventually
come up with an effective idea within a couple of months at max. This also works in fights, only
needing about a minute of seeing an opponent's strategy to find an effective counter to it.

Inventor[600CP]:
Ah, the perks of working in an advanced workspace. Mainly because you get to work with almost
futuristic technology. You are one of the ones tasked with creating this. Mostly as a side-job,
though. You learn extraordinarily fast when what you are learning involves creating technology
more advanced than anything past 2010 Earth's. Right now you can only make things from that
era, but with enough time you can learn to create downright mind-boggling pieces of tech, stuff
that would make even Tony Stark gape in awe. However, this is decades down the line. But you
have time, right?
PERKS
Security Perks
Death Approaching[100CP]:
By this point, you've probably looked death in the face and spit on it. You realize you're probably
going to die someday while working in this deathtrap disguised as a Foundation, and have come
to accept it. While you aren't suicidal, you no longer have any fear of death, meaning you can
make decisions mid-firefight with a clear head, one not clouded by fear of being shot in said
head. And that's just one example.

Long Hours[200CP]:
By this point, you've had days where you just stand by a doorway and guard it while barely any
people pass by, with nobody posted nearby to talk to. So you've found a way to make that time
go by faster. You can mentally shut off the “active” parts of your brain, allowing you to go on
autopilot while you do some mindless task or do nothing at all. This state will keep on going until
you complete that task or until something needs your attention.

Just Another Day[400CP]:


There will be some times where some dangerous SCP decided they didn't like their current living
conditions, so they escaped. You've dealt with this many times, so many in fact you developed a
mental ability to focus on the task at hand, without care of what's happening around you, unless
that thing is important too, of course. This ability can be applied to anything, not just combat.

Trooper[600CP]:
You've been to hell and back, you've seen the worst of the worst, and you've seen the strangest
things this world has to offer. Hell, you've shot at most of them, too. Your mind and body have
adjusted to show just how much shit you've been through. Your mind is geared for combat, with
you doing pretty much everything except telling yourself who or what to shoot subconsciously.
You make some of the weirdest yet most effective combat decisions, like rushing towards the
deadly creature looking to find out just how tasty humans are when others would run, just to do
some crazy maneuver and shove a grenade down its' throat. Your body, if it wasn't already at or
past it, is peak human performance. Your strength, speed, flexibility, endurance, and durability
are some of the best humanity has to offer. You are, as the name suggests, a trooper. All because
you took some strange job when your time serving the army was up.
PERKS
Global Occult Coalition Perks
Group Work[100CP]:
Your work constantly involves working with others, and as such you work better within one. More
notably, when you work withing a group, the entire group's effectiveness in whatever the group
increases by a factor of 2, and as your experience and teamwork improve, your effectiveness will
increase to a cap of 4, making your group run almost like a machine. God save what monstrous
fucks you hunt in this jump.

Dead On[200CP]:
How many SCPs have you killed at this point? Dozens? Hundreds? Thousands, even? In any case,
you now have an ability to know just where to shoot something in order to do the most damage.
Whether it be a rabbit or an extradimensional being, you know where the most fragile parts of a
living thing is. Just remember that some things can regenerate, and regenerate quickly.

Instant Kill Defense[400CP]:


While working under the GOC, you most likely have narrowly dodged death a couple dozen times.
This perk might've been the reason for that. Any instant-kill abilities do not work on you,
meaning that anything that would ordinarily end your existence either misses or just doesn't
work on you. Normal, mundane things, like being shot in the head, still will kill you if you don't
have sufficient defenses. Futuristic tech becomes a blurry line, so fanwank it if you wish.

Anomaly Assassin[600CP]:
When the GOC needs an assassin they usually choose you. Your experience dealing with reality
warpers and things that have failsafes upon death has given you an almost supernatural ability to
accidentally survive or kill what could either negate what you tried to do or would kill you post-
mortem. Your murder attempts on these types of anomalies, if properly hidden, will always
somehow breach past their defenses, and anything that would kill you as a failsafe will either not
happen or fail in a way that is harmless to you. Is it luck? Who knows, you just know you
somehow do it every time.
PERKS
Church of the Broken God Perks
Will of Iron and Steel[100CP]:
You have a belief. And nobody can shake that. When you want something, you can put everything
you have and are into doing or getting that thing. This perk does not change your chances of
doing or getting that thing, but it will allow you to put more of yourself into it, therefore raising
your chances by proxy.

Broken Dreams, Broken Goals[200CP]:


As a part of the Church, your dreams are constantly shattered by the other groups out to either
contain or destroy the parts of your god. This doesn't shake you, however, as even the complete
destruction of your dreams doesn't ever break your spirit. You just pick yourself back up, change
your dreams a bit, and continue on. No matter ho w long it takes, no matter how much is
needed. You will persevere.

Broken Yet Repairable[400CP]:


You, as part of a church looking to “repair” a broken god, have gained a supernatural ability to
repair things. Even abstract things can be repairable, like restoring a lost spell, or figuring out
lost knowledge. However, this isn't perfect, and nothing you “repair” will ever compare to what
was created originally, nor can you “repair” anything you don't have a single piece of. This
process is much easier for mechanical objects.

The Unbroken Gear[600CP]:


You have gained the favor of the broken god, Mekhane, and it has granted you a piece of itself,
even in its broken, slumbering state. Your body has changed as such, showing how loyal you are
to repairing what has been broken for millennia.
Your form has changed, becoming a machine, meaning smooth interlocking plates covering gears,
wires, circuitry, and other miscellaneous tech. This form allows you to seamlessly integrate tech
into yourself, bringing it out for use upon a whim. Due to the broken nature of Mekhane, any
technology you integrate will be inferior in a clearly noticeable way, such as guns being just
inaccurate enough to not be reliable, or a cell phone being unable to call anything. Of course, due
to the mechanical nature of your body, you are extremely durable, able to take multiple tank
artillery before going down. Your body, being made up of part of the broken god, does
regenerate, albeit at a slower rate than a human's. This rate of regeneration does not change. If
any part of you is left, it will regenerate, even if you are reduced to just a head. Post-jump, this
becomes an alt-form. Make Mekhane proud.
PERKS
Sarkicism Perks

Animalistic Knowledge[100CP]:
You have been gifted a small gift of knowledge from Yaldaboath: the knowledge of any and all
non-sentient life on earth. It also seems this knowledge is universal, as this knowledge is
transferred to any universe you travel to, the knowledge automatically imparting itself upon you
at the beginning of every jump.

Instinctual Rage[200CP]:
The rage of a cornered animal is not to be underestimated. Once per day, you can fly into a
mindless rage, ignoring pain while fighting to the best of your ability. However, you can barely
control your bloodlust while in this state, only being able to direct which enemies to attack and
which ones to not attack. Only after you kill all of your enemies or pass out from exhaustion,
whichever comes first, will you go back to normal.

Genetic Freedom[400CP]:
Due to dealing with the many tools of Yaldabaoth, your genetic code has been permanently
altered, leaving you with something not quite human. Your genetics are easily altered, with any
changes to your genetics, no matter the intention, will always adapt and change you for the
better. Even if someone tries to completely destroy your genes, your body will find a way to twist
that in order to build upon what was there and make your genes that much tougher. How your
body deals with certain changes is up to you.

Consume[600CP]:
You have found and consumed a sacred piece of Yaldabaoth, one completely animalistic in nature.
You have overcome and dominated this piece, however it has changed you.
Your body has changed to a visage not dissimilar to SCP-610, with your body inflaming and
becoming fleshier, and growing claws, multiple rows of razor-sharp teeth, a sharp-tipped tail, and
mouths emerging all over your body. Your bones have also become thicker, your muscles
stronger, faster, and more durable, and your senses have honed to the point of absurdity. Due to
these changes, you can also fight quadruped if needed. However, you still strongly resemble your
previous form due to you dominating the urges and keeping some form of reasoning and sanity.
Your regeneration is boosted too, where you can heal from a bullet wound completely in a couple
of days, and a severed limb in a couple of months. Post-jump, this becomes an alt-form.

Take the Animal drawback for 0CP.


PERKS
Marshall, Carter, & Dark Perks

Courier[100CP]:
You’ve been doing this for years, and it shows. You know just how to handle a dangerous object
within transport so that it doesn’t freak out on you, and you have a knack of keeping the
anomalous effects of items in check. What this means is that you can somehow temporarily dull
or even nullify the anomalous/magical effects of things in your possession, or even things you are
transporting. This only works on things you either own or are moving in some way, although your
view of “moving” may vary.

Lawyer’s Eye[200CP]:
Ah, so MC&D also hired you to fight some of their legal battles. Got it. You can almost instantly
see any loopholes within an agreement, deal, contract, etc, and can create pretty vague or
hidden loopholes within whatever you create for you to take advantage of. Some documents are
written by experts like you, however, and might not even have any usable loopholes, or have
loopholes you never even saw, or would take a while to see. One other minor effect that this perk
gives is that you can never get bored looking at documents, and as such can pour your entire
focus onto the papers in front of you.

Company Policy[400CP]:
How strong a team is relies solely of how strong the weakest link is. Maybe we can change that.
With this perk, you are able to give some or all of your powers to your team when on a job,
although these powers can only be used in the context of finishing the job. What a “job” entails is
up to you, however it cannot be anything super vague, it has to be a tangible goal or task.

Devil’s Dealer[600CP]:
You’re an impressive deal maker, to the point where it’s clearly anomalous. You are now able to
make “Deals.” Why did I put those quotation marks? The reason is simple: these deals cannot be
broken by any means unless you want it to. Not by will, not by force, not by sneaking, unless a
loophole allows it. Not even killing either side will end the deal, although they might have more
freedoms if part of the deal involved doing or giving something to the other party involved.
However, there are a couple limitations to this: a deal cannot be made unless both parties agree,
and no using hypnosis or something similar to force it, it has to be the actual person. A deal also
cannot be made if one party cannot do what is listed within the deal. In other words, if it is
impossible for one side to do the tasks listed, you cannot finish the deal. The final caveat is that
you can make only one such deal a week. Other than that, go nuts.
PERKS
Serpent’s Hand Perks

Group Goals[100CP]:
How do you think a group like the Serpent’s Hand stays up, even though it isn’t all too organized?
Well, it’s not clear, even to the Serpent’s Hand themselves. Sure, they might claim it’s because of
their goals being that important, but deep down they don’t know how they have gotten that far.
Any group you are in, no matter how minor, will never disband. Arguments and disagreements
will still happen, but nothing will branch off, nor will anyone leave due to these disagreements.
This perk only works when you actually want to be in an organization or group.

