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Published by goroiamanuci, 2023-03-12 06:47:29

SCP Foundation DnD 5e v0.1

SCP Foundation DnD 5e v0.1

Full Conversion for Dnd 5e Based off the SCP Foundation Universe SCP Foundation DnD 5e Welcome to the SCP Foundation universe, a world where anomalous objects, entities, and phenomena are contained and studied by a secretive organization known as the SCP Foundation. In this world, players take on the roles of Foundation personnel tasked with investigating, containing, and neutralizing anomalous threats. This conversion adapts the SCP Foundation universe to the rules of Dungeons & Dragons 5th Edition (D&D 5E), a tabletop roleplaying game where players create characters, go on adventures, and engage in combat using dice rolls and character abilities. In this adaptation, players use D&D 5E mechanics to explore the mysterious and dangerous world of the SCP Foundation, using their skills and abilities to overcome threats and discover the secrets of the anomalous. This adaptation includes a variety of firearms and gadgets that Foundation personnel can use in combat, as well as special rules for surprise rounds, healing, and melee combat to make the gameplay more immersive, engaging and a little bit different from the usual D&D experience. Additionally, new classes and archetypes for them, such as the Gadgeteer, are introduced to allow players to fully immerse themselves in the world of the SCP Foundation. As players explore the SCP Foundation universe, they will encounter a variety of anomalies, each with their own unique abilities and properties. Using


their skills, wits, and the tools at their disposal, players must uncover the mysteries of the SCP Foundation and keep the world safe from the unknown. Chapter 0. SIMPLE AND CLEAN 4 Why? 4 The Changes 4 Chapter 1. “RACES” 6 Foundation Personnel 6 United States Army 7 United States Navy SEALs 7 Mossad 8 Central Intelligence Agency 10 Special Air Service 10 Russian Spartzes 11 People's Liberation Army 12 GIGN 13 Chapter 2. THE CLASSES 14 Gadgeteer 14 Drone Medic 19


Nano-Engineer 21 Drone Master 23 Gadgeteer List of Gadgets 25 Basic 25 Advanced 29 Ultimate 32 Chapter 3. BATTLE CHANGES 33 Firearms 33 Melee Weapons 36 Daggers and Rapier 38 Bludgeoning Weapons 38 Greatsword and Two Handed Longsword 39 Halberds and Long Reach Weapons 39 Trident 39 Dual Wielding Weapons 40 Extra Melee Weapons 41 Combat Knife 41 Machete 41 Bo Staff 42


Entrenching Tool Shovel 42 Chainsaw 43 Chapter 4. FEATS 43 Chapter 5. NEW BUT OPTIONAL 44 Stress Points 45 Chapter 0. SIMPLE AND CLEAN Why? Greetings, fellow rollers and SCP Foundation fans! I'm excited to share with you my latest project: a Dungeons and Dragons 5th Edition conversion for the SCP Foundation universe. As a long-time fan of D&D always interested in the world of the SCP, I wanted to create a conversion that captures the essence of the SCP Foundation while still feeling like a natural fit within the mechanics of D&D. My aim is to cover as many aspects of the SCP universe as possible, from the wide range of anomalous creatures and objects to the various Foundation personnel and organizations. I believe this conversion has the potential to create a truly unique and immersive gameplay experience, with plenty of opportunities for creative problem-solving and role-playing. Whether you're a seasoned D&D player or a newcomer to the SCP Foundation, I hope this project will spark your imagination and provide hours of exciting gameplay. Thank you for your interest, and I look forward to sharing more details with you as the project continues to develop! The Changes


To me, traditional Dungeons and Dragons rules can sometimes feel limiting and predictable, especially when it comes to combat and exploration. By adapting and modifying the rules of D&D, I hope to create an experience that better suits the unique challenges and strategic missions of the SCP Foundation. One of the ways I'm hoping to achieve this is by introducing a new mechanic that allows for surprise and ambushes, which is a critical part of many SCP stories. This mechanic will allow for a more immersive and tense experience, where players will have to be constantly vigilant and prepared for the unexpected. In short, I believe that by adapting the core rules of D&D to fit the SCP Foundation universe, we can create a new and exciting way to explore this incredible world. In addition to these changes, I wanted to make sure that combat mechanics would also reflect the SCP Foundation's mission of containing anomalous entities and objects. While firearms are a crucial addition to the Foundation's arsenal, they cannot always be relied upon. As such, I have made significant changes to the way melee combat works in the game, to make it a viable option for players. At the same time, I have made sure that ranged weapons still have their place and are equally deadly in their own right. With these changes, players will need to carefully consider their options and use their wits to come out on top in combat scenarios, which I believe is in line with the spirit of the SCP Foundation's work. The rules for ranged and melee weapons, as well as ambushes and other related topics, will be explained in more detail in future pages. Just a quick note regarding the abilities, damages, and effects presented in this context. Although they may appear to surpass the usual balance standards of D&D 5E, it's important to bear in mind that the SCP Personnel's role involves confronting extremely powerful creatures and entities. Thus, such a high level of power is not only expected but necessary.


Chapter 1. “RACES” The DND 5E conversion and the SCP Foundation are two different roleplaying games that approach character creation in very different ways. In the DND 5E conversion, the world is meant to be more realistic, and as a result, races aren't really a thing. Instead, other factors such as background, skills, and experiences play a more significant role in shaping a character. On the other hand, the SCP Foundation places a strong emphasis on an individual's past and how it shapes who they become. For example, some characters may become agents, spies, or soldiers based on their past experiences. Additionally, each race in the SCP Foundation possesses unique features and characteristics that set them apart from one another. These differences help to create a more diverse and intricate world in the SCP Foundation. Every race has 30 ft standard movement if not said otherwise, it’s considered a medium creature and lives a maximum of 90ish years. Foundation Personnel SCP Foundation personnel agents are individuals employed by the SCP Foundation. They are trained in a range of skills and are tasked with securing and containing anomalous objects, entities, and phenomena. Ability Score Increase: Two scores to your choosing are increased by 1. Military Training: You are proficient in one martial weapon, one firearm and one type of armor of your choice. Feat: You gain one Feat of your choice. Skills: You gain proficiency in two skills of your choice.


Languages: You can speak, read, and write English and two additional languages of your choice. United States Army One of the largest and most powerful militaries in the world, with a long history of conflicts and operations around the globe. Ability Score Increase: Your Strength score increases by 2 and your Constitution score increases by 1. Military Training: You are proficient in one martial weapon, one firearm and one type of armor of your choice. Battlefield Awareness: You have proficiency in the Perception skill, and your passive Perception score is increased by 2. In addition, you are always alert and prepared for potential threats, and you cannot be surprised by enemies you can see. Also as an action, you can make a Wisdom (Perception) check to gain detailed information about your surroundings, such as the location of hidden enemies, potential ambush sites, or tactical advantages you could exploit. If successful, you gain advantage on your next attack or ability check made within the next minute. This feature can be used once per short rest. Disciplined: You have advantage on saving throws against being frightened. Languages: You can speak, read, and write English and one additional language of your choice. United States Navy SEALs An elite special operations force within the U.S. Navy, known for their training, skill, and high-risk missions.


