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  • The SCP Foundation, and Other Conspiracies

    Probably some people here, at least, know of the SCP Foundation Wiki, an internet community of writers of horror stories and creepy pastas, forming a somewhat coherent universe. It is a great source of inspiration for CoD.

    For the ones who don't know, most of the site is a collection of tales and creepy pastas in the form of the SCP archives, the formal records of a group dedicated to find and neutralize through containment supernatural phenomena, SCP standing for both Special Containment Procedures, in the entry for each phenomena, and Secure, Contain, Protect, in the name of the eponymous Foundation.

    I spent the last weeks reading maybe too much of it. And I want to port some of the ideas in the wiki to the CoD. I'm trying, first and foremost, to convert the Foundation and the Groups of Interest into rules for their members in the Chronicles. At first I'm going for using the Mystery Cult Initiation. I know it isn't the best description for most of such groups, but I think that given how the anomalies found on those people varies a lot, Endowments aren't the best rule. Maybe it works for some, but MCI sounds like a good start rules-wise.

    At first I seriously need help, so I'll list the groups I want to begin with and some loose ideas about them. As time passes, I intent on updating this OP with the material generated.

    THE SCP FOUNDATION - A conspiracy that goes all around the world, they have a great degree of resources, personnel and access. As a rule of thumb the Foundation looks down on letting anomalies on the loose, but as a big organization, it isn't applied universally in the same way. Their main assets are access to state-of-the-art technology, including a variety of Amnestics, a seemingly endless source of funding, infiltrated personnel seemingly everywhere, rows of death-sentenced D-Class personnel to dispose at will, and the best of all databases on anomalous phenomena for someone with enough Clearance.

    THE CHAOS INSURGENCY - Split from the Foundation, this group is far more militant, though it isn't known what they want. They have the SCP Foundation as their worst enemies, they stole anomalies to effectively use them for political coups, they openly take advantage from poverty acquire low cost disposable operatives and test subjects. The main assets are political control of limited areas, complete obedience from lower ranks in the hierarchy, infiltrated personnel in the SCP Foundation, a cell-based organization and loose rules for utilizing all the assets they steal from other organizations.

    THE CHURCH OF THE BROKEN GOD - Excellent for tying to the God-Machine, though it can be used by itself. Those zealots of a faith split in three lesser churches preach the idea that God, the Creator, was a machine, broken in the process of creating the world. Now the faithful are to search the parts of God to put them together and make the Divine Whole again. They can be quite fearsome in their zeal alone, but machine-themed anomalies always are near or with them. Assets include incomplete knowledge of machine-based anomalies, tools to find and thinker with such anomalies, a little army of extremists, and access to body implants and modifications that both grant anomalous abilities by itself as faith-based anomalous states of mind.

    DOCTOR WONDERTEINMENT - This mysterious trademark produces anomalous entities with the common theme of very imaginative and colorful children's toys. And sometimes those anomalies hit the market, or at least a couple homes or neighborhoods. The truth behind the facade of Dr. Wonderteinment isn't known, and the numerous evidence that appear seems to be very contradictory with one another. Low ranking market representatives of Dr. Wonderteinment have easy access to some wild products, anomalies with clear safe instructions, but potential for great damage when unsafely used. The upper echelons are anomalous themselves, be them extra-dimensional entities, or "toys" themselves, like the infamous line of "Little Misters".

    THE FACTORY - Is an anomalous entity that produces ever more anomalies. As much as Wonderteinment is bound to a childish style, and can be benign as much as malignant, The Factory embodies the worst of the Industrial Revolution and is malignant to a huge degree. Evidence points out that this entity isn't smart, maybe a high-ranking spirit that exchanged intelligence for greater power on the material realm. Employees of The Factory have access to a line of mass-production of dangerous anomalies, both as products, tools and other employees. The Factory will grant anomalous properties as it sees fit for an employee to better service it. It pays you, it empowers you, and all it asks is that you deliver all the same graces back to the world. Pain is always guaranteed.