Mental Library[200CP]:
While you are in the Serpent’s Hand, you will inevitably learn quite a bit. You are able to learn so
much that a normal human mind couldn’t handle it. Thankfully, your mind has ascended past that
of a human’s, allowing you to keep all of your memories, along with everything you have learned.
No amnestics, mental powers, or cognitohazards can ever remove memories. People can still read
it, but never alter or remove. I’m sure you don’t mind, as knowledge should be free.

Sharing is Caring[400CP]:
Your group’s goals is to give knowledge to the public, so that means that sometimes specific
people need to know things. You are able to give other people perfect copies of your memories by
making physical contact and focusing on a memory. This copy is then ingrained into the other
person’s mind, it is up to them to remember it. If you are able to clearly think of something, you
are even able to give other people false memories.

The Jumper’s Library[600CP]:


The Wanderer’s Library. The best place in the multiverse to find what you want. The biggest
receptacle of information in the SCP verse. And now you can access it. Using your warehouse key
(or portal, whatever one you have) allows you to access the library at any time. An
incomprehensible amount of books are stored here, luckily for you time flows differently, allowing
you to travel for what seems like decades to whatever book you want, with little time actually
passing. But how do you know where these books are? A librarian that lives here knows, and will
show you where where the knowledge you seek is. The library even updates whenever you go to
a new universe! However, there is one caveat. The only knowledge stored here is knowledge you
could theoretically learn during your ten years within that universe. If a spell would take eleven
years to learn, it wouldn’t be here.
PERKS
Wondertainment Worker Perks

Entertainment Worker[100CP]:
Ah, the work of entertainment is never over. You need the character to actually entertain as well.
Whenever you look at someone, you immediately know ways to entertain, appease, or even just
make them happy. You could use this for entertainment work (and you’d probably make a killing),
but you could also use this for business deals, knowing a way to use your words to appeal to the
other person in the deal.

Baby Driver[200CP]:
During your time as a driver for Wondertainment Inc., you will eventually be hounded by the
Foundation. You have been trained by the best in the company to escape the Foundation, able to
push whatever you’re driving to the limits. You could escape a motorcycle with a golf cart if you
so wish, and doing stunt jumps with any vehicle, including stuff like skateboards and bicycles, is
child’s play.

Factory Nut[400CP]:
Factory work: something that a lot of people dread. But not you. You love it, and your skill in
doing factory work, specifically working on an assembly line, has given you anomalous abilities in
assembly. Any time you are building something, you can place some of your own powers within
that item. No matter what kind of powers you put in it, it will always twist itself to be beneficial.
For instance, if you put illusion powers within a sword, that sword will cast illusions on whoever is
cut.

Inventor[600CP]:
With all of Wondertainment Inc.’s products, you have to wonder who designs and invents them?
Well, you, obviously. Along with the choice of designer in the Wondertainment Worker origin,
anything you want to create will always do what you intended it to. Usually in a strange and
roundabout way, but it will always work. This perk gives a discount of the A Bit Like
Wondertainment perk.
PERKS
Thaumaturgical Practitioner Perks

Student of Magic[100CP]:
This perk is pretty simple: you just learn anything related to magic faster. Yeah. But the definition
of “magic” is pretty loose. “Magic” could be chakra, ki, reiryoku, etc. Basically anything that
pertains to a separate energy source being used to fuel abilities can be considered “magic”. Or,
you can just use the common definition of it. Not gonna force you.

Runic Knowledge[200CP]:
What practitioner of the arcane arts would be complete without at least a basic knowledge of
runes? Well, not many, but you at least have that basic grasp. You can use runes to do many
things to items, like make it levitate or combust under certain conditions. Most items can only
handle one basic effect, you’ll have to create your own strange items in order to break this limit.

Nicholas Who?[400CP]:
Many of those into the arcane don’t learn a lot, as most of the knowledge isn’t very easy to find.
Your luck must be impeccable, then, because you have a knack to just stumble upon lost or
hidden knowledge, such as that spell only one magician used or research notes that were
presumed lost. If you should have learned that knowledge is another matter entirely.

Opposites Mix[600CP]:
No matter how hard you try, some things within the arcane just can’t be mixed together, such as
ice and fire magic. That was a lie, with this perk you can now do that. Anything you can think of
can now mix, angelic and demonic, fire and water, whatever you want in fact. In most cases, it
won’t be easy, but you can do it. Even “magical” abilities from other universes can mix together,
as mind-bending at that though is. How these powers mix together is up to you. It can be the
effects of both, a mixture of the two, or even a completely new effect, as long as it makes sense.
PERKS
Syncope Symphony Perks

Symphony for the Silent[100CP]:


Countless people don’t remember. But you do. You and your cohorts have the same idea.
Remembrance. Some would call you a hive mind. You say it’s just the music carrying all of you to
your memories, the ones others have lost. You can extend this level of cooperation to any other
group you are in, as long as it is a relatively small group, about 36 people or less. Impeccable
timing. Stay connected to the rhythm. The beat will guide you.

Do you Remember?[200CP]:
Others want to sing the song of forgetfulness. You are unaffected by the lyrics. Nothing can alter,
erase, or take your memories. It would take something on the level of the Scarlet King to even
slightly alter what you have seen and heard. This also extends to time. You remember everything
as if you were still in that moment. You will never forget them.

The Band Marches Onwards[400CP]:


The song of the universe must be heard. For their sake if not yours. Sometimes you need to
physically alter them in order for their ears to hear the beautiful sounds. You now have an innate
understanding of the human body, knowing how to alter and change things in order for them to
do what you want. You still need to subdue them, and you still need the tools, but you can
change them. They will remember.

We’re Never Going to Forget You.[600CP]:


Why do you do this? Do you even remember why? Do you remember their faces? You remember.
You will make others remember, by force if need be. The music you play has a sort of effect on
people, allowing you to subtly influence their actions. After a number of days, and sometimes
weeks if their minds are particularly strong, you gain control of their body. Things like forcing
them asleep, slowing heart rates, moving their body, and even making them say what you want
is not a problem. Their personality is still there, just held back by your music. Their body is just
going with the beat. They’ll understand soon enough that the music is beautiful, they just didn’t
hear it before.
PERKS
SCP-3325-1 Perks
The next perks are locked to the SCP-3325-1 Instance origin, and there are no discounts.

Artificial Creation[Free]:
You, as a creation, have some strange powers in regards to your form. Whichever form you
chose, you gain those abilities. SCP-3325-1a gives you strength enough to dent steel, and speed
enough to run at 72 km/h. SCP-3325-1b gives you an ability to blend in with your surroundings,
almost becoming invisible, and a small boost to strength and speed. SCP-3325-1c gives you
claws and sharp teeth to maul with, and speed and strength about 3/4ths that of SCP-3325-1a.
SCP-3325-1d gives you the ability so secrete highly corrosive slime able to eat through
everything up to diamond, although harder materials take longer. SCP-3325-1e gives you a larger
form, along with a voice able to disrupt the human’s bodily systems, no matter if they are able to
hear it or not.

Hunting Patterns[100CP]:
As something that hunts humans, you have an innate understanding of doing so. You can track
using your now enhanced eyes, ears, and nose, able to track humans about a mile away. Hunting
animals is still possible, but you don’t have the instinctual knowledge like you do humans.

Abused and Scarred[200CP]:


Due to your abnormality, the ones who created you saw fit to make sure you didn’t screw up.
They did the same to the others, just to a much lesser extent. Due to this, you now have a pain
tolerance far surpassing any human, you can have multiple limbs cut off and still fight as if
nothing had happened. This does not give you any endurance, just the ability to push through.

You Were Supposed to be Entertainment[300CP]:


During your time within captivity of Real Characters Industries, you learned things. Things that
no human should have discovered. But they did. And they made the mistake of showing you. You
now know how to create beings like yourself, with the abilities shown in Artificial Creation. But
you now know better. You know how to truly make them obedient. This takes a lot of resources,
namely human parts, along with a good amount of time and effort, but you can create mindless
animals, whether for entertainment or battle is up to you.
PERKS
SCP Perks
This section will work a bit differently to the other perk sections. If you're an SCP, you get one
Safe-class anomalous effect for free, and the rest of the Safe-class anomalies are discounted. The
first Euclid-class and Keter-class perks are discounted, however following purchases are
undiscounted, even for an SCP.

Anomalous Nutritional Systems[100CP]:


Your body somehow gains nutrition through unknown means. You no longer need to eat, drink, or
sleep(although sleeping does help the brain, so you might want to sleep every once in a while).
This is one of the most common Anomalous effects on a living being, so in the Foundation's eyes,
you're nothing special.

Hunter's Vision[100CP]:
Your eyes have been altered, allowing you to switch between three different “settings,” Normal
Vision, Infrared, and Ultraviolet. These different “settings” allow you to, as the name suggests,
hunt much better than any normal human.

Cosmetics[100CP]:
This perk allow you to change your appearance to anything that is vaguely humanoid. While you
won't give yourself anything useful, like claws and a tail, you will be able to change your height,
build, look, etc. You can become a rotting corpse or a man covered in bruises. Whatever form you
create here ill become an alt-form if you choose at the end of the jump.
PERKS

Contortionist[200CP]:
Your body is incredible in that you can contort in ways that any normal animal's bones would
have broken many times over. In the case of Ball and Socket joints, like the shoulder, they can
move in a 360 degree field of motion. Hinge joints, like that of the elbow and knee, can move in
a complete circle but not side to side. Rotational joints, like the one that rotates the forearm, can
now rotate completely once before stopping. Your spine can now fold in on itself, bend in absurd
ways, and twist completely once. Your muscles and organs don't get damaged by this, in
mundane or anomalous ways, your choice, and your muscular system is modified to allow you to
willingly contort this way, even though it appears just like a normal human's under the skin. The
fingers, jawbone, etc. are not affected by this.

I Have No Eyes But I Must See[200CP]:


You do not need your eyes to see anymore. Your body constantly emits a high-frequency hum
that no animal currently on earth can hear or even notice. Additionally, the hairs on your body
react to this frequency, and only this frequency, giving you a mental image of what is around you
from the sound bouncing off of things and returning to you. This does not stop people from
recreating the frequency and disorienting you. Post-jump this ability is togglable.
PERKS

Deep Pockets[200CP]:
You now have your own personal Pocket Dimension. You can pull out or put in anything into this
pocket dimension, and this pocket dimension has no upper limit, or at least that limit is unknown.
However, you can only put in objects that fit into a “pocket.” A “pocket” can be just about
anything that only has to do with your clothing, whether it be an actual pocket, or under a jacket,
or even a sleeve. You currently have nothing stored in this pocket dimension.