Ability Score Increase: Your Dexterity score increases by 2 and your Wisdom score increases by 1. Amphibious: You can hold your breath twice as much and you have a swimming speed of 30 feet. Fluid Strategy: You are able to quickly adapt to changing conditions in water-based environments. You have advantage on Wisdom (Perception) checks made to detect movement or other activity underwater, and on Intelligence (Investigation) checks made to study water currents, tides, or other factors that may impact your mission. In addition, once per long rest, you can choose to gain proficiency in a tool or skill specifically related to underwater exploration or combat for a period of 24 hours. This represents your ability to quickly adapt to the challenges of aquatic environments and to develop specialized skills as needed for your missions. Weapon Training: You are proficient in the use of the trident, spear, net and underwater fire weapons. Reconnaissance: You have proficiency in the Stealth and Survival skills. Languages: You can speak, read, and write English and one additional language of your choice. Mossad The national intelligence agency of Israel, known for their intelligence gathering, covert operations, and counterterrorism efforts. Ability Score Increase: Your Dexterity score increases by 2, and your Intelligence score increases by 1. Espionage Expertise: You have proficiency in the Deception and Stealth skills, and you can use your Intelligence modifier instead of your Charisma modifier when making Deception checks.


Assassin's Training: You have proficiency with the short sword and the hand crossbow. Interrogation Techniques: You can use your action to attempt to intimidate or interrogate a creature that can understand a language you speak. The target must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If it fails, it is frightened of you for 1 minute, or until it takes damage. While the target is frightened in this way, you have advantage on all Charisma (Intimidation) and Wisdom (Insight) checks made against it. You can use this ability once per short or long rest. Saboteur's Toolkit: You have proficiency with thieves' tools, and can use them to disarm traps or sabotage mechanical devices. Mental Fortitude: You have advantage on saving throws against being charmed, and you cannot be put to sleep by magical means. Languages: You can speak, read, and write English, Hebrew and one additional language of your choice.


Central Intelligence Agency The primary intelligence agency of the United States government, responsible for gathering and analyzing information from around the world. Ability Score Increase: Your Intelligence score increases by 2, and your Dexterity score increases by 1. Covert Expertise: You have proficiency in the Deception and Stealth skills, and you can use your Intelligence modifier instead of your Charisma modifier when making Deception checks. Clandestine Training: You have proficiency with the dagger and the hand crossbow. Information Network: You have access to a vast network of contacts and resources through the CIA, giving you an advantage in gathering and analyzing information. You can use your action to make an Intelligence (Investigation) check to gather information about a person, place, or object. The DC for this check is determined by the DM based on the complexity and availability of the information. If successful, you gain advantage on any Intelligence checks related to the information you have gathered. You can use this ability once per short rest. Mental Fortitude: You have advantage on saving throws against being charmed, and you cannot be put to sleep by magical means. Languages: You can speak, read, and write English and one additional language of your choice. Special Air Service A special forces unit of the British Army, known for their expertise in covert operations, reconnaissance, and direct action missions.


Ability Score Increase: Your Strength score increases by 2, and your Dexterity score increases by 1. Combat Training: You have proficiency in the Athletics and Survival skills, and you can use your Strength modifier instead of your Dexterity modifier when making ranged attacks with weapons that have the thrown property. Special Forces Equipment: You have proficiency with the combat knife and the pistol, as well as with one ranged weapon of your choice. Tactical Expertise: You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect traps, hidden doors, and other hidden threats. Additionally, you have advantage on initiative rolls when starting combat. Survivalist: You have proficiency in the Nature and Medicine skills, and you can forage for food and water for yourself and up to four other creatures each day. Additionally, you have resistance to extreme temperatures. Languages: You can speak, read, and write Common and one additional language of your choice. Russian Spartzes A special operations force within the Russian military, known for their training, skill, and aggressive tactics. Ability Score Increase: Your Constitution score increases by 2, and your Strength score increases by 1. Combat Training: You have proficiency in the Athletics and Intimidation skills, and you can use your Strength modifier instead of your Dexterity modifier when making ranged attacks with weapons that have the thrown property.


Special Forces Equipment: You have proficiency with the combat knife and the assault rifle, as well as with one type of ranged weapon of your choice. Rapid Assault: You excel at quickly closing the distance between you and your enemies. When you move at least 20 feet straight towards a creature and then hit it with a melee attack on the same turn, that creature takes an extra 1d6 damage of the same type dealt by the weapon or unarmed strike used in the attack. You can use this feature once per turn. Survivalist: You have proficiency in the Nature and Survival skills, and you can forage for food and water for yourself and up to four other creatures each day. Additionally, you have resistance to extreme temperatures. Hand-to-Hand Combat: You have proficiency in unarmed strikes, and you can use a bonus action to make an unarmed strike. Languages: You can speak, read, and write Common and one additional language of your choice. People's Liberation Army The armed forces of China, known for their size, discipline, and increasing modernization. Ability Score Increase: Your Strength score increases by 2, and your Charisma score increases by 1. Disciplined Training: You have proficiency in the Athletics and Intimidation skills, and you have advantage on saving throws against being charmed or frightened. Military Equipment: You have proficiency with the combat knife and the rifle, as well as with one type of ranged weapon of your choice. Battle-Hardened: You have advantage on Constitution saving throws made to resist being poisoned, and you have resistance to one type of damage of your


choice (except for psychic damage) that you choose at the end of a short or long rest. This resistance lasts until you choose a different type of damage. Iron Will: You have advantage on Wisdom and Charisma saving throws made to resist being intimidated or coerced. Mandarin Speaker: You can speak, read, and write English and Mandarin. Additionally, you have proficiency in one other language of your choice. GIGN A special operations force within the French National Gendarmerie, known for their expertise in counterterrorism, hostage rescue, and high-risk operations. Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1. Specialist Training: You have proficiency in the Acrobatics and Stealth skills, and you have advantage on Dexterity saving throws made to avoid traps and hazards. Precision Strike: You have a natural talent for targeting specific points on your enemies. When you make a ranged weapon attack or an unarmed strike, you can choose to deal an additional 1d6 damage of the same type dealt by the weapon or unarmed strike used in the attack. You can use this feature once per turn. Adaptable Tactics: You have proficiency with one type of ranged weapon and one type of melee weapon of your choice. Unwavering Focus: You have advantage on Wisdom saving throws made to resist being charmed or frightened.


