SCP Field Work
SCP Character Sheet:
Name:
Gender:
Age:
Security Clearance Level: (1 [], 2 [], 3 [], 4 [], 5 []) Each level costs 5 pts.
Title:
Points:
Combat Skill: (Poor [], Moderate [], Great [], Amazing []) Each level costs 10 pts.
Defensive Skill: (Poor [], Moderate [], Great [], Amazing []) Each level costs 10 pts.
Skills:
Mining []
Sway []
Knowledge []
Crafting []
Mechanics []
HP: 200 (+10 per Defensive skill level)
Inventory:
Equipped Items:
SCP Items:
Hazmat Suit (Immunity to radiation/electricity) 30pts
Heat Suit (Immunity to fire/electricity) 30pts
Safety Goggles 10pts
Ballistics Vest (5 time use only, -10 HP lost from an attack with a gun) 10pts
Steel Plating (20 time use only, -5 HP lost from an attack in melee) 10pts
Gas Mask (Immunity to gas effects) 20pts
Medical Kit (+20 HP) 15pts
Class A Amnestic 5pts
Class B Amnestic 10pts
Beretta (50 damage, 12 Fire Rate, Normal Reload) 40pts
Magnum (60 damage, 8 Fire Rate, Normal Reload) 40pts
SMG (50 damage, 10 Fire Rate, Fast Reload) 40pts
Berett 50c. (80 damage, 1 Fire Rate, Slow Reload) 40pts
Machete (60 damage,Normal, Melee) 40pts
Dagger (40 damage, Fast, Melee) 20pts
Katana (70 damage, Fast, Melee) 50pts
Gauntlets (40 damage, Normal, Melee) 20pts
Baseball Bat (30 Damage, Slow, Melee) 5pts
Pickaxe (Tool [+2 Mining]) 10pts
Toolbox (Tool [+1 Crafting/+1 Mechanics]) 10pts
Encyclopedia (Tool [+3 Knowledge]) 15pts
Large Encyclopedia (Tool [+4 Knowledge]) 20pts
Mechanics Guide (Tool [+1 Knowledge/+2 Mechanics) 15pts
Flashlight 5pts
Battery (Poor) 10pts
Battery (Normal) 15pts
Battery (Excellent) 20pts
S-Nav v1 10pts
S-Nav v2 20pts
S-Nav Ultimate 30pts
1 SCP-500 pill (+max HP) 55pts
Rules:
All players start with 100pts.
The O5 gives players missions and narrates the story.
If you have ever played/watched SCP:CB you probably know what the S-Nav does.
When in a fight, Combat Skill and Defensive Skill are very important. They tell you if you hit or miss a player/SCP.
Compare the defender's Defensive Skill against the attacker's Combat Skill. Defenders win ties, but they deal no damage with weapons. Attackers lose ties, but they do damage to the defender if their Combat Skill > defender's Defensive Skill.
Fire Rate = how many rounds you can fire before you must reload.
Skills:
When the O5 requires a player to use a skill, that player rolls a d20, then adds any modifiers for that skill. If the roll is equal to or higher than the number set by the O5, the player succeeds on the skill. Otherwise, they FAIL! Mwuahaha!
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