Hive Mind[400CP]:
Your body has become the hive of a species of bug. Which species is up to you, and it could be
anything from Hornets, Wasps, and Bees, to even bugs that don't normally have a hive, such as
Flies and Mosquitoes. You can even create your own special species of bug. The bugs in your hive
do not grow, but when a bug in your hive is destroyed that bug is anomalously replace within 24
hours of its death. Just to make sure you don't choose something too powerful, you cannot
choose an insect larger than 3 inches in length and width, nor can it bee too overtly venomous.
You can choose whether to contain these bugs within your body or to have hives be built along
your body.
PERKS

Memetic Hazard[400CP]:
You are now a Cognitohazard. If you get within grabbing range and look someone straight in the
eyes for about 5 seconds, that person will go into a catatonic state not many are able to get out
of, only being able to have brief moments of conscious thought, and during those brief moments
of lucidity they are only able to ramble crazily about a number of topics, mainly ones they were
interested in before you got to them. This is an active ability, you can turn it on and off. Oh yeah,
and those with strong wills and/or minds will not be affected by the full force of this ability, just
shaken up a bit. These people are more common than you might think.

Bloodsucker[400CP]:
Your body has become more like that of a mosquito, giving you a range of abilities. You are able
to manifest an extremely sturdy spear-like proboscis from three areas: The palm, shooting it out
from the mouth like a chameleon, or from the tip of your tail if you have one. You can quickly
drain someone of their blood if you do this, only needing about 30 seconds to completely drain
their body of blood, although they'd most likely be dead long before this. Whenever you suck at
least 2 liters of blood, you gain a boost to your physical abilities, amplifying your strength, speed,
durability, and endurance. Launching the proboscis from your mouth only makes it go about 10
feet, so people can still out-range you if they have a gun.
PERKS

Doll[400CP]:
You are now a Doll, being completely made up of a fleshy wool-like substance apart from your
skin. You can cut open your body in order to manipulate these fibers in order to do a lot of
things, like restraint or strangulation. However, you cannot regenerate, and must stitch up the
cuts along your body if you don’t want to show off your insides to the public. Additionally, due to
what the inside of you is made up of, you are able to move and fold like a stuffed doll.

Carrion[600CP]:
You have become the carrier of a virus, one you can control. What I mean by this is that you can
control the effects, the power of those effects, how long they last, and if they affect certain types
of people more or not. You can alter this virus to anything possible in our world, nothing
anomalous in nature. However, you still have many freedoms in creating your virus, for instance
creating a virus that ups adrenaline production, leaving them able to fight for longer, harder, and
faster. Keep in mind that whoever you infect will not be able to spread your virus, and the only
way you can spread this virus is by skin-on-skin, blood-on-skin, or blood-to-blood contact.
PERKS

Anomalous Physiology[600CP]:
You're one of the toughest things to kill. Every part of your body is equal, as you don't really
need anything. You only use your lungs to speak, and the only use of your blood is to keep you
warm. Even if your head was blown completely off, you would still survive, your consciousness
staying within the larger piece existing. You will lose consciousness, however, if the largest piece
that is existing of you is the size of an arm or less. This perk only grants this, and does not give
you any regeneration perks. You are also still vulnerable to mind and soul attacks, since this perk
only affects your body.
PERKS
If you take any of these perks, and you are an SCP that is in Foundation custody, be careful. They
will be watching carefully, and if you try and escape, they will try and terminate you.

Gelatinous Form[400CP]:
You are able to shift between your regular, human form and that of a formless blob of gel. While
in this form, you are able to squeeze through any gap, and let physical attacks go straight
through you. However, you will barely be able to interact with anything due to being non-
physical. Also, in this form you seem to be especially susceptible to electricity, however electricity
will never kill you, just incapacitate if the voltage is high enough.

Reach Through[400CP]:
You are able to push your body through a solid surface and crawl through to the other side
instantly. This means that you could go into one side of a boulder and instantly come out of the
other side. While this perk doesn't offer any protections, it does make it easier to flee when you
need to. The only limit to this ability is that whatever you're going through cannot be thicker than
the length of a football field.
PERKS

Of Many[600CP]:
You aren't one creature anymore. You're many put together in the shape of a human. Don't
worry, you still keep your personality and mind, but you might find yourself occasionally referring
to yourself as “we.” You are made up of about 50 spider-like mammalian animals, able to almost
perfectly imitate a human shape. Remember I said almost perfectly, as there are many signs that
you aren't quite human. Barely noticeable seams in the skin, your body moving in extremely
subtle ways that a human can't, that sort of thing. You can use these creatures individually or in
small groups for many purposes, such as scouting, assassination, or even combat, as you can
choose to see through the eyes of these creatures. These creatures have bone-like growths on
their legs, and can fling these growths with deadly precision, a new growth appearing after a
couple of minutes. You yourself can fling these growths as well while in “human” form, and can
even completely split into the original 50 animals that you came from, with complete control over
all of them like a hive mind. Your human form is still the same ability-wise, so don't go expecting
to lift cars just because you took this perk. If one of these animals dies, another one is born
immediately and will grow back to full size within a period of one to two months. I feel like I don't
need to tell you what happens should all of them die. Oh yeah, and these animals can disguise
themselves as clothing whenever you're in human form.

Brothers’ Lament[600CP]:
Choose from either SCP-073 or SCP-076. You gain their powers. 073 gives you an ability to
redirect all damage you take to the attacker and an ability to corrode non-sapient life wherever
you walk. However, your ability is not infallible. Eventually, the ability will weaken over the course
of the battle, and you will be able to be hit by indirect damage. 076 gives you a warrior’s mind
and the ability to summon black blades from a portal. Your body is not of the same durability,
strength, or speed as 076, but is still improved by a noticeable amount, i.e. being able to punch
steel and dent it, and being fast enough to keep up with cars, and you do not revive after death.
Can only EVER be purchased once, no amount of return shenanigans will award you both abilities.
GEAR
Sometimes powers just aren't enough, and you need items and gear to help you out in what you
need to do. Unless otherwise stated, if broken or stolen, any and all gear purchased here will
replace itself in your warehouse within the course of a month.

Anomalous Item[50CP]:
There are many items the foundation has custody of that aren't important enough to be classified
with a number, however still display anomalous effects. Such things are very easily contained by
placing them in a box and leaving it be. Choose one item per purchase from the following list of
anomalous items: http://www.scpwiki.com/log-of-anomalous-items

SCP-018[50CP]:
While this item might just look like an ordinary ball, you'll soon come to find out that this item is
nothing ordinary, as this ball bounces twice as high after each bounce. While you might just think
this is a hindrance, you can easily turn this item into a deadly murder weapon. For instance, you
could just find a room filled with people you don't like, open the door, throw the ball in, and wait
for the carnage to end.
GEAR

SCP-2485[50CP]:
Taking the appearance of a green glass wine bottle, this SCP has one major ability: it can hold a
seemingly infinite supply of any liquid within itself, or that limit has yet to be reached. When filled
with a liquid, this bottle gains weight proportional to about half of the weight of everything inside.
When pouring liquid out of the bottle, the liquid being poured will empty out at a normal rate, but
the one who is pouring will feel a compulsion to continue no matter how much is stored within
the bottle. Also, whenever a new liquid is introduced to the bottle when another different liquid is
already within the bottle, the old liquid will forcefully shoot out of the bottle, with a maximum arc
of 1.6m, and a highest recorded pressure of 1200 kPa.

Box of SCP-3147[50CP]:
What seems like a box of ordinary, if strangely packaged lollipops, is actually one of
Wondertainment's wonderful creations. Each different lollipop, if two or more people have tasted
a certain flavor lollipop within the timespace of ten minutes, will be able to control the mouth and
throat of another. I hope you can see how useful this could be for untraceable communication,
although not much else. This box is filled with 400 individual lollipops, 4 of each flavor, and the
box regenerates at a rate of one per week. Each flavor has a very tasty, if strange, flavor.

SCP-1296's Number[50CP]:
This number has one purpose: Giving you a Llama anytime, anyplace. The price is seemingly
random, except for the obviously expensive being expensive. You can pay with cash or credit.
GEAR

Box of SCP-1079[50CP]:
These candies are yet another one of Wondertainment's creations. When eaten, the one who eats
them will have about 40-70ml of blood be excreted through the skin as soap, cleaning whoever
has eaten the candies. However, do not eat more than one, as people have been known to die
when eating 4 or more from bubbles appearing within their blood system.

The Full Wiki[50CP]:


You now have a tablet filled with the entire Foundation database. Including all of the memetic
hazards. Hope you have protection.

Bottle of SCP-500[100CP]:
This bottle contains 50 miracle pills that cure any and all disease, no matter the severity or
conditions, even anomalous diseases. This process happens over the timeframe of a couple of
hours. This medicine does not work on the virus created by Carrion, but does work on others
infected with said virus. This bottle refills at a rate of one every two weeks.
GEAR

SCP-005[100CP]:
This item is called “The Skeleton Key,” and for good reason. This key can open any physical lock,
including but not limited to: Door locks, Electromagnetic locks, Hotel room door locks, and Car
door locks.

SCP-170[100CP]:
This SCP is a strange yet simple one. SCP-170 is a tube of superglue. Its' anomalous effects
come in when two objects are pressed together with this substance inbetween them. This
substance allows the user to bond two objects together at the atomic level, going so far as to
break the laws of space in order to do so. Like, you could make two pieces of gold into one
denser, identically sized gold piece if you so wished. Or you could bond someone to an object, at
the cost of their circulatory system being unable to pump blood there, unless you wanted to. Your
version is slightly different, allowing you to bond living things to objects without any worry of
circulation problems if you want to. This bond won't break, so don't worry about anyone or
anything breaking off without severing something. This tube regenerates at a rate of 50mL per
hour.
GEAR

A SCP-1498 Phone[100CP]:
A small rotary phone that is not connected to anything, nor can be disassembled or broken.
When called, a voice on the other side will identify themselves as part of the Oneiroi Collective,
and will as for the description of a wished dream. After conclusion of the call, the user will
immediately fall asleep for 9 hours, experiencing said dream. The original SCP had a collection of
wires that made up the form of a sheep, had a memetic effect that compelled the user to use it
again, and would eventually turn the user into another instance of SCP-1498. Of course, all of
this has been removed due to the nature of you being a jumper.