Multi-Lingual: You can speak, read, and write French, English, and one additional language of your choice. Chapter 2. THE CLASSES Gadgeteer Gadgeteers are inventors and tinkerers who use a combination of advanced technology and engineering to create gadgets and drones that allow them to cast spells and manipulate the world around them. The Gadgeteer Gadget Slots per Tier and Level Level PB Features Basic Advanced Ultimate 1st +2 Tools of the Trade, Spellcasting 3 - - 2nd +2 Gadget Construction 3 - - 3rd +2 Drone Companion, Specialization 3 - - 4th +2 ASI 3 - - 5th +3 4 - - 6th +3 Advanced Gadgets, Specialization Feature 4 1 - 7th +3 4 1 - 8th +3 ASI 4 1 - 9th +4 4 1 - 10th +4 Gadget Augmentation, Specialization Feature 5 1 - 11th +4 5 2 -


12th +4 ASI 5 2 - 13th +5 5 2 - 14th +5 Gadget Mastery, Specialization Feature 5 2 - 15th +5 6 3 - 16th +5 ASI 6 3 - 17th +6 6 3 - 18th +6 Ultimate Gadget 6 3 1 19th +6 ASI 6 3 1 20th +6 Specialization Feature 7 4 1 Hit Points Hit Dice: 1d6 per gadgeteer level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per gadgeteer level after 1st Proficiencies Armor: Light armor, medium armor, shields. Weapons: Simple weapons, firearms. Tools: Tinker's tools, one type of artisan's tools or one musical instrument. Saving Throws: Dexterity and Intelligence Skills: Choose 2 from Acrobatics, Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand, or Stealth. Equipment The Gadgeteer starts with the following equipment: ● (a) a pistol and 20 rounds of ammunition or (b) a rifle and 10 rounds of ammunition


● (a) a tinker's kit or (b) one set of artisan's tools or (c) one musical instrument ● (a) a light crossbow and 20 bolts or (b) 20 shotgun shells ● Leather armor, a knife, and a backpack containing a bedroll, a mess kit, a tinderbox, 10 torches, 10 days' worth of rations, and a waterskin. Tools of the Trade At 1st level, a Gadgeteer starts with a set of tools, including a small drone, a toolkit, and a set of gadgets. The drone can be used to perform a variety of tasks, such as scouting ahead, disarming traps, or delivering payloads. The toolkit includes various gadgets and parts that the Gadgeteer can use to construct and modify their inventions. Each Gadget needs charges to function the number of charges the Gadgeteer has is determined by their level. The Gadgeteer has a number of charges equal to their Gadgeteer level + their Intelligence modifier. The charges reset to their maximum value after a long rest. For example, at 1st level, a Gadgeteer with an Intelligence modifier of +3 would have 4 charges (1 + 3), while at 5th level, the same Gadgeteer would have 8 charges (5 + 3). Different levels of Gadgets require different numbers of points to be used. Basic and Augmented Basic: 1 Advanced: 3 Advanced Augmented: 5 Ultimate: 7 Spellcasting Gadgeteers use gadgets and drones to replicate the effects of spells. Gadgeteers have a limited number of gadget slots that they can use to equip their inventions, and they can swap gadgets in and out of these slots during a short or long rest. DC for the Gadgeteer is calculated by:


8 + Proficiency Bonus + Intelligence Modifier Gadget Slots Starting at 1st level, a Gadgeteer has 3 gadget slots. They gain an additional gadget slot at 5th, 10th, 15th, and 20th level. More can be seen in the table at the top of the class. Gadget Construction At 2nd level, a Gadgeteer gains proficiency with the Tinker's Tools. They can use these tools to construct new basic gadgets, modify existing gadgets, or repair damaged gadgets. A Gadgeteer can create new gadgets by spending downtime and gold on materials. Gadgets with prices and other information are at the end of this class. Drone Companion At 3rd level, a Gadgeteer can create a drone companion that follows them and performs tasks such as activating Gadgets from a different position or place of the Gadgeteer. The drone has hit points and can be destroyed, but the Gadgeteer can repair or replace it during a short rest at a price detailed in the Stat Block for the drone. The drone can store and use each and every Gadget the Gadgeteer has prepared until those are connected to it. The drone can store up to 3 Basic or Advanced Gadgets and only one Ultimate Tier Gadget. Specialization Also at 3rd level, the gadgeteer must choose a specialization, which grants unique features at levels 3, 6, 10, and 14. Each specialization provides the gadgeteer with distinct bonuses that augment their abilities and expand the ways in which they can utilize their drone and gadgets. These specializations are given at the bottom of this class. Drone Stats


Hit Points: 5 + Gadgeteer level Armor Class: 12 + Gadgeteer proficiency bonus Speed: 30 ft. Damage Immunities: Poison, Psychic Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses: Darkvision 60 ft., passive Perception 10 Languages: Understands the languages the Gadgeteer knows In terms of actions, the drone can be given commands by the Gadgeteer using their bonus action on their turn. The drone can move and take the Dash, Disengage, or Dodge actions as a bonus action, but cannot attack or take the Help action. The Gadgeteer can use their action to activate one of the drone's gadgets or,as outlined in their chosen archetype, special abilities. The drone has a range of 500 feet from you, after which it becomes unresponsive until you move within range again. If your drone is destroyed, you can spend 8 hours and 100 gold to create a new one. Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 14th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Advanced Gadgets At 6th level, a Gadgeteer gains access to advanced gadgets. These gadgets replicate the effects of higher-level spells and similar effects.


Gadget Augmentation At 10th level, a Gadgeteer gains the ability to augment their gadgets. Augmentations grant additional effects or bonuses to gadgets, such as extra damage or range. Gadget Mastery At 14th level, a Gadgeteer becomes a master of their inventions. They gain additional gadget slots and can use a bonus action to swap the drone gadgets during combat. Once you use this feature, you must finish a long rest before you can use it again. Ultimate Gadget At 18th level, a Gadgeteer creates their ultimate invention. This gadget replicates the effects of a powerful spell and can only be equipped in the ultimate gadget slot which the drone has only one. Drone Medic Gadgeteers who specialize in healing and support use their drones to aid their allies on the battlefield. Drone Medic Features Level Feature 3rd Medic Drone 6th Combat Medic 10th Drone Surgeon 14th Tactical Medic 20th Master Medic Medic Drone Starting at 3rd level, you gain the ability to modify your drone to function as a medic drone. The drone can use a bonus action to heal an ally within 30