    GLOBAL OCCULT COALITION - GOC for shorts, it is sanctioned by the UN to deal with anomalous threats to society in any degree. Its main assets are the UN approval and funding, approval and funding also from organized faiths in general, high military training, state-of-the-art armament, quite good grasp of the occult and relative ease to ally with the SCP Foundation when the threat is big enough. Their true downfall is the frequently extremist obsession with destroying every anomaly they came across. There are some few exceptions, specially psychic personnel, but they are always in danger around the GOC.

    MANNA CHARITABLE FOUNDATION - Dedicated to charity, this very organized group deals mostly with down-to-earth social problems, like war refugees, famine, epidemies. It is dedicated to placate human suffering through donations and other very positive interventions throughout the world. Main assets are the free access to information of the group once one belongs, to its training programs and facilities. And, above all, the Donations, anomalies acquired from numerous different sources, that the members are encouraged to find creative and effective ways to put to good use. The drawbacks are first the need to follow the MC Foundation's high ethic standards even dealing with anomalous threats and risk of exposure (secrecy is, still, required), second the excessive charitable atitude that sometimes make for anomalies being used without knowledge of the more subtle problems they can bring. They're not idiots, but sometimes will make fairly bad choices.

    MARSHALL, CARTER, AND DARK LTD. - With wealth and good relations, this gentlemen's club looks for the most exotic experiences they can get, and that usually means anomalous sources for those experiences. They will put their hands on whatever they can, and for sure make a profit out of it through the wealthiest members of society. Their assets are simple, but efficient, huge amounts of financial and political clot. As long as you're an useful specialist, a job at MC&D is far from the worst option out there for a job.

    SARKIC CULTS - Lovecraftian cults of unknown origins. They practice cannibalism, human sacrifice, the spread of plagues, ritualized magic and body modification, always with biological themes. All seek a transcendental state through augmentation and communion with psychopathic lovecraftian forces. Assets are self-explanatory, with members having easy access to anomalies that can bring them to ever greater power.


    Eu prefiro ser essa metamorfose ambulante,
    Do que ter aquela velha opinião formada sobre tudo,
    Sobre o que é o amor, sobre que eu nem sei quem sou.
    É chato chegar a um objetivo num instante,
    Eu prefiro ser essa metamorfose ambulante.

  • #2
    Yeeaaah! Love me some SCP!

    Looking forward to seeing how this project develops. Can't really contribute due to my own lack of experience with the setting, love the stories but haven't delved to deeply into the lore beyond looking up Anomalies for CofD inspirations. For instance, are all of the above organization from the SCP wiki? (Besides the Foundation of course.)

    Comment


    • #3
      I started a thread about this some time ago.

      I would add that the Serpent's Hand is a radical Nameless Order of Mages and assorted lesser sorcerers. Their main advantage is knowing about portals to the Library, which can be represented as a vast Emanation Realm with connections to various places in the cosmos.

      You also have Herman Fuller's Circus Of The Disquieting. Since they can move around the world and set up shows without anyone noticing or finding anything wrong with their documents, I'd say changelings are involved. They could use the Hedge for transportation, Mobile Hollows as tents and Tokens and goblin fruit as prizes. Some of the performers could be reimagined as changelings or hobgoblins (such as SCP-1884 and SCP-1956). The Circus also promises to act as a family for its members, which reminds me of Courts, motleys and a bit of Beasts. I have a feeling it would work better as an Entitlement that accepts non-changelings. though.

      Would you like my help with writing up the Mystery Cult Initiation Merits for the GoI? I have been a member of the SCP wiki for years, after all.
      Last edited by GibberingEloquence; 12-07-2016, 02:05 AM.


      "Fate is a cruel jester with a finely developed sense of irony." - Sir Night as portrayed by Leliel, The Horror Recognition Guide

      Comment


      • #4
        Here is my attempt at writing up the Mobile Task Forces with Mystery Cult rules. I am unsure of how to represent the benefit of the fifth dot. My guess is to treat it as if it was a set of Imbued Items or Artifacts that don't trigger Quiescence/Dissonance/Paradox.

        First Dot: A Tactics Specialty in Academics.

        Second Dot: Investigative Aide for the MTF’s most often used Skill in securing and containing anomalies.

        Third Dot: Eye For The Strange, which helps with identifying when anomalies are at work.

        Fourth Dot: Inspiring, which helps with increasing morale and efficiency of your MTF.