SCP-2149[100CP]:
A small infinitely moving grinder, this grinder will produce pure metal every midnight. The metal
produced is random, and any material introduced into the hopper attached to the grinder will be
seamlessly introduced to the metal. You could create better metals using this, or just create
some weird combination of metal and some other substance. The only limit to this is your
imagination. Of course, due to the nature of you as a jumper, there is a switch on the side in
order to toggle if you want to have it produce metal every night or not.
GEAR

SCP-2775-1's Phone Number[100CP]:


A piece of paper containing a phone number. When called, you will be redirected to the Human
Mills Company, and will be asked for specifications on what human you want. When you specify
what you want, you will be given a price, in whatever currency you want and hold enough of.
When ordered, an appropriate amount of money will be removed from a banking account or just
disappear from your stores. Within the next 24 hours, a human meeting your specifications will
be delivered to your location. The Human Mills motto is “Dedicated to bringing you quality lab
specimens anywhere, anytime, any dimension.” That motto has shown to be completely true.

SCP-1386[100CP]:
This SCP is a Good Humor ice cream truck, with modifications so that nobody can look inside the
truck. This truck can vend any flavor of ice cream or frozen treat, even ones that don't exist.
Once vended, the truck will give you a receipt listing the price of the ice cream, with change
being dispensed as well if you pay more than what is listed. Make sure you pay this amount,
cause the truck does have a way of collecting that you won't really like to experience. One small
note is that the ice cream truck does have a sense of humor, and does like to play pranks on April
Fool's. You can summon this ice cream truck once a day.
GEAR

SCP-458[100CP]:
A relatively simple SCP, this item is a standard Little Caesar's Hot-N-Ready pizza box, with
somehow indestructible cardboard. When someone opens the box, the box takes whatever the
user wants from their thoughts, and creates a pizza containing the toppings. The toppings must
be edible by a normal human, however.

SCP-296[200CP]:
A fairly nondescript coffee machine, the only thing visually off about it is the keypad being a
standard QWERTY keypad instead of being a regular coffee machine keypad. When 50 cents USD
is entered into the machine, you will be prompted to type out what you want, and the coffee
machine vends it. This machine can vend anything in liquid form. It can even vend abstract
things or things up to interpretation, such as “My life's story” or “The best drink I ever had.” The
only caveat is that whatever physical thing that is vended must be able to come in physical form.

SCP-105-B[200CP]:
This SCP is, by all intents and purposes, a normal Polaroid camera. However, when you hold a
picture made by SCP-105-B, that picture turns into a real-time feed of that location, in the
position that the picture was taken. You can then reach into the picture and manipulate things
there, your arm showing up at that location disembodied. This effect is tied to you, and nobody
else can recreate this effect with the pictures. You do not have to take said pictures for the effect
to work.
GEAR

SCP-445[200CP]:
What’s this? Just a normal stack of papers? Well, this stack of papers is actually Dr
Wondertainment’s Super Paper, and this paper certainly is super, as it is fireproof, waterproof,
tear-proof, and glue or tape will not stick. Anything you fold this paper into, it gains the
properties of that thing, and the paper can stick to itself if slight pressure is applied.. Fold it into
a swan, it animates and acts like a very friendly swan. Fold it into a boat, and it speeds across
the water, and if worn like a hat, will make the user seem more attractive than they are. Roll it
into a tube, it becomes a telescope. Even drawing on it adds effects, although for these effects to
manifest it needs to pertain to what it is folded into, like a megaphone having volume control, or
a swan having facial features. A second purchase of this also grants you SCP-445-Alpha, which
has a reddish tinge to it and everything that it is folded into is “aggressive,” although this
descriptor varies for each object.

SCP-5355[200CP]:
A shrink ray? Man, I know some jumpers who would kill for this, just because of how potentially
handy this is. This strange-looking gun with many dials is able to shrink, grow, or return any
object to a normal size. While the original would do this to any object it hits first, such as
bacteria being hit before a human, yours only modifies the objects you intend it to, just so long
as you actually hit the object. Your choice on whether or not this gun affects the mass and weight
of an object or not.
GEAR

Bottle of SCP-006[200CP]:
This two-liter bottle of water has a special effect when drunk: It repairs any and all DNA
damaged by replication, essentially reversing age. This doesn't give eternal life like the original
did however, but it does return someone to the prime of their life. It also speeds up regeneration
by a considerable amount, with a couple of gulps allowing someone to recover a lost limb within
seconds. This bottle is regenerating, with the full bottle being regenerated from empty within a
year. Effects are diminished when used on mammals, and anything else not being affected at all.

SCP-117[200CP]:
This SCP is a multitool with no maker's mark or brand information. While it does contain the tools
you would expect from a multitool, it has one very useful ability: Whenever you are holding this,
and you have a problem that needs a tool you don't have, it will generate a tool that is perfect for
the task. When closed, the tool is not found again unless you find yourself in a similar situation
as before. The one drawback: this tool takes the minerals from your body in order to create these
tools. Not enough to kill you after one or even five uses, but at least 10 uses in a couple-day
period will leave you extremely tired, and 15 killing an ordinary human. But I'm willing to surmise
that by now you are no ordinary human, right?
GEAR

SCP-1386[200CP]:
This SCP is a book adorned with ornate bindings, a lock and key, a pair of mechanical arms, and
a small, semi-circular dial in the lower left corner for inputting numbers. This book can
“consume” any other book via anomalous mechanical means, and can reproduce said book within
its own pages via the number dial. When a book has not been reproduced, the pages of the book
show an index, which lists all of the books currently “consumed,” along with a number associated
with them which corresponds with which number is inputted into the dial to reproduce said book.
The lock cannot be picked or destroyed, and only the key can open it. Said key will never leave
your possession unless you will it, with it returning to your pocket after a couple of seconds
should you lose it. Normally, this SCP would require a book every so often to keep it from
forcefully finding and “consuming” one, but due to the long life you will most likely live, this book
does not need a book every so often, and only “consumes” books when you want it to.

SCP-143 Sapling[200CP]:
This sapling comes from The Bladewood Grove, which is a grove of anomalous Japanese cherry
blossoms. These trees have pink, glassy, blade-like petals that are razor-sharp, and wood made
up of the same materials, although the appearance of the wood is opaque and gray. These
materials are no heavier than their ordinary counterparts, yet have a hardness that reaches
5,000 HB on the Brinell scale. For comparison, rhenium diboride, a synthetic material designed to
get as close to the hardness of diamond as possible, only goes up to 4,600HB on the Brinell
scale. These petals shed twice a year, however be careful handling them. This sapling comes with
a written guide on how to do own-root propagation with a Bladewood tree.
GEAR

SCP-1056[200CP]:
What looks like a kitchen timer strapped to a collapsible wire mesh stand is actually a resizing
tool. The timer has numbers ranging from 0.25 to 4, and when an object is placed in the mesh
screen and the dial is turned to a number, the item is resized by that amount. Even though the
size changes, only the amount of cells/particles changes, so if a 5g block of iron was resized by 3,
the grain size would stay the same.

SCP-1134[200CP]:
You now have a ten-gallon drum of anomalous paint. What is so anomalous? Well, the fact that
this paint can resist up to 65,000 Newtons is one. It can deflect any type of bullet up to a .30 cal
sniper rifle, and if flung, it will accelerate to the speed of a .357 magnum shot, ricocheting off of
any inorganic surface until it comes into contact with a surface painted with 1137 or organic
material. If coming into contact with the former, it just spreads the paint coat evenly. However, if
it comes into contact with the latter, it acts the same way a bullet does, penetrating the object. It
will change to any type of colored paint you want when you reopen the lid, even completely clear
and completely black. This drum does eventually refill, although at a very slow rate, taking one
year to refill completely from empty.
GEAR

SCP-1898[200CP]:
This SCP is simple: it is an endless box containing instructions on how to make non-euclidean
figures, and an endless supply of materials. This set allows the user to create seemingly
impossible figures, although the user is generally unsure of how they did it by the end of the
construction. This set allows for things to be made up to the size of the average house.

SCP-1958 Schematics[200CP]:
These schematics allow for the construction of an extremely advanced fuel cell that can be
attached to any vehicle with manual transmission. It also includes instructions of how to render
the interior airtight, creation of a chemical toilet and a water filtration system, and the
construction of an atmospheric scrubbing system capable of removing carbon dioxide and giving
oxygen created as a waste of the engine. You will have to work more to allow maneuvering,
vertical launches, and speeds exceeding what the vehicle could do before.

SCP-3301[200CP]:
You've gotten your hands on Dr. Wondertainment's greatest creation: THE FOUNDATION! What is
THE FOUNDATION? Imagine Jumanji, now get rid of the jungle setting and replace it with
everything related to the SCP Foundation. Yes, that includes every single SCP, joke SCP, and 001
proposal. Honestly, this is one of the most fun games in the multiverse. Remember to thank
Wondertainment for me.
GEAR

SCP-1230[200CP]:
This small, unassuming green book is far more than what it appears to be. The only text
contained in the book is “A Hero Is Born,” on the front page. When anyone reads these words,
they almost instantly fall asleep and wake up in a world modeled after fantasy novels, with
dragons, knights, princesses and the like. This world is controlled by an old man who goes by the
moniker “The Book Keeper,” who is generally very amiable and helpful. In order to construct
these worlds, the book can draw from the mind or minds of whoever is currently sleeping, and
from books nearby. This book cannot be “eaten” by SCP-1386, however it can draw from it to
create worlds, and is unaffected by any memetic affects laced within.

SCP-5000[400CP]:
Ah, it seems you’ve come into possession of an Absolute Exclusion Harness, one of the most
effective stealth and recon suits the Foundation has created. This suit allows for mental control of
all of its systems, turning them on or off, even deciding beforehand when or where to activate or
deactivate. These systems are: A journal system in which the user can log with either their voice
or mind, an anti-meme field that can activate at will, effectively allowing for complete invisibility,
footstep mufflers, making your steps completely silent, and auto-combat capabilities, allowing
you to let the suit fight for you, and the suit is above the level of most grand masters on the
planet. The one difference to the original, other than this one being in pristine condition, is that
you can reduce the suit to the size of a cell phone, and weighs about as much, although it isn’t
any less fragile or weak as a result. You can even doing this while wearing it, you being able to
wear it as a necklace or bracelet, although the mental integration is slightly reduced as a result.
You don’t have to completely reduce it either, you can “remove” just the helmet, the arms, the
legs, etc, or any combination. Just be happy that you’re not in this suit’s origin dimension, right?
GEAR

SCP-914's Manual[400CP]:
What a handy book. This book, quite a thick one might I add, lists and details many instructions
detailing SCP-914, such as construction, hooking it up to any utilities, and many things on what
to do with 914, such as details on what each setting does, instructions on combining objects, and
even how to repair and maintain 914 if it's damaged. Take care of this book, and make sure it
doesn't get in the wrong hands.