feet, restoring 1d6 hit points plus your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. Combat Medic At 6th level, your medic drone becomes more adept at keeping allies alive in combat. Whenever you or an ally within 30 feet of you takes damage, your medic drone can use its reaction to heal the ally for 1d8 hit points plus your Intelligence modifier. You can use this feature two times. You regain all expended uses when you finish a short or long rest. Drone Surgeon At 10th level, you gain the ability to upgrade your drone to function as a surgeon. Once per long rest, you can use your bonus action to allow the drone to perform a surgical procedure on a willing or incapacitated ally, restoring a number of hit points equal to your Intelligence modifier times the target's level. In addition, you can use your action to have the drone administer a shot to an ally within 30 feet, granting them advantage on their next attack roll, or to an enemy within 30 feet, inflicting disadvantage on their next attack roll. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. Tactical Medic At 14th level, you have perfected the art of battlefield medicine. You gain the ability to use your medic drone to grant temporary hit points to allies within 30 feet. As an action, you can have your medic drone heal an ally for 2d8 hit points plus your Intelligence modifier and grant them temporary hit points equal to the amount healed. In addition, you can use your bonus action to grant an ally within 30 feet immunity to one condition of your choice until the end of their next turn. You can use this feature a number of times equal to your Intelligence


modifier (a minimum of once). You regain all expended uses when you finish a long rest. Master Medic At 20th level, you have become a master of medical technology. You gain the following benefits: ● When you use your drone to administer first aid, the target regains the maximum amount of hit points possible from the dice roll. ● You have advantage on all Intelligence (Medicine) checks and can attempt any Medicine check even without access to traditional medical supplies. ● You can use your action to perform emergency surgery, stabilizing any number of dying creatures within 30 feet of you. Each creature stabilized this way gains 1 hit point and is no longer dying. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. Nano-Engineer The Nano-Engineer is a Gadgeteer who specializes in creating small, intricate devices that manipulate matter and energy. With their mastery of nanotechnology, they can create powerful weapons and tools that defy conventional physics. Drone Medic Features Level Feature 3rd Nano-Blades 6th Tinkerer's Arsenal 10th Nanobot Swarm 14th Adaptive Defense


20th Nanite Apocalypse Nano-Blades Starting at 3rd level, you gain the ability to create razor-sharp blades made of millions of tiny, interlocking nanobots. As an action, you can spend a Gadget charge to create a Nano-Blade that lasts for 1 minute. The blade can be any size or shape you desire, and can be used as a finesse melee weapon that deals 1d8 slashing damage. The blade is considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and deals double damage to non-specialized objects and constructs. You can create a number of Nano-Blades equal to your Intelligence modifier (minimum of 1) before needing to take a short or long rest. Tinkerer's Arsenal At 6th level, you have developed an arsenal of specialized tools and gadgets that can be used to disable and manipulate machinery. You gain proficiency in the Sleight of Hand skill (if you already have this skill choose one others from the Gadgeteer class or gain expertise in it), and you can use your bonus action to activate one of the following abilities: ● Short Circuit: You can cause a targeted machine to short circuit, causing it to malfunction for a brief period. Make a Sleight of Hand check contested by the machine's owner's Wisdom (Perception) check or a difficulty based on the CR of the target decided by the DM. If you succeed, the machine malfunctions for 1 round, causing it to become inoperable and any creatures interacting with it to suffer 1d6 lightning damage. ● Override: You can use a tool to override the programming of a machine, allowing you to gain temporary control over it. Make a Sleight of Hand check contested by the machine's owner's Intelligence (Investigation) check. If you succeed, you can control the machine's actions for 1 round. Nanobot Swarm Starting at 10th level, you can release a swarm of nanobots that swarm around


you and your allies, repairing injuries and improving your physical abilities. As an action, you can spend a Gadget charge to activate the Nanobot Swarm. For the next minute, you and any creatures within 10 feet of you gain temporary hit points equal to your Intelligence modifier at the start of each of your turns. Additionally, you and affected creatures gain advantage on Strength and Dexterity ability checks and saving throws. Once you use this feature, you can't use it again until you finish a long rest. Adaptive Defense At 14th level, you have developed a system of adaptive defenses that can respond to a wide range of threats. You gain resistance to one of the following damage types: acid, cold, fire, lightning, or thunder. Whenever you are hit with an attack that deals damage of the selected type, you can use your reaction to reduce the damage by half. Once you use this feature, you can't use it again until you finish a short or long rest. Additionally, you gain advantage on all saving throws against the selected damage type. Nanite Apocalypse At 20th level, you gain the ability to create a massive wave of nanobots that can devour any matter in their path. As an action, you can spend all your remaining Gadget charges (minimum of 3 required) to release the Nanite Apocalypse. Each creature in a 60-foot cone in front of you must make a Dexterity saving throw, taking 10d8 force damage on a failed save, or half as much damage on a successful one. In addition, all objects in the area that aren't being worn or carried are disintegrated, and any creatures killed by this feature are reduced to a pile of gray dust. Once you use this feature, you can't use it again until you finish a long rest. Drone Master The Drone Master is an expert in using drones for ranged combat. By remotely controlling a variety of specialized drones they can give support from a safe distance where their intelligence shines most. Drone Medic Features


Level Feature 3rd Combat Drone Upgrade 6th Drone Enhancement 10th 14th 20th Combat Drone Upgrade At 3rd level, you gain the ability to upgrade your drone into a combat drone that can assist you in battle. Thanks to this power up the drone now can perform and gains a new set of upgrades: ● You can use your bonus action to command the drone to take also the Attack action from Melee range dealing 1d6 + your Intelligence Modifier Force Damage ● The drone can now has 40 feet of movement and 15 flying movement ● Its AC is now calculated 12 + Proficiency Bonus + your Intelligence Modifier ● Its hit points are now equal to 5 + your level + your Intelligence modifier (last one at each level) Drone Enhancement At 6th level, you have learned to enhance your drone's combat abilities. You can spend 8 hours and 100 gold to add a modification to your drone, choosing one of the following options: Blade Arms: The drone's arms turn into blades, allowing it to deal 1d8 + your Intelligence Modifier slashing damage on a hit. While this Enhancement is one the Drone it can Attack once more with Disadvantage Energy Beam: The drone gains the ability to shoot a beam of energy at a creature within 30 feet, dealing 2d6 force damage on a hit. If the damage is


dealt to a creature with more than half of its hp the damage is doubled, instead it deals half of the damage. Deflector Shield: The drone gains a deflector shield that gives it a +2 bonus to AC. Also if a friendly creature is attacked the Drone can as a Gadgeteer reactions add +4 to the AC of that creature for the round. You can only have one modification on your drone at a time. These modifications don’t count in the Gadget Slots available. Gadgeteer List of Gadgets Basic Basic Healing Injector Crafting Cost $25 Description The Gadgeteer's drone deploys a small medical injector that releases a restorative serum into the target's bloodstream, healing their wounds. Effect This gadget allows the Gadgeteer to cast the "Cure Wounds" spell, as per the spell description in the D&D 5e Player's Handbook. The spell is cast at 1st level and requires an action to use. Augmented Version Supercharged Healing Injector Augment Cost $150 Description The Gadgeteer modifies the Healing Injector to deliver a more potent serum, capable of restoring greater amounts of health. Effect This upgraded gadget functions as the Healing Injector, but it also allows the Gadgeteer to cast the "Cure Wounds" spell at 3rd level. The spell requires an action to use. Basic Arcane Grenade Crafting Cost $50 Description A small, hand-held device that, when activated, emits a bright burst of energy that damages enemies in a small radius.