        Fifth Dot: An extra dot in Resolve or Composure, as well as Encylopedic Knowledge and an Interdisciplinary Specialty with Area Of Expertise for your MTF's specific type of anomaly. You may also have access to Anomalous Equipment, depending on the mission.


        "Fate is a cruel jester with a finely developed sense of irony." - Sir Night as portrayed by Leliel, The Horror Recognition Guide

        Comment


        • #5
          Originally posted by GibberingEloquence View Post
          Here is my attempt at writing up the Mobile Task Forces with Mystery Cult rules. I am unsure of how to represent the benefit of the fifth dot. My guess is to treat it as if it was a set of Imbued Items or Artifacts that don't trigger Quiescence/Dissonance/Paradox.

          Fifth Dot: An extra dot in Resolve or Composure, as well as Encylopedic Knowledge and an Interdisciplinary Specialty with Area Of Expertise for your MTF's specific type of anomaly. You may also have access to Anomalous Equipment, depending on the mission.
          What about access to Relics? Relics are very flexible, rules wise, and the curses often can be worked in thematically.


          Malkydel: "And the Machine dictated; let there be adequate illumination."
          Yossarian: "And lo, it was optimal."

          Comment


          • #6
            Originally posted by Dusksage View Post
            Yeeaaah! Love me some SCP!

            Looking forward to seeing how this project develops. Can't really contribute due to my own lack of experience with the setting, love the stories but haven't delved to deeply into the lore beyond looking up Anomalies for CofD inspirations. For instance, are all of the above organization from the SCP wiki? (Besides the Foundation of course.)
            Yes, all of the above are from the wiki, and they are only the ones I myself thought easier to convert in an interesting manner. In the wiki they are described as Groups of Interest. My favorite one isn't in this list, by the way, the Serpent's Hand, based on the Wandering Library, an anomalous place that deserved its own wiki (officially still Foundation-Universe).

            Either way, feel free to give ideas, you don't have to be an SCP savant to cooperate with adaptations. I think what I wrote is enough information for anyone who wants to help.


            Originally posted by GibberingEloquence View Post
            I started a thread about this some time ago.

            I would add that the Serpent's Hand is a radical Nameless Order of Mages and assorted lesser sorcerers. Their main advantage is knowing about portals to the Library, which can be represented as a vast Emanation Realm with connections to various places in the cosmos.

            You also have Herman Fuller's Circus Of The Disquieting. Since they can move around the world and set up shows without anyone noticing or finding anything wrong with their documents, I'd say changelings are involved. They could use the Hedge for transportation, Mobile Hollows as tents and Tokens and goblin fruit as prizes. Some of the performers could be reimagined as changelings or hobgoblins (such as SCP-1884 and SCP-1956). The Circus also promises to act as a family for its members, which reminds me of Courts, motleys and a bit of Beasts. I have a feeling it would work better as an Entitlement that accepts non-changelings. though.

            Would you like my help with writing up the Mystery Cult Initiation Merits for the GoI? I have been a member of the SCP wiki for years, after all.
            I would, for sure. I made the thread for this! I don't know much about the circus yet, that's why I didn't mentioned. And I will take a look on your thread later, I had thought indeed that someone could have a thread about this, already.

            But I disagree to some extent on the Serpent's Hand. Maybe they were a Nameless Order in the past, or maybe another, "simpler" kind of cult. But now they are far less strict on membership, so a cult open to anyone maybe works better. Some of the members could be still Awakened with links to the old order, but the Hand is now something very distinct in its whole.

            The MTF's Merit seems good. For the object-related Merit, I would just call it Anomaly, and any supernatural Merit applicable can be used. Maybe even the Anomaly Merit can be written-down, if it seems necessary.


            Eu prefiro ser essa metamorfose ambulante,
            Do que ter aquela velha opinião formada sobre tudo,
            Sobre o que é o amor, sobre que eu nem sei quem sou.
            É chato chegar a um objetivo num instante,
            Eu prefiro ser essa metamorfose ambulante.

            Comment


            • #7
              The problem with making a merit to access SCP-class objects is that they explicitly include God (or a reality warper that believes he's the God of the Book).The thing is that the rating system (Safe, Euler, Keter, and Thaumiel) isn't designed for "what kind of stuff can we give our operatives"?

