Coming Agent's Guide for SCP RPG

Looking for some feedback on an SCP RPG I'm working. This is the Agent's Guide, and its supposed to be a mix of a rulebook and an in-game resource, disguised as pamphlets. Currently the name of the game is [REDACTED].

Check it out here.

Some interesting features:

Target Rolling: Checks are made by trying to roll a specific number. Rolling above means failure, rolling below means success with consequences. Players can roll different or multiple dice to change their odds of rolling that target number.

Very specific Location: Instead of making a generic to fit anywhere, its specific to the campaign. Set in Banff, Alberta at Site-AB, players have access to the phone book, a map of the town, and the surrounding area.
SCP Character Statistics: Characters have six SCP themed character statistics that are juxtaposed with one another.
Panic System: Rolling over a target number causes the number you rolled to become a landmine. Rolling it again causes your character to panic! You choose how you character reacts to panic,

Looking for any feedback, including readability, mechanics, and layout.

Gonna work on the Director's guide next, which should be short, mostly giving examples and charts. have about 22 SCP documents written up, all of which are RPG coded (Meant for being played with, not just to be spooky or strange)
 

log in or register to remove this ad


There's an infographic on page 3 that explains it pretty well.

The Director chooses the target number, the player chooses which dice they want to use to hit it. So if the target number is 5, they can choose to roll a 1d8 to increase their odds. The dice that are available to them depends on their competency in the check. They can also use multiple dice, so a d8 and a d12 to have a better chance at hitting a 12.

Director chooses the Target Number, usually based on what happens if the agent fails. If failure would just mean they try again, you can set the Target number to 20, so that its guaranteed to succeed with consequences. (So a success means a loss of time or resources unless they hit that 20) If failure would likely mean nothing happens, like missing an attack, the can set it to 1.
 

So if the Target is a 7 I can always just roll a d6 and get a partial success.

So a low target number is more difficult, but i always have a 16% chance to succeed (by picking a d6)?
 

Exactly, agents can choose to get a guaranteed partial success by choosing a smaller dice, if they have access to it.

Low numbers favor the skilled, so if you want to simulate a check where skill is the most important thing, (like picking a lock) you'd make the target number low.
 

Remove ads

Top