Effect Damage: 1d8 radiant damage Range: 15 feet around the user Augmented Version Arcane Crystalline Grenade Augment Cost $500 Description The Gadgeteer modifies the Arcane Grenade to deliver a more potent explosion, capable of restoring greater blinding unsuspecting creatures. Effect Damage: 2d8 radiant damage Range: 20 feet Enemies caught in the blast radius must make a Constitution saving throw or be blinded for 1 round. Basic Shock Baton Crafting Cost $200 Description This gadget appears to be a simple baton, but it has the ability to deliver an electric shock to an enemy in melee combat. Effect The Gadgeteer can use their bonus action to activate the shock baton, dealing 2d6 lightning damage to the target they hit with it. Augmented Version High Shock Baton Augment Cost $400 Description This gadget is a modified version of the Shock Baton, with an additional power source that allows it to deliver a more powerful shock. However, this extra power comes at a cost - the device is more unpredictable and sometimes malfunctions, causing it to deal less damage or even harm the wielder. Effect The Unstable Shock Baton has a chance to malfunction on every attack, with a roll of 1 on the attack roll causing the gadget to deal half damage to the target and half damage to the wielder. On a successful attack, the gadget deals 3d8 lightning damage to the target. Basic Acid Grenade Crafting Cost $50 Description The Acid Grenade is a small, spherical device that can be thrown to unleash a corrosive blast of acid.


Effect On impact, it deals 2d6 acid damage to all creatures within a 5-foot radius of the impact point chosen in a range of 60 feet. The target creatures must make a Dexterity saving throw to take half damage. Augmented Version Flesh Melting Grenade Augment Cost $500 Description The Augmented Acid Grenade increases the range and potency of the acid blast. Effect On impact, it deals 5d6 acid damage to all creatures within a 10-foot radius of the impact point chosen in a range of 60 feet. The target creatures must make a Dexterity saving throw to take half damage. In addition, any creature that fails its saving throw has its movement speed reduced by 10 feet until the end of its next turn and suffers half the damage it already suffered at the start of its next turn, as the acid slows and melts away at its flesh. Basic Inspirational Grenade Crafting Cost $200 Description This small, round gadget looks like a grenade and contains a variety of exciting and energizing drugs concocted by the Gadgeteer. Effect Duration: 1 minute Range: 30 feet When the grenade is thrown, it explodes in a 20-foot radius; all friendly creatures within the area of effect gain 1d6 temporary hit points and advantage on ability checks and saving throws for the duration. The temporary hit points and advantage can only be used once during the duration. Augmented Version The “You Can Do It” Grenade Augment Cost $450 Description The augmented version of the Inspiration Grenade has a larger radius and larger effect as the concoction has become more volatile. Effect The augmented version also has a larger radius of 30 feet and grants 2d6 temporary hit points.


Basic Guided Pens Crafting Cost $150 Description These small missiles have a guided tip that searches for a target chosen at the time of departure. These missiles are infallible. Effect Number of missiles: 3 Range: 90 feet Damage: 1d4+1 force damage Augmented Version Barrage of Guided Pens Augment Cost $250 Description As the missiles have been made easier to transport and launch off now they can be used in higher numbers. Effect Number of missiles: 5 Range: 120 feet Damage: 1d4+1 force damage Basic Shielding Gauntlet Crafting Cost $200 Description This gadget is a metallic gauntlet that fits over a creature's hand. When activated, it emits a protective energy shield that envelops the creature's body, granting a boost to their Armor Class. Effect Range: Touch Duration: 1 minute Boost: +2 to Armor Class Augmented Version Supercharged Shielding Gauntlet Augment Cost $150 Description This Technology has been carefully studied to be more sturdy and more durable to time, now it can withstand powerful hits. Effect Range: Touch Duration: 10 minute Boost: +4 to Armor Class Basic Displacement Device Crafting Cost $400 Description The displacement device is a small, handheld device that


allows the user to instantaneously relocate themselves to a nearby location. Effect When this Device is used the user may use the Misty Step Spell. Augmented Version Massive Displacement Device Augment Cost $700 Description The displacement device now gains a higher capacity and bigger range giving it the chance to relocate multiple people. Effect Now can relocate every creature and items within 15 feet to a location within the range of a Misty Step. Basic Paranormal Detector Crafting Cost $500 Description The Paranormal Detector is a small handheld device that emits a low humming sound when in the presence of magic or other paranormal activity. Effect Duration: Concentration, up to 10 minutes The device has a small screen that displays the strength of the paranormal activity detected, allowing the user to gauge the proximity and intensity of the sources around 30 feet. Augmented Version Paranormal Detector + Augment Cost $0 Description The augmented version of the Paranormal Detector is much more precise and has a higher range of detection. It can detect even the faintest traces of magic or paranormal activity, and can display a visual representation of the source on the screen. Effect The Detector can now display precisely energy and paranormal activity giving even the font and explanation of what it could be. Advanced Advanced Electromagnetic Pulse Generator (EMP) Crafting Cost $2500


Description This gadget emits a powerful electromagnetic pulse, which can be used to disrupt electronic devices in the area. The EMP has a range of 30 feet and affects all objects that use or are powered by electricity within that area. This includes machines, robots, computers, and electronic locks. Effect Range: 30 feet around the user Saving throw: Constitution Disrupts electronic devices and deals 4d6 lightning damage to creatures wearing metal armor or holding metal objects. Halves the damage on a success and doesn’t disrupt electronic creatures. Augmented Version EMPerfect Augment Cost $1500 Description The augmented version of the EMP is more powerful, but also more dangerous to the user’s allies via its bigger area of effect. Effect Range: 60 feet Saving throw: Constitution Disrupts electronic devices and deals 8d6 lightning damage to creatures wearing metal armor or holding metal objects. Halves the damage on a success and doesn’t disrupt electronic creatures. Advanced Firebomb Crafting Cost $3500 Description The firebomb is a small device with a mixture of special crystals and chemicals inside that once set off blows up a beautiful and destructive ball of fire. Effect Range: 150 feet Saving Throw: Dexterity Upon impact, the device explodes in a 20-foot radius sphere, dealing 8d6 fire damage to all creatures in the area. A successful saving throw halves the damage. The device can be set to detonate immediately upon impact or on a timer, with a delay of up to 1 minute. Augmented Version Firebomb Mk.2 Augment Cost $2000 Description The Gadgeteer discovered a way to turn the powder of crystals and the solid version of certain chemicals into a terrible weapon of destruction.


