Post by cvasquez on Oct 20, 2020 16:09:30 GMT
You've spent years in school to prepare for this. You're a master of your field and a very respected researcher at a very classified facility. Your life is going absolutely perfe- oh god. It's out. IT'S OUT. CONTAINMENT BREACH. HIT THE DECK, HIT THE F*CKING DECK AHHHHHHHHHHHHH
Tier 1
Requisiton - You level of clearance allows you access to any of the fabulous safe-level objects at the foundation. It's probably a bad idea to touch some of them though. Once per day, mission, or bounty, you can call in any safe-level SCP object (not creature). Takes 1-3 turns for delivery (roll a 1d3 to see how long). Certain limitations do apply. This is mostly limited to objects that could feasibly be shipped or do not need to be kept in containment to be considered safe.
Ivy Leaguer - 8 years and $500,000 of the finest education in the country absolutely did NOT prepare you for this. Still, I guess it wasn't for nothing. You gain a one point boost to intelligence.
Tier 2
"Reality Benders and You: How to Survive When Existence Doesn't" - You've attended Dr. Clef's famous seminar and have learned to deal with those who control and warp reality. You gain a five point bonus to all rolls while in combat with enemies capable of warping reality.
Tickle Fight! - Release the awesome fury of SCP-999 to completely immobilize a single target with happy feelings (as long as it is capable of feeling) and prevents it from performing any hostile actions for two turns (target may still use support abilities or healing items).
Tier 3
Research - You are capable of weaponizing the scientific method and may research the target as a simple action, giving you information on it's stats and any weakness it may have.
Temporary Zombie - You have a very diluted vial of SCP-008. Not enough for full zombification, but enough to drive humananoid targets into a cannabilistic frenzy. Once per battle, for one turn, the target of your infection becomes a zombie which attempts to bite one of it's allies at random. If it successfully bites them, they are also converted into zombies for one turn. Targets previously infected with the virus cannot be re-infected.
Tier 4
Telekill Implants - After a series of surgeries that a foundation doctor called "probably" legal, you now have a shield of telekill alloy around your brain. This upgrade to evolution's failures makes you immune to mental attacks (mind reading, mind control, .etc).
Orientation - Once you got to the SCP Foundation, they attempted to give you the best training they could. It didn't really help. You gain a one point boost to intelligence.
Tier 5
Rampage (Unique) - The foundation has been working on a serum to replicate the marvelous abilities of SCP-682 (and hopefully finally terminate it with an exact replica), and you just happened to be the "lucky" winner of an employee lottery to be the guinea pig of the new project. It... hasn't worked too well yet. When knocked down to critical condition, you can choose to succumb to the serum and become a near exact replica of SCP-682, gaining a 10 point boost to all your stats and becoming nigh-unkillable for two turns. As a downside, each turn you must roll luck to see if you resist the temptation to attack your allies (Must roll 50 or better), and you are unable to use any of your abilities for the duration. And once the two turns have elapsed, you drop down dead, your body ravaged by the transformation. You are not able to be revived.
Combat Training - You're one of the few people on this entire planet that SCP-076-2 would consider his friend, and he has taught you some of his amazing skills in return. He's taught you the secret to materializing void-black swords out of thin air. He's also taught you that real combat has nothing to do with your muscles, but your mind. You are now able to use intelligence for physical attacks.
Tier 6
God Complex - OK, you really messed up that roll. Like, wow, like at that 1. You kinda messed up. But that's OK. You're going to unleash the wild power of every world-ender in the foundation to complete annhialate this entire putrid planet, then use SCP-2000 to totally restart humanity. Then, history will recommence exactly as it did before. Only this time, you will get a way better roll! Probably. Once per mission, you may redo a roll.
Tier 7
Work Experience - The only real way to adjust to all this madness is to live it everyday. And you have. You only have nightmares about SCP-173 occasionally now. You gain a one point boost to intelligence.
Tier 8
Home Researcher - As a highly respected and highly ranked researcher of the foundation, you've been afforded certain perks. SCP-914, SCP-261, and SCP-294 have all been placed into your home for your personal use. Use of these items costs credits (the foundation has to make money somehow) and the output will be totally random. In addition, you've been given SCP-662, and are allowed to ring his bell once per day, mission, or bounty to summon Mr. Deeds to perform a task for you. Just to reiterate however, Mr. Deeds is a mostly ordinary human being with mostly ordinary human limitations and and mostly ordinary weaknesses.
Tier 9
Containment - After working for the foundation for so long, you figure it's time to finally make yourself known and classify your own SCP. Your new SCP can either be turned in for a cash reward depending on it's usefulness, or you may keep it to use once per mission (An SCP report is recommended but not strictly required). You must be able to dominate and capture any creatures you wish to classify as an SCP (Creatures summoned this way only stick around for three turns). Any items considered too dangerous (such as a keter-level item) for a field agent like you to carry around will be confiscated by the foundation and Class-A Amnesiacs will be adminstered to erase your memory of the object.
Tier 10
Rampage (Unique Bonus) - A bit of work has been done on this
Tier 11
Confidential Training - As your power, respect, and experience grow within the foundation, some of the higher-ups have started taking notice of you. You gain a one point bonus to your intelligence due to secret training that we are not even close to priveleged enough to know about.