SCP-662[400CP]:
What a fancy bell, but why is the clapper gone? And how does it still ring? Well, no matter, as this
bell when rung summons a butler by the name “Mr. Deeds,” who can do almost anything you ask
of him, no questions asked. Don’t feel bad for him, he actually quite likes doing whatever you ask
of him, and is quite saddened when he cannot do something you ask of him. Even if you
personally kill him, he’ll gladly come back to serve you once more, if you ring the bell. However,
he cannot give you complex items, like a car or a Faberge egg, and cannot do thing that are
impossible to do, like assassinate someone heavily and constantly guarded. You are able to pull
the bell out of any pocket you have, in perfect condition, even if it was destroyed beforehand. Mr.
Deeds also is able to become the native species in the current setting if you wish.
GEAR

SCP-184[400CP]:
You need space? Well, you got space. Whatever room you place this small object in, it expands
the inside of that thing, eventually adding rooms. After a certain point, these rooms have things
made of weird and esoteric materials, such as a bed made of jade, or a toaster made of wood.
These things still function normally, so don’t worry about anything just not working after a certain
point. This SCP doesn’t work outside of a room or object, and doesn’t work within the warehouse.

SCP-1785[400CP]:
Oh man, what a terrible mask. Despite all of the foundation's efforts to cover it up, you know
exactly what this mask does, right? Is that why you're choosing this? This mask changes the face
of anyone who wears it, just enough so that people know you by gut feeling, but will swear up
and down that either you aren't who you are, and that you're some sort of impostor. I hope you
have a really good reason to want this.

SCP-2814[400CP]:
Yet another mask, this one allows you to sculpt fire with a touch, as well as control it, with a
radius of twenty meters,the ability to choose the temperature, and gives you immunity to flames.
While this mask does give you incredible effects, it does produce a (now mild) memetic effect
which suggests the wearer to test the mask's limits, breaking any moral standards while doing
so. But now you know, and can hopefully counter or resist that urge to burn.
GEAR

SCP-1147 Seeds[400CP]:
This SCP consists of five plum seeds which can be planted in anything. When planted, the fruit of
the tree will take on the properties of whatever it is planted into, sometimes making the fruit
inedible. Examples of this include Steel making the tree and fruit produced from it steel, water
making the fruit contain potable water, etc.

SCP-2400[600CP]:
The Hyperbolic Time Chamber is cool, yeah? Well here, have the SCP Foundation's version of it.
This door, attached to your warehouse, leads to a vast white expanse, filled with nothing. When
in this white void, time slows down to 1/140 of how it normally flows. You cannot just stay in
here for 10 years just to get out of an undesirable jump, however, and you cannot leave items
within.

SCP-262[600CP]:
An unassuming coat, almost nobody who knows what this is would think that this item is strange.
Those who do, however, will know to fear you, due to the potential you hold. This coat can
manifest multiple arms of varying length, apparent age, and skin tones that the user can control.
Don't worry, the age of the arms doesn't impact the strength, speed, or durability. When used
creatively, this coat can be used to overpower even some of the strongest foes. This item has the
ability to integrate into any clothes or armor you have, so long as it covers the area a shirt does,
or has a form that does that, and you can separate it at will.
GEAR

SCP-963-1[800CP]:
Before I continue, no. This isn't as powerful as the original. That would be an instant win button
for almost any jump. This version of 963 only allows the use of it once per jump, or once per 10
years, whichever comes first. It is unable to be damaged, and your soul and mind are unable to
be forcefully ripped from the amulet. If this item is used twice within a jump, or twice within 10
years, your chain will end, with you being given the full thing when transported back to your
home world. When you gain your spark, you will be given the full thing as well. Dr. Bright might
want to have a look at you if he finds out...

Take the Morally Empty drawback for no additional points.

SCP-4840[2000CP]:
The flying city, Audapaupadopolis. The first city of man. The city that once held the first wielder
of the iron crown and the spear of the disbeliever. But they are not here now. If they were, this
item would not cost a mere 2000CP. The city of Audapaupadopolis contains many things,
although only three are known to be notable. One of which is the grand library contained, which
holds untold arcane knowledge, maddening to all but the strongest of minds. Two books are kept
within the library, unable to be read until you ascend by gaining your spark: The book of Is, and
the book of Is Not. The other two notable things are Seth, the old man living in the city, and the
dead beast, invisible to all except heat imaging software, or infrared. These previous two are
optional, yet don't cost anything. Upon purchase, the current city vanishes, and it is attached to
your warehouse via a door that leads to an empty dimension, one in which nobody else can
access, even gods. Seth will not question, in fact, he will seem happy, as the ones who wanted
the knowledge for horrible purposes will not gain it.

Make sure you do not misuse this knowledge.


PETS/COMPANIONS
Sometimes you need a friend. Have some, for the right price, obviously. These are perfect copies,
like the items.

Import[100CP]:
It is just as the title states, you are able to import any companion into this world, with 400CP to
spend on perks. Companions get the same backstory as you by default, and can give CP at a rate
of 2CP per 1CP spent.

SCP-529[50CP]:
The front half of a cat. Capable of moving around as a normal cat does, but otherwise is
completely unremarkable. Goes by the name “Josie.” Will not age past a designated age if so
chosen.

SCP-1370[50CP]:
A small little robot that hates all sentient life, and will constantly try and intimidate and/or kill
anything alive and thinking. One problem for him, though, he is not built well, and will constantly
fall over, and is small and weak. He will constantly make up new titles for himself, such as
“Doombot,” “Pesterbot,” and other similar names. Can possibly be a constant source of
entertainment.
PETS/COMPANIONS

SCP-2991[50CP]:
A very stylish scarf that has a mind of its own. It is single-minded, fun-loving, and intelligent. It
is very friendly to you, and varies in length between .8 and 1.5m. It communicates by reshaping
itself into words across a flat surface, although this is tiring. This scarf does regenerate itself if
ripped and/or damaged, and will always be clean. Comes in a color or colors of your choosing.

SCP-1316[100CP]:
A small kitten that doesn't age past a couple of months, this SCP is able to receive and send
messages over a certain radio frequency. Responds to “Lucy.” Comes with a radio receiver and
transmitter for the obvious.

SCP-111[100CP]:
18 small eggs, 3 of each kind, all contain a specimen of SCP-111. An SCP-111 instance is a snail
that can breathe fire, due to a small sack that holds a small amount of methane being stored
within their body. When placed in a warm area and allowed to hatch, an SCP-111 instance will
bond to whatever animal is first seen, acting similar to a baby duck. Their diets consist of
vegetables and some fruit.
PETS/COMPANIONS

SCP-040[100CP]:
I see you wish to give a young girl a better life than being caged like an animal. This little girl is
able to mold organic matter like putty and create living beings with bizarre properties. She does
need at least a good bit of living tissue, and it is hard for her to use plant matter, but other than
that she is free to morph whatever she wants. Along with 040, you gain 3 of her creations as her
pets. The first is SCP-040-1a, an organism that can change shape, color, and texture at will or in
response to the environment, which serves as SCP-040’s clothing. The second is SCP-040-1c, a
spherical organism capable of flight and musical recitation, along with eleven limbs with digits.
The third is SCP-040-1j, a quadruped organism with pink and blue fur, no eyes, and a broad
mouth with blunt teeth which she uses for transportation. SCP-040, or whatever name you give
her, sees you as either an older sibling or a parent, and all of the medical problems she had are
now gone, while keeping the aesthetic changes of you so wish. This isn’t a copy, and the
Foundation won’t relentlessly hunt you to get her back. Keep in mind she doesn’t know much
about the outside world.

SCP-191[100CP]:
As with the companion above, this is a small child locked up within the hole of the Foundation.
This cyborg has been tested on, recreated, and experimented on in the name of a crazy man
wanting to use his research for a higher purpose. 191 has had many augmentations, to the point
where she’s almost inhuman. She can wirelessly interact with computers, has ports for many
modern and obsolete devices, such as USB, Ethernet, Firewire, etc., and is unable to either speak
or intake normal food. You are given an infinite amount of the saline solution she needs, pulled
out of a box that appears in your warehouse. You are also given some of the notes of the doctor
that created her, listing some of her systems, not enough to immediately fix her, but enough to
get started on it. Like 040 above, 191 sees you as either a sibling or parental figure, and her
machine parts no longer inhibit her, except for those listed above, and they grow as she grows.
Hopefully, if you wish, you can fix her. Again, like 040, she doesn’t know much about the real
world.
PETS/COMPANIONS

SCP-530[100CP]:
A small, constantly changing dog, this SCP goes by the name “Carl.” Carl changes forms every so
often, changing height, width, and length, as well as fur color, and even gaining additional parts.
None of these changes are harmful, and Carl will always be about as large as a lap dog. Does not
age.

SCP-2412[200CP]:
This SCP is a sapient, gynoid robot that answers any type of question you answer, so long as it is
logical and can be answered. This version has errors due to the constant dimension hopping and
can only answer questions that you have the information to answer, even indirectly.

SCP-1347[400CP]:
This small box can answer any question you write on a piece of paper and place in it. It's that
simple. However, if it does not know the answer, it will manipulate events around it so that
something happens to give the box the answer, no matter how morally wrong it is. Hope you
don't regret this purchase.
PETS/COMPANIONS

SCP-2295[400CP]:
SCP-2295 is a small patchwork bear that does not show any sign of sapience, until someone with
damaged or destroyed organs is within a 2m radius. SCP-2295 will then animate, anomalously
produce scissors, white thread, and a sewing needle, and use surrounding fabric and stuffing to
make an imitation organ. It will then anomalously replace said organ, with no complications, and
work as expected of a normal organ. If no materials are nearby, SCP-2295 will use itself in order
to make it. SCP-2295 anomalously replaces 1g of stuffing and fabric a day.