Effect The augmented version of the firebomb has a larger area of effect, dealing 10d6 fire damage to all creatures in a 30-foot radius sphere. Additionally, the gadgeteer can choose to expend 2 charges instead of 1 to increase the damage by an additional 2d6 for each charge expended. The device can also be set to detonate on impact or on a timer, with a delay of up to 1 minute. Advanced Gravitation Grenade Crafting Cost $500 Description The gravitation grenade is a cylindrical device, approximately 6 inches in length and 2 inches in diameter, composed of a dense metallic casing with a small screen display on its surface. Effect Range: 60 feet Saving Throw: Strength When this grenade explodes, it emits a burst of gravitational force that affects a 10-foot radius area. All creatures within the area must make a saving throw or be pulled towards the center of the explosion, taking 4d8 bludgeoning damage on a failed save, or half as much on a successful save. Augmented Version Gravihole Grenade Augment Cost $1500 Description The augmented version of the grenade is capable of creating a larger field with a longer duration, providing greater control over the affected area. Effect Range: 60 feet Saving Throw: Strength All creatures within the area must make a saving throw or be pulled towards the center of the explosion, taking 7d8 bludgeoning damage on a failed save, or half as much on a successful save. Additionally, any affected creature that fails its saving throw is knocked prone. Advanced Accelerator Shot Crafting Cost $1000 Description This syringe with golden liquid works as an excitant that boosts the reflexes and capacity of the one that uses it.


Effect Range: Touch Duration: 1 minute When activated, it grants the user certain benefits. This allows the wearer to move and take an additional action on each of their turns, as well as gain a +2 bonus to their AC and Dexterity saving throws. Augmented Version Aggressive Accelerator Shot Augment Cost $2500 Description The once golden liquid now looks like black petrol has its potency has exceeded the need for graphical presentation. Effect Duration: 10 minutes Now the concoction gives even the possibility to make another attack when taking the attack action. Advanced Firewall Crafting Cost $1000 Description This small grenade is inscribed with intricate runes that glow red-hot when activated. When thrown, it creates a wall of intense flames that spreads out The flames deal damage to any creature that passes through them, and the wall itself provides cover. Effect Range: 60 feet Duration: 1 minute Area of Effect: 60-foot-long, 20-foot-high line Damage: 5d8 fire damage to any creature that enters or ends its turn in the wall Saving Throw: Dexterity save for half damage Augmented Version Flame Barrier Augment Cost $1500 Description The runes have been better engraved and studied, now the fire is more effective and perilous. Effect Range: 90 feet Area of Effect: 90-foot-long, 30-foot-high line Damage: 8d8 fire damage to any creature that enters or ends its turn in the wall Ultimate Ultimate 4D Illusion Crafting Cost $7000


Description This gadget creates powerful illusions that can be used to deceive enemies or create distractions. Effect Range: 120 feet Saving Throw: Intelligence Duration: Up to 1 hour Once activated, the illusion projector creates a 120-foot cube of illusory terrain or creatures within 160 feet of the gadget. The illusion can be anything the user desires from visual to auditory illusion, even smells can be replicated, but it must fit within the cube's area. Ultimate Chain Discharger Crafting Cost $0 Description This gadget appears as a small handheld device with several metallic prongs extending from it. Effect Range: 120 feet Saving Throw: Dexterity As an action, you can activate the chain discharger and choose a target. The gadget emits a bolt of lightning that jumps from the target to up to four other targets within 30 feet of each other, dealing 6d8 lightning damage to each target. The bolt of lightning always jumps to the maximum number of targets allowed even targeting the same creature more than once. The targets must each make a saving throw, taking half damage on a success. Chapter 3. BATTLE CHANGES Firearms Firearms are designed to be simple in their specific functions while ensuring optimal performance, making them both efficient and engaging to use. Even if that’s the case not every weapon is the same as each tries to engage in a small niche of gameplay. Pistol M1911


Damage: 2d6 piercing Range 30/120 feet Reload: 7 rounds (magazine) *1911 magazines cost $30 Shotgun Remington 870 Damage: Special Range 40/60 feet Reload: 5 rounds (shell) Properties: Two-Handed, Special *Remington 870 shells cost $40 Special Short range: 0-10 feet Damage: 2d8 piercing On a hit, the target must make a DC 15 Strength saving throw or be knocked prone. Medium range: 11-30 feet Damage: 2d6 piercing On a hit the shooter gains advantage on their next attack against the target before the end of their next turn. Long range: 31-60 feet Damage: 1d8 piercing On a hit, the target takes no additional damage, but the shooter can use their bonus action to attempt to knock the target back 10 feet. The target must make a DC 15 Strength saving throw or be knocked prone. Assault Rifle M16 Damage: 2d4 piercing Range 80/320 feet


Reload: 30 rounds(magazine) Properties: Two-Handed, Special *M16 magazines cost $30 Special When shooting with this weapon you can make another attack as a Bonus Action. Sniper Rifle M24 Damage: 2d10 piercing Range 100/400 feet Reload: 5 rounds (magazine) Properties: Two-Handed, Special *M24 magazines cost $50 Special During the attack action you can decide to delay your shot to take aim. You can delay the shot a number of rounds maximum to your Bonus Proficiency. For every turn the next hit makes 1d10 more weapon damage. The attack made after taking aim is made with Disadvantage but has a +5 for every turn you took aim. Also before attacking you can choose one of the following body parts giving some debuffs on a hit: Body Part Hit Effect Eye The creature is blinded in that eye for 1 minute. Ear The creature is deafened in that ear for 1 minute. Limb The creature’s movement’s speed is halved for 1 minute. Tail The creature has disadvantage on Dexterity checks for 1 minute. Wing The creature’s flying speed is reduced to 0 and falls to the ground.