              I also notice a distinct lack of Are We Cool Yet?

              Well, are we?


              I have decided, after some thought, that I don't really feel happy on these forums. I might decide to come back to post. Who knows - but right now, I'm gone.

              So good bye, good luck, and have a nice day.

              Comment


              • #8
                Originally posted by amechra View Post
                The problem with making a merit to access SCP-class objects is that they explicitly include God (or a reality warper that believes he's the God of the Book).The thing is that the rating system (Safe, Euler, Keter, and Thaumiel) isn't designed for "what kind of stuff can we give our operatives"?

                I also notice a distinct lack of Are We Cool Yet?

                Well, are we?
                You have a good point. Can you please suggest an alternative fifth dot benefit?

                And since you like AWCY, here's my attempt at writing their Mystery Cult benefits. To join, you must have Crafts 2+ and a Specialty in Crafts or Expression that serves as the basis for your Anomalous Art. I'd say that creating Anomalous Art could use the Hedgeshaping rules as guidelines. Adding components with anomalous properties can add +1 to +3 dice to an extended action to create Anomalous Art, depending on rarity and quality. Multiple anomalous components may be added, up to a maximum of your dots in Crafts.

                First Dot: The aforementioned Specialty is considered Interdisciplinary.

                Second Dot: Taste, which helps with the appraisal of others’ works.

                Third Dot: Fixer, to represent the greater ease of networking and trading of resources.

                Fourth Dot: Your artwork has drawn the attention of a patron who is willing to fund your future endeavors. Take 3 dots of Resources.

                Fifth Dot: You have become an expert at repurposing and jury-rigging anomalous components into your artwork. The +1 to +3 dice bonus becomes extra Successes. You are considered to have 5 dots in the Master Shaper Merit described under Hedgeshaping, and you do not need to spend willpower points for it. Double your Crafts rating for the purposes of determining how many anomalous components you may add to your artwork.



                "Fate is a cruel jester with a finely developed sense of irony." - Sir Night as portrayed by Leliel, The Horror Recognition Guide

                Comment


                • #9
                  Originally posted by amechra View Post
                  The problem with making a merit to access SCP-class objects is that they explicitly include God (or a reality warper that believes he's the God of the Book).The thing is that the rating system (Safe, Euler, Keter, and Thaumiel) isn't designed for "what kind of stuff can we give our operatives"?

                  I also notice a distinct lack of Are We Cool Yet?

                  Well, are we?
                  I'm just suggesting a name to the Merit. It doesn't mean that every SCP will be available, even because SCP isn't a class, it is a very generic description.

                  About AWCY, I simply had to make a selection, and didn't read about them yet to feel confident in including them at first. Nor do I think the "first bath" of adaptations will make them justice. The same reason I let out The Serpent's Hand and the Wanderer's Library, and the Alexylva University.

                  That said, I liked the option of GibberingEloquence.


                  Eu prefiro ser essa metamorfose ambulante,
                  Do que ter aquela velha opinião formada sobre tudo,
                  Sobre o que é o amor, sobre que eu nem sei quem sou.
                  É chato chegar a um objetivo num instante,
                  Eu prefiro ser essa metamorfose ambulante.

                  Comment


                  • #10
                    Originally posted by monteparnas View Post
                    ​But I disagree to some extent on the Serpent's Hand. Maybe they were a Nameless Order in the past, or maybe another, "simpler" kind of cult. But now they are far less strict on membership, so a cult open to anyone maybe works better. Some of the members could be still Awakened with links to the old order, but the Hand is now something very distinct in its whole.
                    You have a point about the Serpent's Hand. I still think they aren't on the same level as an Order, though.

                    Here is my attempt at writing their Mystery Cult benefits. Consider that the Wanderers' Library has 3 dots in the Library Merit for all Mental Skills, which members may access as a standard benefit as long as they have their Library card and follow the rules. Please tell me what you think.

                    First Dot: A Specialty for Ways in Occult (or Irises in Mage terms).

                    Second Dot: Untouchable, which represents the Hand’s habit of dropping false clues about their locations and plans.