SCP-1048[600CP]:
The “Builder Bear” is a small sapient teddy bear with a friendly disposition. When not creating
instances of SCP-1084-[LETTER], it shows a very amiable personality, usually acting in an
endearing way, such as showing affection by hugging the lower leg, drawing pictures that appear
to have a childish quality to them, and dancing. SCP-1048 has shown the ability to create bears
made up of strange and esoteric parts, such as human ears, or rusted metal, and have those
become animate, although it doesn't constantly do this. Each instance seems to only last a couple
of weeks at the longest before disappearing, but each bear has an incredibly potent and most
likely deadly anomalous trait. The original eventually went and created additional instances by
itself, but this one won't unless you ask it to or someone that isn't a friend or companion is
aggressive or hostile towards it. How it collects materials to make a bear is unknown.
PETS/COMPANIONS

SCP-999[600CP]:
Weighing in at about 54kg, this little orange blob of happiness is called “The Tickle Monster.” As
the name might suggest, one of its favorite things is to completely envelop someone and tickle
them until they ask to stop, but sometimes it goes on a bit longer. Its' diet consists of candy, and
it does not like harming anything, going out of its way to help and protect anyone. Anyone
contacting it will go into a state of euphoria, and prolonged contact will cure even the most
severe of depression. He's the cutest little guy, isn't he?

Dr. Wondertainment[800CP]:
What is this? Does the doctor want to join you? This is certainly surprising. Upon purchase of this
companion, you are able to choose between having a human companion or a company follower.
The human companion can do the obvious, create anomalous objects geared towards children,
and have a decent grasp on martial arts and fighting, gender and age is your choice. The
company follower does not take a companion slot, and will sell their products unhindered by the
foundation, and for some reason not being questioned or having any bad accidents happen with
their products. The profits they make will be free for you to use as you wish, to a certain extent
because a company needs income.
DRAWBACKS
Take as many drawbacks as you want. If you can handle them, you deserve the points.

Separate Interpretations[+0CP]:
Look at the wiki. The lore of the SCP universe can be interpreted many ways, and many authors
have done just that, creating entire stories that directly contradict others on the same site. You
can choose which of these details are canon, such as if 999 is the son of The Scarlet King, or if
the ritual for keeping the seventh bride from giving birth is really just reading a bedtime story.

Random Number Generator[+100CP]:


Whoops, I accidentally sent you to the wrong universe. Well, I'm too lazy to fix it. Every single
SCP has had a numbers swap, so that means that you won't be able to rely on your knowledge to
know what numbers mean what. 173 could be 4432, and 096 could be 004. The Full Wiki in gear
does not list these, just the standard numbers.

MC&D Problems[+200CP]:
Marshall, Carter, and Dark want you. Why? To sell you to the highest bidder, of course? They have
some of the best lawyers on the planet, and are known to hire Private Military Contractors to get
what they want. If they get to you, whoever buys you is essentially random. It could be a slaver,
or it could be Wondertainment. It's all up in the air, and that's why this drawback is relatively
low-reward.

Animal[+200CP]:
Your behavior, has irreparably changed, becoming more animalistic and instinctual, unable to
make logical decisions in battle and strategy, causing you to do what most would call suicidal
tactics way more often. You also show a sense of bloodlust. While you won't actively go out to
attack people who you think are strong, you will almost always attack first and ask questions
later.

Morally Empty[+200CP]:
You are what most would call a “Sociopath,” as you show no care for life. In the pursuit of
science, you will do anything. If your goal's easiest path is through multiple people, you won't
hesitate to pull the trigger. Even things like weeks or months of torture won't ever make you feel
even a speck of remorse. While you do feel for your companions, anyone else is not important
enough for you to feel even a speck of emotion towards them.
DRAWBACKS
Hey, Look Over Here[+200CP]:
You have contracted a severe case of ADHD. Or was it Asperger's? Eh, doesn't matter. You cannot
focus on something you don't like for more than a couple of minutes, making daily life that much
harder. You constantly want to show what you've done to the people around you, and you are
insanely curious. In this world, this isn't a trait those in the land of the living have.

Writer's Nightmare[+300CP]:
In the early days of the wiki, the administration of the Foundation banned anyone writing a Mary
Sue or Gary Stu, and changed almost everything about writing on the site, removing a whole hell
of a lot of trash. You arrive in a world where that didn't happen. Your life will be hell, no matter
where you are. The SCPs that were created after this change will be shittier and far less
predictable, with effects that are added and changed on a whim, and personalities that can
change even quicker. For instance, 682 could be normal one day, and then the next day, he could
be a glorified dog. Prepare yourself.

Hunted[+300CP]:
Choose one major organization that isn't the one you're starting in. You are now their #1 priority,
and they will relentlessly hunt you your entire time here. Unless you completely decimate them,
which will be almost impossible by the way, There will always be at least one group after your
head. This can be taken multiple times, with each additional group giving 100CP, up to a
maximum of 600CP. Watch your back.

Containment[+300CP]:
The SCP Foundation somehow knows all of your abilities, not just the ones you bought here, and
they want to capture and test on you. While they don't know any of your drawbacks or
weaknesses, they will know what you generally can do, and they adapt to a situation blazingly
fast. Take too many lives, and they won't want to just capture you anymore, as you will become
an SCP that is pretty high up on the “To Be Terminated” list.

Cannot be taken if you are part of the SCP Foundation.

Russian Asshole[+300CP]:
Some random Russian man has found a way to take advantage of the law to possibly take
everything you own. Your pets, items, and even companions won't be safe. While he can't take
any powers you have, you won't be able to kill him nor will you be able to ignore anything he
does. You will be required to attend any hearings he needs you in. Get a good lawyer. Don't
worry, if he takes any items, you have a very short period during your last month here to kill him
and take your shit back. Even if he didn't you can kill him just for kicks.
DRAWBACKS
War Of The Wills[+400CP]:
Oh god, I pity you. You have somehow been the next vessel of one Dr. Jack Bright, and he wants
your body. Not like that, he wants to take it over. And somehow he's doing it without his
necklace. If he takes over your body, your chain will immediately end. No ifs, ands, or buts. I
sincerely hope you're confident in winning a war of wills against a man who has been doing this
for decades. If you spend 400CP, Bright could just be a dude living in your head if you so wish.
Either way, by the end of your 10 years here, if you so wish, he can be a part of you for future
jumps, not needing a companion slot.

Scarlet Dreams[+400CP]:
Welp, you fucked up. People think you are somehow related to the big bad himself, The Scarlet
King. While nobody will outright attack you from the start, if you so much as sneeze wrong
people will throw as many troops as they can at you, or at least the GOC will. Who knows what
the other groups will do. You get a discount on your apparent new brother, SCP-999, and this
time it's the real thing. Have fun having little to no allies in this world. For an additional 400CP,
People think you ARE the scarlet king. Remember how I said that nobody will attack you from the
start? Yeah, throw that out of the window. Everyone, and I mean EVERYONE, will thrown as many
troops as they can afford at you as soon as they even think they know where you are. I wish you
luck, jumper.

Humanity's Biggest Flaw[+500CP]:


You have been thrown into the world from where the original SCP-5000 came from, and the
character that originally saved it is dead. You are now the one who must put everything back into
order. You are given three free things: SCP-5000 for no cost, SCP-055, and protection from the
thing that drove the SCP Foundation mad, and the absence of what is within Humanity's psyche.
You are stuck in this jump until you send 055 to 579. You keep 5000 at the end of this, and it
gets an upgrade: it can repair itself, even from complete annihilation, at a fairly quick pace. Save
this world jumper, because nobody else can.

682's Wrath[+600CP]:
At the beginning of the jump, 682 catches wind of your scent. And it is the most disgusting thing
it has ever smelled, so bad that is will do everything it can to kill you. While it will prioritize those
that can and are taking off limbs at the very least, it probably won't spend long on those people,
as its #1 goal is still your death.
SCENARIOS
You can only take one scenario per jump. Expect to lose a lot of your powers.

Duality:
This scenario discounts the SCP perk “Brothers’ Lament.” This discount does stack with the SCP
origin discount. Must be taken with “Brothers’ Lament.”

You chose a brother, and you chose this scenario. What would be the purpose? Do you want the
reward? The discount? Or maybe another reason? Well, either way, you chose this, and as such
you will be rewarded if you complete your mission. Your mission varies depending on whichever
brother you chose for your perk.

If you chose 073’s abilities, you become him, and your only objective is to survive. That’s it.
However, it won’t ever be that simple. 076 knows where you are, and is enraged by your
existence. At least once a month, he will escape and make a beeline towards your current
position. Having him try and home in on you like a fucking rocket is bad enough, however it gets
even worse. He is guaranteed to at least escape his facility with most of his body intact, leaving
you to either hope the Foundation is able to constantly hold him back, or take matters into your
own hands, either constantly running from or combating 076, although the latter is ill advised.

If you chose 076’s abilities, you once again become him, and you have to kill 073 before your ten
years are up. Only your summoned weapons will be able to kill him, and you are able to reform
back in your coffin almost instantaneously every time you die. However, the Foundation is at the
same power as normal, and will soon ramp up the security keeping you in if you fail the first time
you attempt to kill 073. This endeavor will be long and arduous if you weren’t powerful already,
and downright impossible if this is one of your first jumps.

The punishment for failing this scenario is intense, as you lose both Brothers’ Lament and you fail
your chain. Everything else you get to keep, so don’t worry about that. However, if you finish this
scenario, you get to choose between three rewards. The first choice is to gain the full powers of
the brother you chose. This means that you now redirect all damage to whoever causes it to you
in the case of 073, or enhanced strength and speed enough to deflect bullets and throw cars,
along with a box that you can constantly revive from, although the time to reform ranges from 6
hours to 25 years, so you can still fail your chain due to Jump-Chan’s boredom. The second
choice is for you to absorb the powers of the other brother, you gaining the powers of the brother
you didn’t choose in Brothers’ Lament. The third choice is for you to gain a companion, which is
your choice between 073 or 076, both having the nerfed version of Brothers’ Lament. You will
only be able to play out this scenario once, as the gods in the SCP verse would smite you if I
tried to let you do so.

This scenario cannot be taken with Humanity’s Biggest Flaw, Scarlet Dreams, or Russian Asshole.
SCENARIOS
Containment Breach:

You ever played SCP: Containment Breach? Yeah, you have to reenact that. You get no perks,
gear, or even drawbacks apart from your body mod. You are completely powerless. Don’t worry,
you’ll get them back by the end of the jump (along with the points granted by drawbacks). You
wanted a challenge.