Mouth/Throat The creature is silenced and unable to talk or cast spells with verbal components for 1 minute. Nose The creature is unable to smell and has Disadvantage of Perception checks that rely on smell for 1 minute. Horn/Antler The creature attacks with that body part are disabled for 1 minute. Claw The creature attacks with that body part are disabled for 1 minute. Teeth The creature bite attacks are disabled for 1 minute. Tentacle The creature can’t grapple for 1 minute. Scale/Armor Plate The creature’s AC is reduced by 2 (minimum of 10) for 1 minute. Colt M1911 Remington 870 Assault M16 Sniper M24 $500-$1000 $300-$600 $800-$1200 $3000-$4000 Reloading a weapon takes an action, unless the character has the “Fast Hands” feature or a similar ability. A character can only reload a weapon if they have a fresh magazine or shell on hand. It takes an action to swap out an empty magazine or shell for a new one. Melee Weapons Weapon Price Simple Weapons Dagger $10-$20 Club $10-$20


Handaxe $20-$30 Light Hammer $20-$30 Mace $25-$35 Quarterstaff $10-$20 Spear $20-$30 Simple Ranged Weapons Crossbow, light $100-$200 Shortbow $50-$100 Sling $15-$30 Martial Weapons Battleaxe $50-$100 Glaive $100-$200 Greataxe $100-$200 Greatsword $200-$400 Halberd $150-$300 Lance $100-$200 Longsword $150-$300 Maul $150-$300 Pike $150-$300 Rapier $100-$200 Scimitar $100-$200 Shortsword $75-$150 Trident $50-$100 War pick $50-$100 Warhammer $75-$150


Unlike in traditional Dungeons & Dragons, melee weapons in this conversion are not just basic tools but rather enhanced to provide more power to the user, especially in difficult situations where they can be a game-changer. Daggers and Rapier Debilitate: When you attack with a dagger or rapier, you can choose to target a specific body part of your opponent. To do so, you must declare your intention before making the attack roll. If the attack hits, the body part you targeted is affected as follows: Body Part Hit Effect Eye The target’s vision is impaired. Until the end of their next turn, they have disadvantage on all attacks that require sight. Tendons The target’s movement is impeded. Until the end of their next turn their speed is halved and they cannot take reactions. Limb The target is disarmed. Until the end of their next turn, they drop one item of your choice. Organs The target takes an additional 1d6 damage at the start of each of its turns until it receives magical healing or receives treatment for the wound. Limb The creature’s movement’s speed is halved for 1 minute. In addition to the normal damage dealt by the attack, the target also suffers a secondary effect based on the body part targeted. If the target succeeds on a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier), they are unaffected by the secondary effect. Bludgeoning Weapons Shatter: When attacking a creature with natural armor, bludgeoning weapons have a chance to break through the armor, making it easier for subsequent attacks to hit. If you hit a creature with a bludgeoning weapon, the creature must make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier) or have its natural armor reduced by 1 for 1 minute. The


creature's natural armor cannot be reduced below 10 + its Dexterity modifier. Additionally, if the creature's natural armor is reduced to 10 or lower, it no longer provides any benefit to the creature's AC. Greatsword and Two Handed Longsword Takedown: When attacking a creature that is at least one size category larger than you with a greatsword or a two handed longsword, you can choose to make a Takedown attempt. If you hit, the creature must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. Additionally, the creature's natural armor is reduced by 1 for 1 minute. The creature's natural armor cannot be reduced below 10 + its Dexterity modifier. If the creature's natural armor is reduced to 10 or lower, it no longer provides any benefit to the creature's AC. Halberds and Long Reach Weapons Pike Formation: When wielding a weapon with a reach of 10 feet or greater, you can choose to enter a Pike Formation. When you do so, you cannot move from your current position, but any enemy that approaches within 10 feet of you provokes an opportunity attack from you. Additionally, if two or more creatures are within 10 feet of you, you have advantage on attack rolls made against any creature within 10 feet of you. Trident Captain Hook: As an action, you can throw your trident to a nearby surface and use it as a grappling hook to swing or climb to another location. Make a ranged attack roll with disadvantage against a surface within 30 feet of you. If the attack hits, the trident embeds into the surface, allowing you to swing or climb towards it. To climb or swing, you must succeed on an Athletics or Acrobatics check with a DC determined by the DM based on the difficulty of the surface and distance. On a successful check, you can move up to your speed towards the trident, using the momentum to make a jump or climb that you wouldn't normally be able to. You can also use this technique to pull a small object towards you. The object must be no larger than your carrying capacity, and you must succeed on a Strength (Athletics) check with a DC determined by the DM based on the weight and distance. When you try to


pull a hit creature you must make an Strength (Athletics) contested check with the creature. Dual Wielding Weapons


Parry: When wielding two weapons, characters gain the ability to use their off-hand weapon to parry incoming attacks. As a reaction, they can make an attack with their off-hand weapon and add their proficiency bonus to their AC against the incoming attack. Extra Melee Weapons Here are some rare melee weapons that agents throughout the SCP Foundation could benefit from. In addition to the standard physical weapon enhancements, these weapons have unique modifications that allow them to perform new capabilities. These weapons need a specialized proficiency that may be given by classes, feats and races. Combat Knife Melee Weapon (dagger) Damage: 1d4 piercing damage Weight: 1 lb. Properties: Finesse, Light, Thrown (range 20/60) Bleed Whenever you score a critical hit with this weapon, the target must make a Constitution saving throw (DC 10 + your Dexterity modifier). On a failed save, the target takes 1d4 additional bleeding damage at the start of each of its turns. The bleeding effect can be stopped with a successful DC 15 Wisdom (Medicine) check, or by any magical healing. Vicious Strike As an action, you can make a vicious strike with this weapon. Make a melee attack with advantage. On a hit, the target takes an additional 1d6 piercing damage and begins to bleed as described in the passive feature. You can use this feature once per short rest. Machete Melee Weapon (longsword) Damage: 1d8 slashing Weight: 3 lb.


Properties: Versatile (1d10) Cleaving Strike Whenever you reduce a creature to 0 hit points with this weapon, you can immediately make one additional attack against another creature within 5 feet of the first target. This attack deals damage equal to your Strength modifier. Hack and Slash As a bonus action, you can make a hack and slash attack with this weapon. Choose a creature within 5 feet of you and make a melee attack with advantage. On a hit, you deal an additional 1d6 slashing damage and the target must make a Strength saving throw (DC 10 + your Strength modifier) or be knocked prone. You can use this feature once per short rest. Bo Staff Melee Weapon (quarterstaff) Damage: 1d6 bludgeoning Weight: 4 lb. Properties: Versatile (1d8) Defensive Stance Whenever you take the Dodge action while wielding this weapon, you gain a +2 bonus to your Armor Class until the start of your next turn. Flurry of Blows As an action, you can make a flurry of blows attack with this weapon. You make three attacks with this weapon, each at a -2 penalty to hit. On a hit, you deal an additional 1d4 bludgeoning damage. You can use this feature once per short rest. Entrenching Tool Shovel Melee Weapon (mace) Damage: 1d6 piercing Weight: 4 lb. Properties: Versatile (1d8) Digging Specialist Whenever you use this weapon to dig, you can do so as a bonus action.