                    Third Dot: A dot in Occult or Encyclopedic Knowledge for Occult.

                    Fourth Dot: Three dots of Advanced Library, which can be used each chapter and swapped for other topics once per story.

                    Fifth Dot: You take the title of Wanderer to its logical conclusion. No corner of the cosmology is too far or dangerous for you to explore, as long as you can do the proper research. Whenever you have the Informed Condition on a given otherworld (e.g. Hedge, Shadow, Underworld, Astral), Resolving it allows you to gain Successes on all exploration, perception, movement and research rolls within that otherworld equal to your dots in Occult or Successes rolled, whichever is higher. This is in addition to the normal benefit of Informed, caps at Occult 5, and lasts for one scene.


                    "Fate is a cruel jester with a finely developed sense of irony." - Sir Night as portrayed by Leliel, The Horror Recognition Guide

                    Comment


                    • #11
                      I liked it pretty much!

                      If not for my tendinites right now, I would be working more this thread, I'll edit the OP as soon as I am able to.

                      I want to see something in the Church of the Broken God or the Sarkic Cults, if someone can do it. Too hard to write with only my left hand.


                      Eu prefiro ser essa metamorfose ambulante,
                      Do que ter aquela velha opinião formada sobre tudo,
                      Sobre o que é o amor, sobre que eu nem sei quem sou.
                      É chato chegar a um objetivo num instante,
                      Eu prefiro ser essa metamorfose ambulante.

                      Comment


                      • #12
                        I have been thinking about Dr. Wondertainment, and I believe that the Mystery Cult Merit doesn't really apply. One of the main traits of that group is that no one knows who or what Wondertainment is. It could be a whimsical, godlike being who honestly wants everyone to have fun but doesn't truly understand humans. It could just be regular but eccentric people working together as an actual company.

                        The important part is finding and interacting with the toys. Most of them can be modeled as Relics or Equipment that cause special and weird Conditions/Tilts, or Brief Nightmares. Another important part is that these toys are mostly safe, but have very specific safety instructions. If not followed, the results can vary from bizarre and disturbing to disastrous and terrifying.

                        Imagine how weird it would be for a Hunter Cell to rescue someone who is an employee for Dr. Wondertainment, but they don't know it. And not long after, they are gifted with a weird toy that one of their child relatives wanted for a long time. It came from apparently nowhere, has really specific safety instructions, and an absurdly long list of terms of use, including mentions of "using certain features in your dimension may require special permits" and other suspicious jargon.

                        As for the Church Of The Broken God, they place great importance into cybernetic augmentation, so their Mystery Cult benefits should include Implanted Gadgets. They may even have access to Exploited and Demonic Form Gadgets to Implant.
                        Last edited by GibberingEloquence; 03-03-2017, 11:10 PM.


                        "Fate is a cruel jester with a finely developed sense of irony." - Sir Night as portrayed by Leliel, The Horror Recognition Guide

                        Comment


                        • #13
                          Updated SCP Mystery Cults! Feedback is appreciated.

                          Mobile Task Force

                          (•): A Strategy And Tactics Specialty in Academics.

                          (••): Investigative Aide for the MTF’s most often used Skill in securing and containing anomalies.

                          (•••): Eye For The Strange, which helps with identifying when anomalies are at work.

                          (••••): Inspiring, which helps with increasing morale and efficiency of your MTF. If your character does not have Presence 3, consider that Attribute to be raised to 3 when using Inspiring.

                          (•••••): An extra dot in Resolve or Composure, as well as Encyclopedic Knowledge and an Interdisciplinary Specialty with Area Of Expertise for your MTF's specific type of anomaly. Furthermore, you may give yourself and a number of allies up to Resolve + Composure the Steadfast Condition on any roll which would benefit from the aforementioned Specialty. You may do this a number of times per story equal to your Resolve + Composure.

                          Church Of The Broken God

                          (•): You gain a Specialty for Mechanical Engineering in Crafts or Programming in Computer, depending on which denomination of the Mystery Cult you join.

                          (••): A version of the Automotive Genius Merit, which may be applied to all technology covered by your 1st dot, not just vehicles.