You are a D class in the Foundation, about to be tasked with cleaning 173’s cell. Something goes
horribly wrong, and 173 breaks free, disregarding you unless you specifically catch its’ attention.
You, D-9341, will have to navigate the site, avoiding all of the dangers set free, or even setting
them free if you want. All of these SCPs will be out for blood, so make sure you either escape or
avoid them, as usually they can kill you pretty fast if you let them.

As you wander the facility, you will discover what happened to the facility: an Insurgency plant
has set free SCP-106, and 106 has in turn set free almost every other SCP in order to further its
plans. This plant will die, so don’t even bother asking him for help. You will go around the site,
collecting the tools you need to finally escape this hellhole and live your life free from the
Foundation.

You have multiple options to end this scenario. First is if you don’t capture SCP-106 and attempt
to go through Gate A. 106 will attempt to escape, ignoring you in favor of freedom right in front
of him. A squad of MTF will be there to greet him, engaging him and becoming distracted just
long enough for you to slip to the stairs on the left, although not unnoticed. MTF will chase you,
until some Insurgency agents will capture you and warp away, interrogating you and setting you
free. If you do recapture 106, and go through Gate A, you will be recaptured by the foundation,
although this does count as an ending. The second major path also splits into two, although both
require you to negotiate with 106 in order for him to open Gate B. If you do not disable the
nuclear warhead, and go through gate B, 682 will escape with the aid of 106, and the on-site
warhead will detonate, killing everyone. If you do, 682 will escape, and MTF will swarm Gate B,
gunning you down on sight. Both of these paths also count as endings, so don’t worry. As we
don’t want this to be impossible, we will give you a small reprieve. You get 5 one-ups in this
scenario, essentially giving you 6 chances to achieve one of the 4 endings.

Your rewards split depending on which gate you leave through, although both allow you to keep
whatever you take from the Foundation. If you leave through Gate A, you gain the abilities of one
of the SCPs contained within the facility, apart from 096, gaining their shape as an alt-form if you
so choose. If you leave through Gate B, you gain a once-per-jump nuclear warhead, decimating
everything within a large radius around you. You will survive, of course, but the same can’t be
said to everyone within a couple-mile radius. This survivability does not extend to allies or
companions.
SCENARIOS
Surviving IKEA:

What a deceptively simple scenario, and it might be. Again, you lose all of your perks, gear, and
drawbacks, apart from your body mod (again, you still keep the points granted by drawbacks).

You have to survive 10 years in SCP-3008, or the Infinite IKEA. Pretty easy, right? Wrong. You
will constantly be hunted every night by the employees, faceless, mutated humanoids that take a
whole lot of punishment before going down. Luckily for you, there are already entire cities of
survivors, pretty small and desperate cities, but cities all the same.

How you survive in SCP-3008 doesn’t matter, just that you survive for 10 years. These 10 years
will be filled with hardship and desperation, with you and most likely an entire community
struggling to find a way to survive for longer than a week. Find a source of food, find a reliable
way to defend yourself, and either find or make a defended area and survive. It won’t be that
simple, however, as over time the employees will get more aggressive, leaving you to have to
toughen up or die trying.

If you die, it won’t mean the end of your chain, however you will lose whatever you bought in this
jump. If you do survive for 10 years, and safely escape, you will be rewarded with the ability to
call a swarm of SCP-3008 employees to beat your enemies into submission. SCP-3008 employees
do not feel pain, and take far more punishment than a normal human. This power can only be
used once a month.
SCENARIOS
Sarkite Paradise:

The world has ended. The Sarkites won. The world is ruled by instinct and animals. You lose any
combat, survival, or disease-resisting powers.

You might have seen my message above. How has the world ended? Well, the Sarkites found out
about SCP-2309, and threw their forces at it, helping the creatures and monstrosities that were
behind that wall escape. The Foundation failed, and has gone into hiding in order to gather the
materials needed to wipe everything living off the surface of the earth, and activate SCP-2000.
This will happen in ten years, ten years you will have to survive.

Many inhuman creatures roam the earth, massacring what little human life dares stay above
ground, and a good portion of the ones that lurk below. The only two “groups” that are notable
are the creatures that were behind SCP-2309, and SCP-610. The things that lurked behind 2309
are (thankfully) visible now, and are extremely varied, ranging from quadrupedal beasts
resembling actual animals, to humanoids with countless eyes and mouths, and even things that
can’t properly be described, all hunting. SCP-610 is a virus that can spread through contact, and
morphs human and animals into fleshy monstrosities that only serve to spread and cultivate
itself.

Your ten years here will be harsh, with you being constantly hunted by the things that now rule
the earth, along with the transformed humans and/or gods that control them. You only get one
helping hand: SCP-610 can only infect you with direct touch by an infected being. If it’s just
something that coats the wall or floor, or an instance sprays an aerosol version, or some giblets
fly onto you, you won’t get infected. If you directly touch a rooted instance, however, you will still
get infected.

Your roaming of a devastated wasteland has changed your biology. You have taken on some traits
of SCP-610, and you are able to turn into a hideous creature you control the form of, and can
quickly switch what you want this transformation to look like, as long as it resembles something
created by SCP-610, or one of the things that were behind SCP-2309.

This scenario cannot be taken with MC&D Problems, Russian Asshole, Humanity’s Biggest Flaw, or
682’s Wrath.
SCENARIOS
The Night Children Rise:

A war approaches. You might want to stop it. You lose any mind control, luck, or strong charisma
perks.

The Children of the Night, or SCP-1000, have been regaining their intelligence for a while now,
and the Foundation has known that. However, it seems that your appearance in this world has
accelerated the process by a significant margin. They are remembering how they were put in that
position, and they are pissed.

A war is imminent, jumper. There are two options in order to complete this scenario: make peace
with the two factions, or destroy the Children of the Night.

Making peace with the ones almost brought to extinction, and also made incompetent for the
good portion of a couple thousand years, is going to be a difficult task, to say the least. You will
need to find some compromise as to how both species are going to live together, or just have
god-like luck or charisma. If you complete this monumental task, you will complete the scenario.

The second option here is to just up and kill every single one of the Children of the Night. I mean,
it’s a valid option here. If war is going to happen, why not just join a side and completely wipe
out the other? You will need to completely eradicate the entire species, no exceptions. This can
be either almost impossible, or extremely easy, depending on how powerful you’ve gotten. As
such, the reward for this won’t be as potent.

Or, you could just survive. Wait out ten years and live. While you won’t complete the scenario, or
gain any rewards for it, you will live to jump another day. Maybe you realized that this was a bit
too tough for you to swallow? Or maybe you just wanted to see how it would turn out? Either
way, you survive.

Your rewards depend greatly on which of the two completion criteria you hit. If you create an
alliance with the two sides, you gain an innate understanding of the Children’s bio-technology,
enough so that you could be considered an expert, even for the Children. If you destroy the
Children, you are now able to handle any man-made weapon as if you had been training with
them your entire life, even things like missiles or nuclear weapons.

This cannot be taken with Humanity’s Biggest Flaw.


SCENARIOS
Taming The Beast:

You need to do the impossible. Show the beauty of life to what wants to completely eradicate it.
You lose any mind control, luck, or strong charisma perks.

There was always one SCP that the Foundation couldn’t kill. Even in most tales about it, it always
outlive, always persevered, always kept going. Of course, I’m talking about SCP-682. Your goal is
simple: tame or otherwise convince 682 to not completely despise all life.

While your goal is simple, how you do it is not. How do you convince something that hates
everything to live life like a human? As is hinted above, you are able to keep small, but not
game-changing charisma perks. If I didn’t allow this, 682 wouldn’t even listen to you. At least
you’re able to get it to sit down and at least hear it out. Lucky you.

Your reward is just as simple as your goal: you get SCP-682 as a companion, with him keeping
his ability to survive and adapt. As you can imagine, this is one of the most powerful beings in
the multiverse, and that’s why I kept this reward behind one of the hardest things to do. Good
luck. If you take this with Humanity’s biggest Flaw, you still absolutely have to finish that, or your
chain will end.

Oh yeah, and killing or ignoring 682 for 10 years will not give you anything. Just wanted you to
know.

This cannot be taken with Humanity’s Biggest Flaw or 682’s Wrath.


SCENARIOS
Break The Masquerade:

The Foundation’s goals are to keep everything secret for the sake of humanity. Make sure that
doesn’t happen. You lose any mind control, luck, or strong charisma perks.

Imagine a world where humans live alongside anomalies, obviously not without fear, but a world
where they don’t have to be caged like animals. This is your goal. You want to show the public
the truth, the truth hidden by the ones in power. The truth everyone deserves to know. However,
you need to tell the public this without them freaking out, or causing a global panic, somehow.

Whether you do this with force or not is inconsequential, as the ends are the same: anomalies
living equal to humans, or as close to equal as possible. Again, this goal is simple, but how you
do it is not. This will take many years of preparation, of planning, of slowly showing the
fantastical and the anomalous. You need to find some way to stop almost every group that deals
with the anomalous from interfering as well, and possibly even eliminate some. Amnestics will be
your enemy, and possibly your friend in some circumstances.

Your reward for doing this previously thought impossible task is this: you now have the ability to
instantly understand something at a glance. No matter how obtuse, how confusing, even if it
actively tries to do so, you will understand it inside and out, if you don’t instantly die while
looking at it. This also gives you a complete protection against going mad with knowledge, and
also gives you infinite “mental space” to store everything.

Cannot be taken with Humanity’s Biggest Flaw, Scarlet Dreams, or Hunted.


SCENARIOS
The Ouroboros Cycle:

The Cycle will continue. You lose every single perk, item, and companion not purchased within
this specific jump. You still keep your warehouse and body mod, although the warehouse is
empty.

The Ouroboros Cycle. One of the most intricate tales within the Foundation’s “lore.” You will
recreate this. You will now take the place of the main character of this long and arduous tale,
Calvin, an agent within the Chaos Insurgency looking to kill every single one of the overseers.
You will need the help of three agents, all of which you recommended. The first is Anthony
Wright, an agent with a seasoned history and a dark secret. The second is Olivia Torres, a famous
anartist that was chased to the Insurgency by the Foundation. And the final one is Adam Ivanov,
a young and very inexperienced agent, although a prodigy at computers. You start off riding a
boat to the island where O5-13 resides, along with necessary memories.

As you near the island, you all take a mnestic, negating the effects of the antimeme surrounding
the entire island, although you’ll have to be quick with your execution of the plan. You enter
alone, executing your plan of ending the contract with death.