Additionally, you can dig through dirt, sand, and soft stone at twice the normal rate. Piercing Strike As an action, you can make a piercing strike with this weapon. Choose a target within 5 feet of you and make a melee attack. On a hit, you deal an additional 1d8 piercing damage, and the target must make a Strength saving throw (DC 10 + your Strength modifier). On a failed save, the target is knocked prone. You can use this feature once per short rest. Chainsaw Melee Weapon (greataxe) Damage: 1d8 slashing Weight: 10 lb. Properties: Two-handed, special Special: This weapon has the Fueled property. It requires fuel (such as gasoline) to function. The Chainsaw Battleaxe can hold enough fuel for 5 rounds of use, after which it must be refueled as an action. Refueling takes 1 pint of fuel. Chain Sawblade Whenever you hit a creature with this weapon, you deal an additional 1d4 slashing damage from the sawblade tearing through flesh and armor. Buzz Saw As an action, you can activate the sawblade and make a single attack with this weapon against a creature within 5 feet of you. On a hit, the sawblade tears through the target, causing it to take an additional 2d6 slashing damage. If the target is a construct or an object, this feature automatically destroys it, no attack roll required. After using this feature, the sawblade becomes dull and inactive and can't be used again until the end of a short rest. Chapter 4. FEATS


In this setting, certain features such as magic, different races, and unique abilities may not be present, resulting in the unavailability of some feats while introducing new ones. However, a list of existing feats from D&D 5e that remain available is provided, along with a selection of new feats unique to this setting. Feats still available from basic D&D 5e Actor Alert Athlete Charger Chef Crossbow Expert Crusher Defensive Duelist Dual Wielder Durable Fighting Initiate Grappler Great Weapon Master Gunner Healer Heavily Armored Inspiring Leader Keen Mind Lightly Armored Linguist Lucky Mage Slayer Martial Adept Medium Armor Master Mobile Moderately Armored Observant Piercer Poisoner Polearm Master Resilient Savage Attacker Sentinel Sharpshooter Shield Expert Skill Expert Skilled Skulker Slasher Tavern Brawler Tough Weapon Master Chapter 5. NEW BUT OPTIONAL These are new and modified rules, intended to provide a fresh perspective on certain aspects of gameplay that may not have felt well-balanced or suitable


for my preferences. These changes also reflect my interest in exploring new approaches to the SCP fantasy setting. Stress Points Each character starts with 0 Stress Points. Whenever a character takes damage from SCP entities or events surrounding them, or witnesses particularly traumatic events, they gain Stress Points. The number of Stress Points gained depends on the severity of the damage or event, at the DM's discretion. Additionally, if a character fails a Wisdom saving throw against a particularly frightening or unsettling SCP entity or event, they gain additional Stress Points. Stress Points Stress Effects 5 Disadvantage on Wisdom and Charisma Checks 10 Cannot take reactions 15 -2 Penalty to all Rolls 20 Disadvantage on all rolls except Saving Throws 25 Stunned for 1 Round I recommend that DMs create their own effects and assign the appropriate number of stress points based on the severity of the event. However, if a DM is short on time or lacks inspiration, here are some suggestions. It is important to set a specific DC for Wisdom Saving Throws in order to determine the difficulty of the roll. If a player succeeds, the DM may decide to halve or completely cancel the stress points gained. Stress Points Recovering Wisdom Saving Throw Soothing Activities 3-6 12 Being attacked by Undead creatures such as zombies or ghosts 5-10 13 Witness a violent murder or sacrifice


5-7 15 Being chased or hunted by a dangerous predator such as a werewolf or giant spider 2-6 12 Being trapped in a haunted or cursed location such as an abandoned asylum or cursed temple 4-8 14 Being exposed to a contagious disease or plague 3-7 14 Being subjected to mind-altering substances or magic 6-11 17 Being buried alive or trapped in an enclosed space 3-6 16 Experiencing a natural disaster such as a tornado, earthquake or flood 6-11 15 Being subjected to psychological torture or manipulation by a villain 7-12 19 Witnessing the death of an ally or loved one Again, the actual amount of stress points gained may vary based on the severity and duration of the exposure, and the DM should use discretion when determining the amount of stress points gained by characters. Characters can reduce their Stress Points by taking a short or long rest, or by engaging in activities that help them relieve stress, such as meditation or engaging in non-combat activities. However, the DM may require a Wisdom check to see if the activity is effective in reducing stress. Here are some ways to reduce stress, in the cases where two numbers are listed it takes the DM to decide how effective the activity was for the character in question. Stress Points Recovering Soothing Activities (per hour) 2 Short rest or one hour of light activity 1 Long rest or a Day out of mission


2-4 Meditation or deep breathing exercises 1-3 Listening to calming music 2-5 Taking a relaxing bath 2-4 Spending time in nature 3-6 Talking with a trusted friend or therapist 2-5 Engaging in creative activities like painting or writing 3-6 Engaging in physical exercise like yoga or going for a run Long-Term Stress: If a character accumulates 20 or more Stress Points, they may suffer long-term effects, such as phobias, PTSD, or other psychological conditions. The specific effects should be determined by the DM and discussed with the player to make roleplay more interesting than only hunting ground for monsters and beasts. Ambush Turn When a party successfully ambushes their enemies, the first attack made by the party is considered a surprise attack meaning that that attack is made with Advantage. After the surprise attack, all characters involved in the ambush must roll a preemptive initiative roll. The result of this roll determines the order in which the party and their enemies act for the remainder of the round. If any characters in the party beat the initiative score of their enemies, they gain a bonus based on how much they exceed the score. The bonus is determined as follows: 1-4 points: +1 to attack rolls and damage rolls during the first round of combat 5-9 points: +2 to attack rolls and damage rolls during the first round of combat


10+ points: +3 to attack rolls and damage rolls during the first round of combat The character that made the first attack can roll with the others and place himself into the initiative order. Those attacks are not made with advantage and the bonuses work only in the first round of combat. This rule works even when monsters are Ambushing the party meaning that Passive Perception is more important than ever. The Legal Part The content in this document is published under the Creative Commons Attribution-ShareAlike 3.0 license, in accordance with the guidelines outlined on the SCP Foundation website. All content, both present and future, will be properly attributed to its original source if applicable. Additionally, basic rules such as Saving Throws, Feats, and Class, Monster, Archetypes, and Weapon information from the Player's Handbook, Dungeon Master's Guide, etc. will not be transcribed or explained in this document, in order to avoid any potential legal issues that may arise. I apologize for the necessity of this precaution, as the release of this first public project is a stressful time, and I value the input and feedback of others. -Dearly u/Michele_MikeruLauvie Ps. ALSO ALSO, any real name that may or may not appear in the future is purely based on how good it sounds and may be purely coincidental, real life military and events are researched on a surface level and must be taken with a grain of salt. Pss. Material is not tested, could be incomplete and other things soooooo have fun.


Last Updated and Posted as February 24 2023


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