                          (•••): Two dots' worth of technological augmentations. Each dot can purchase a Modification or Technology (see Demon: The Descent and its supplements). This also makes you a Stigmatic and gives you the Ambient Aether and Aether Pool Merit. Further Modifications, Technologies and Stigmatic Merits may be bought with Experiences on a 1 for 1 basis at ST's discretion.

                          (••••): Three dots' worth of more technological augmentations, which can purchase not only Modifications and Technologies, but also Propulsions and Processes on a 1 for 1 basis. Further Propulsions and Processes may be bought with Experiences on a 1 for 1 basis at ST's discretion.

                          (•••••): You gain Advanced Eidetic Memory, Liar's Tongue, Total Control and Natural Aptitude.

                          Serpent’s Hand

                          Consider that the Wanderers' Library has 3 dots in the Library Merit for all Mental Skills, which members may access as a standard benefit as long as they have their Library card and follow the rules. The Mysterium probably has a couple people with Mystery Cult Influence intersecting with them.

                          (•): A Specialty for Ways in Occult (or Irises in Mage terms).

                          (••): Untouchable, which represents the Hand’s habit of dropping false clues about their locations and plans.

                          (•••): A dot in Occult or Encyclopedic Knowledge for Occult.

                          (••••): Three dots of Advanced Library, which can be used each chapter and swapped for other topics once per story.

                          (•••••): Whenever you have the Informed Condition on given supernatural topic, resolving it also gives you the Rote Quality on a number of rolls related to that topic equal to your Intelligence + Occult during this chapter. Also, all your rolls for Supernatural Merits, Thaumaturgy and Summoning/Exorcising/Abjuring/Warding/Binding/Researching Ephemeral Beings and certain Horrors now receive 8 Again or +3.

                          Doctor Wondertainment

                          (•): A Specialty for Toys in Crafts.

                          (••): A dot in Contacts (Wondertainment Fans).

                          (•••): A 2 dot Retainer in the form of a Little Mister. More Little Misters may be purchased and improved with Experiences at ST’s discretion.

                          (••••): The Clairvoyance Supernatural Merit, which receives +5 when used to find Wondertainment fans or products.

                          (•••••): Wondertainment has taken an interest in you, which has given you a measure of that company’s immense power of creation. You gain a version of the Relic Creator Merit, which creates permanent Relics, but they must be toys. And beware Wondertainment’s Lawyers.

                          Are We Cool Yet?

                          (•): A Specialty in Crafts or Expression that serves as the basis for your Anomalous Art. More Specialties for Anomalous Art may be purchased at ST’s discretion.

                          (••): Taste, which helps with the appraisal of others’ works.

                          (•••): Alternate Identity 2, which represents your alter ego within the Anomalous Art community. Additional instances of this Merit for said community may be bought and improved at ST’s discretion.

                          (••••): Your artwork has drawn the attention of a patron who is willing to fund your future endeavors. Take 3 dots of Resources.

                          (•••••): You have become a master of maximizing exposure to your artwork and avoiding the punishments for doing so. You gain the Omen Sensitivity Merit, which can be activated once per scene and use Crafts instead of Occult. You also gain the Aggressive Meme Numen and Vanish Dread Power.

                          Marshall, Carter And Dark

                          (•): A High Class Specialty In Socialize.

                          (••): Pusher, for making deals and bargains that people can’t refuse.

                          (•••): Two dots of Resources.

                          (••••): The Aura Reading Supernatural Merit, which gains the Rote Quality when used to make a deal or bargain, and may use your highest between Politics, Socialize, Persuasion and Streetwise instead of Empathy.

                          (•••••): The top brass of this gentlemen’s club want for nothing. Each chapter, they may roll [highest between Wits and Manipulation] + Occult with the Rote Quality. Each Success creates one dot of Retainer, Resources, Mentor, Staff, Allies, Contacts or Status. The benefits do not come from thin air, they come from careful planning and shifting of networks. A dot is gained even if the roll fails, and the benefits last for the whole chapter.
                          Last edited by GibberingEloquence; 07-06-2017, 01:28 AM.


                          "Fate is a cruel jester with a finely developed sense of irony." - Sir Night as portrayed by Leliel, The Horror Recognition Guide

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