Tier 12
Combat Training (Bonus) - You've met with Able, and have decided its time to meet his brother. Cain is far more genial and easier to get along with then his brother, and after a lot of meetings he agrees to teach you a small bit of what he knows. Cain has bestowed upon you his capability of returning damage inflicted on you to the attacker... but you aren't that great at it. When you're attacked, roll Luck. If you get a 95 or above, you take no damage and your attacker is hit with whatever would have happened to you. This effect may only resolve twice per encounter.
Tier 13
The Disposables - They aren't really people, are they? Once per day, mission, or bounty, you may summon a D-Class to do anything for you, no matter how suicidally dangerous it. They cannot fight but will follow any command you give them perfectly. If with some sass.
Tier 14
Combat Training (Bonus) - While these swords are nice and all, you've decided to add some improvements, courtesy of Foundation tech. Your void-black swords have now been upgraded with an electrical current running through it, meaning all of your sword attacks now have an elemental flavor to them. Once per day, you can turn up the juice full-force to stun an enemy. After performing this, the electrical current will be turned off for two turns while it recharges. Based off intelligence.
Tier 15
SCP-001 (True Unique) - The angel cometh. The flaming angel of wrath, heralding the true end of the world. Not all these fake apocalypses you've dealt with in your line of work. When the angel comes, the gods themselves will weep. Once per day, mission, or bounty, you may call in SCP-001 to your aid for two turns. May God have mercy on the souls of your foes.
Tier 16
SCP-096 Physiology - After studying SCP-096, you understand the pure rage inherent in its attacks. Once per encounter, if an enemy is looking at you while attacking you, you may react to their attack with a basic attack of your own. You block their attack if your attack's roll is higher than their's. In addition, they may not attempt to block your attack if their's fails. However, the same drawback applies to you.
Tier 17
Unclassified - You've kept a secret from all of your coworkers, and you will take this secret to the grave with you. A recent experiment left your genetic code... unstable. It mutates randomly and with no sense. If they found out, they'd probably start experimenting on you to be quite honest. You've become an SCP, unclassified by the foundation. What this means for you is that each turn, you roll a random superpower that you're free to do with as you please. You keep this power until your next turn, when you randomize another. However, doing this is pretty taxing and wastes a lot of your energy. While in this mutagenic state, your vitality, robustness, and deftness are halved. Luckily, you've learned to control it a little. You may switch this mode on and off as a main action. It is off at the beginning of every mission.
Tier 18
O5 Training - You are blindfolded, manhandled, and escorted down a very long corridor. Each attempt on your part to question where you're going or the reason behind your kidnapping is answered in cold silence. You are reasonably certain that you are not going to live through the night. As you begin to sweat and think about all you have yet to accomplish, you are seated and the blindfold is removed. You're in a room you've never seen before. This isn't really that big of a deal, you swear the halls of this place change everyday to be quite honest. Even with the length of your tenure, you've only seen a small fraction of everything the foundation has to offer. No, the odd thing about this room are the five old men seated within it. These are the men you recognize as the O5s. They told you that you've been promoted. This is a pleasant surprise, much nicer than being unceremoniously executed by a secret government agency. They told you that they had falsified your death and administered amnesiacs to everyone that has ever known you. This was... less pleasant to hear. You're starting to wonder why you ever thought this would be a good place to work at all. Your head is swimming as you consider the implications of everything they've told you. So much life changing information in two short sentences. Your reverie is interrupted as one of the men hand you a letter. Upon the letter's delivery, everyone beings to file out of the room. For "privacy". As you read it, so many questions swirl through your mind. The millions of questions beget other questions, and you know that the majority of them had no concrete answers. But honestly, this is no surprise. You know the possibility of concrete answers flew out the window the second you first laid eyes on an apocalyptic flaming angel or an indestructible alligator. All you know is that you're going to do what you've always done. You won't attempt to repair this world, broken by an infinite number of impossibilities and disrupted by things you say even go beyond impossible. You'll do as you've always done. All that you can do. You'll secure. You'll protect. You'll contain. You gain a one point bonus to intelligence. Welcome to the Overwatch.
Tier 19
Requisition (Bonus) - You've proven yourself to be an incredibly valuable asset to the foundation and your name carries quite a bit of weight. You will now no longer be questioned when requisitioning items that fall within parameters of the first version of this ability (namely objects that can be feasibly shipped and must remain in containment to be considered Safe) and deliveries of these items are now instant. In addition, you may now attempt to convince the foundation to give you access to slightly more dangerous Safe-level objects and some Euclid-level objects. Based on appeal. The more dangerous the object, the more difficult it will be to convince them to send it. Delivery of dangerous objects have a delivery time of 1-3 turns (roll a 1d3). You may not requisition creatures.
Tier 20
SCP-001 (True Unique Bonus) - You've climbed and climbed through the ranks of this horrifically powerful and confidential agency, and you've seen the secrets that lie within its core. You've seen the secrets that lie within the core of the universe. And you've learned how to harness the power of its greatest secrets. While you have SCP-001 summoned, you gain a sliver of his power. Your body is now composed of flames, you sprout four flamings wings, and a miniature version of SCP-001's sword materializes in your hand. While in this form, you have solar manipulation (based on intelligence) and gain a five point bonus to all your stats.