O5-13, otherwise known as “The Other Overseer,” is a man formerly known as Dr. Felix Carter,
head of the Department of the Occult Studies, is a man who made a deal with death in order to
give immortality to all of the other overseers, at the cost of being left in a death-like state. You
kill him by making him drink a vial of SCP-006, thus bringing him to full health and therefore
breaking the contract with death. You then kill him normally, and after his death the real Death
appears, in order to have a chat with you. He/She knows of your origins, your true origins, and
wishes you luck in your journey. You return to the boat, informing your team of O5-13’s death
and its’ significance. You all know that the element of surprise is now long gone, and you all go
and prepare to hunt down O5-12.

O5-12, otherwise known as “The Accountant,” is an african man with an unknown previous name,
who runs the Department of Finance, and has the ability to predict almost anything using factors
of pretty much everything within the environment around him. He doesn’t do well with predicting
isolated events, like what number someone is thinking. You encounter him in Tokyo, and a long
battle of wits concurs. You eventually beat him to the punch, meeting him in his room with a gun,
revealing that you based every choice you made via coin flip, and shoot him in the heart.
SCENARIOS
O5-11, otherwise known as “The Liar,” is a person with no known origin, name, or even identity.
O5-11 runs the Department of Public Awareness. They have the ability to switch between multiple
personalities and appearances, and seems to previously be a man known as Sam Biel, an
Insurgency agent before the Foundation found his body, still alive but without a personality, and
placed multiple personalities within Sam’s body. O5-11 is also able to exude an amnestic aura
around themselves, making people forget things. O5-11 surrenders and kills themselves after an
encounter with Olivia leads to the Liar remembering what happened to them, via a digital copy of
O5-11’s journal section.

O5-10, otherwise known as “The Archivist,” is a woman previously named Diane Walters who
runs the Department of Archives. She has strong connections to the Wanderer’s Library, and a
very strong desire for divinity. She also has records of everything that has happened ever since
she joined the council, handy for SCP-2000. She is also known as the most dangerous person in
the world by the journal’s author. The Archivist is encountered within the Wanderer’s Library,
where you retrieve the Spear of the Non-Believer, and kill O5-10, who has turned into a serpent-
like monster, believing herself to be a god. The actual Serpent arrives, along with his brother,
hinting to your true origins.

O5-9, otherwise known as “The Outsider,” is a woman previously known as Donna Whetu Taylor,
and is essentially a civilian, surprisingly. She is the head of the Department of Technology, as she
has been shown to be a very efficient researcher. O5-9 dies in her old family home, giving you a
vision of how she would have lived had she not been recruited, slitting her own wrists with a
switchblade.

O5-8, otherwise known as “The Lesser,” is a man originally known as Baron Leeman Hoadley,
head of the Department of Public Business, who first ran the foundation with the use of his great
financial wealth, however was eventually superceded by the growth of the Foundation, and went
into hiding, altering himself to survive from the other overseers due to his paranoia. He dies on
his own, exploding due to O5-13s death removing the ability to not die due to his own bodily
alterations.

O5-7, otherwise known as “Green,” is a woman with an unknown name, and one of the most
influential, feared, and powerful of the overseers. She sits at or below O5-1, possibly above in
power. She is the head of the Department of General Affairs, and is encountered when you enter
a country dealing with a civil war. She captures you, and tries to get away after she kills the
leader of the rebellion, however the helicopter is hit with a rocket, and she walks out of the
wreckage, melting, and tries to shoot you, however Anthony takes the bullet, severely wounding
him, and dying shortly after. You attempt to give your second vial of 006, however he refuses,
and dies shortly after.
SCENARIOS
O5-6, otherwise known as “The American,” a bearded man known as a Civil war General named
Rufus King, is possibly the oldest out of every overseer, and is the head of the Department of
Applied Influence, he dies after trying to retrieve the spear from you, and setting loose 682 in
response. You lead him to a city you knew was infected by SCP-610, killing his small army, along
with crippling 682.

O5-5, otherwise known as “Blackbird,” is a small jovial man who is completely different to the
other members of the O5 council. He is the head of the Department of Paranormal Organization
Review, and has heavily researched the existence of alternate realities. He is, in fact, every single
version of himself, in every different reality all fused together, and you kill him after he tries to
persuade you into giving up, however you are given a fishing rod and a bat by a mysterious
figure that Blackbird knows, and you beat Blackbird to death. The Black Queen shows up, and
reveals to Blackbird your jumper nature before he is beaten to death.

O5-4, otherwise known as “The Ambassador,” is a man previously known as Jean Lemieux
Bertrand, and is the head of the Department of Public relations. He attempts to surrender shortly
after the death of O5-5, but is killed by the orders of O5-3.

O5-3, otherwise known as “The Kid,” is almost unknown, however is in actuality an A.I. created
by the use of a fetus, O5-2 and O5-1’s child. The Child is the head of Recordkeeping and
Information Security, and dies after capturing you and your team. You escape with a mix of skill,
luck, and help from The Black Queen and the many-limbed entity from SCP-1730. You kill O5-3,
but not before The Kid cripples Adam and Olivia. You give your second vial of 006 to Adam and
leave, off to kill the remaining two overseers.

O5-2, otherwise known as “The Nazarene,” is a woman, always seen with O5-1. She was the
head of the Department of Morals (now the Ethics Committee), and killed herself before you got
to O5-1.

O5-1, otherwise known as “The Founder,” is Aaron Siegel, founder of the Chaos Insurgency. He is
the head of the Foundation, and your final roadblock to your reward. You meet him, him
revealing that he knows your soul overtook Calvin’s, the you’re just a body-snatcher, and he
questions why you want to kill the Foundation. You give your reason, pull out the spear, and fight
to the death against O5-1. You just barely win, driving the spear through Aaron’s Heart, and you
enter his office at Overwatch Command. The phone on his desk rings, and you are compelled to
answer it. You do, and the true Administrator, SCP-001, The true nature of the Foundation,
answers. He gives a short monologue before Jump-Chan intervenes, kills him, and gives you your
reward.
SCENARIOS
Now that you’ve gone through this whole ordeal, through many hardships and challenges, you
somehow came out on top. You went through one of the most gruesome and most taxing
challenges of the SCP Universe, encountering multiple SCP-001 proposals, many reality-bending
creatures, and you killed every single overseer on the O5 council. You are now The Administrator,
and as such you gain the entirety of the SCP Foundation as followers, with the added benefit of
being able to perfectly control or capture every SCP listed. You have the entire Foundation now at
your fingertips, and can use it to your hearts’ delight. Of course, you can choose whether or not
the Foundation follows you into the Jumps you travel to, but even if it does, It will mostly stay
out of sight, being able to almost completely keep itself hidden due to to the entire Foundation’s
experience. Your O5 council is empty for now, but you can fill it up with whoever you wish,
whether it be a companion, or just have that person become a part of the “followers” that are the
SCP Foundation. Of course, your O5 council is ageless, but not immortal. Your second reward is
the Spear of the Non-believer, able to kill gods as if they were mortal men. The spear isn’t
exactly a spear, it is the physical embodiment of the denial of immortality by the first thinking
being, so at will it can change into whatever melee weapon you wish, so long as the size of the
weapon is normal for that specific type of weapon. You would do well to take this reward with a
grateful heart, as misuse can lead to terrible consequences.

Cannot be taken with Separate Interpretations, MC&D Problems, Containment, Russian Asshole,
Scarlet Dreams, and Humanity’s Biggest Flaw.
SCENARIOS
The Way it Ends:

...Or maybe this isn’t the end? Maybe you wish to do more than just kill the O5 council, maybe
you just want to fix everything. You are given back every single one of your perks and items, and
are given the task to eradicate every single SCP and Anomalous creature or item.

There is no time limit, nor is there any way to fail unless you die or you finish. You will keep
going until you finish reading the final page of this story.

You will eventually have to go up against powerful reality-benders like The Scarlet King, or The
Hanged King, and even eventually Mekhane and Yaldaboath. You will end it all.

You will also be tasked with clearing out every other reality of anomalous items, too. Don’t worry,
if you can’t hop realities yet we will give you the ability to once you clear this one. You will also
get clarification on what’s “anomalous” in whatever reality you’re in.

This scenario represents the end of the story, the end of the SCP foundation, the end of the book,
the final chapter.

You will be the one to close the book of this story, as I’m closing the book of this Jump, at least
for now.

You lose The Ouroboros Cycle Scenario rewards, but instead gain something else. You gain the
power of the old Administrator, the one Jump-Chan killed. You can embody something completely,
something of your creation. It exists because of you. You exist because of it. If one exists, so
does the other. If what you built is destroyed, but you live, you can rebuild it, even if it’s an
abstract idea, like a Foundation, you can bring it back to its’ former glory. Even better, if given
time. The ultimate reward, for the ultimate challenge. Take it, and cherish it. It is the only one of
its’ kind.

Can only be taken with The Ouroboros Cycle Scenario.


NOTES
Credit for a good chunk of ideas, gear, and initial inspiration
comes from This Jump. If anyone can inform me of the original
poster, please do so! Also, if you want to recommend any
changes, you can do so Here.

Version Changenotes

V1.0:
- PDF Created.

V1.1
- Added Marshall, Carter, & Dark origin.
- Created perks for the Marshall, Carter, & Dark origin.
- Grammar, spelling, and errors fixed.
- Added SCP-1230 as an item.
- Added SCP-5000 as an item.

V1.2
- Added SCP-445, SCP-5355, SCP-662, and SCP-184 as items.
- Added Dr. Wondertainment as a companion.
- Revised SCP-262 description.
- Added Brothers’ Lament as an SCP perk.
- Added Scenarios section.
- Added Duality as a scenario.
- Added SCP-040 and SCP-191 as companions.

V1.2.5
- Removed duplicate items (Sorry lol)

V1.3
- Added Serpent’s Hand origin.
- Added Dr. Wondertainment Worker origin.
- Added Thaumaturgical Practitioner origin.
- Added Syncope Symphony origin.
- Added SCP-3325-1 origin.
- Added Doll perk.
- Edited Brother’s Lament and Duality.
NOTES
V1.4
- Added Containment Breach scenario.
- Added Surviving IKEA scenario.
- Added Sarkic Paradise scenario.
- Added The Night Children Rise scenario.
- Added Taming The Beast scenario.
- Added Break The Masquerade scenario.
- Added The Ouroboros Cycle scenario.
- Added The Way It Ends scenario.

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