Note: This doesn't mean I've given up on the other games I've let slip to hiatus. Hopefully I'll be able to wrap those up sooner or later.
So anyway. With the help of Veritas, I'm running a game called SCP League. So. FAQ!
What is this game about? Why good sir/madam I'm glad you asked! In SCP League you play as a Chief Researcher/Evil Overlord/Poor Sap in charge of an SCP Organization. Note "an". No, I'm not yelling at you about grammar, I'm noting the usage of the singular adjective! You are in charge of
one SCP Organization. The other players, each and every one, also receive an SCP Organization to be controlled.
What's the objective, then? Why good tentacle thing/psionic elder I'm glad you asked! In SCP League your objective is to get rid of all the other SCP Organizations! And by get rid of, I mean exterminate. This may or may not mean kill, but so long as the enemy organizations are rendered null...
How is this done? Why good Time Lord/Time Lady I'm glad you asked! In SCP League your main tools, for better or for worse, are SCPs! You must send your minions(Agents and Grunts) to collect SCPs and use your Researchers, including yourself, to analyze and experiment with them to figure out how they work. ((Veritas and I will be using a random number generator to select which SCPs get spawned/located when one is spawned/located))
What's an SCP? Why good furry/otaku I'm glad you asked! An SCP is... is... um...
see for yourself. Please don't spoil yourself too badly, it might mean you have excessive foreknowledge of what you might be dealing with in the game as a result.
Do we have any given rules at the moment? Why good teenager/wise elder I'm glad you asked! We do have a few rules at the moment, but the rest will likely be defined over the course of gameplay. The few rules we do have...
1. Don't metagame. More specifically, don't look inside the other players' turn spoilers. What?
Short break from the rule numbering to ask this: how are the turns going to be formatted? Well good Bay 12 Legendary Player/Escaped Lunatic I'm glad you asked! Like this!
Turn Negative TwoIt's such a pity you(Dr. Evil, Chief Researcher) and your 10 Grunts are working out of an apartment building. So you get some stuff done... although Agents would be better at finding leads on SCPs, you send your 10 Grunts to search for leads on SCPs and you yourself try to find a reasonably priced concrete bunker.
Bunker(5) and immediately you find a cheap underground concrete bunker for sale in a foreclosure office! What luck! (Concrete Bunker one-shot purchase available to you, cost 1000$, gets you an underground concrete bunker with [STATS])
SCP search(5?) Your grunts go to search for SCPs, combing research articles, newspapers, eyewitnesses... they find (hidden: SCP 1556) accounts of a very strange herd of horses in a mountainous region nearby. The horses are said only to appear in the mist...
Status:
Personalle:
Dr. Evil(fine)
10 Grunts(fine)
Information:
Knowledge of SCP-1(strange horse herd)
Acquired SCPs:
None
Other Stuffs:
Apartment building base(not very good, no proper containment facilities)
There is nothing really of relevancy in the global media.
Like that. If that was actually part of the game, and your character wasn't Dr. Evil, you shouldn't read that. But since that isn't part of the game, you can go ahead and read that to get a feel on how I imagine the turns to be like.
Back to rules.
2. You win when all the other SCP Organizations are rendered null. In other words, inoperative. You don't have to do it yourself, you could use politics to get the public angry at your enemy, or perhaps incite a different organization against your target... or just let loose SCP-682 in their base.
Wait, SCP-682? Yes good Jedi/Sith I said that. It's an SCP, is it not?
So rule 3. Searching for SCPs will go like this:
1. Your dudes stumble upon an SCP. A hostile one. Cue bad things happening(break lead badly).
2. Your dudes make no progress(break lead).
3. Your dudes find a mediocre "lead", which may be followed later to find an SCP easier(a lead is basically a quantum SCP, an SCP which has not been determined yet). Following this lead gives +1 to the search roll if it is used. (Natural 1 or 2 still has same effect)
4. Your dudes find a good "lead". (+2 instead, if gained from a mediocre lead, bonus does not stack).
5. Your dudes locate an SCP(get a random SCP from the SCP foundation wiki, give obvious information from it(more info will need to be deducted via research).
6. Your dudes stumble upon an SCP(one that may or may not be bad). (this roll automatically becomes a five if a lead gives the bonus that leads up to it, or if it is rolled with a lead active)
No other rules? Yes good warlock/witch I'm glad you asked, for the moment there are no obvious other rules. All will become clear over time through gameplay(as in we'll develop the game's rules over time).
How do I sign up? Well good SCP/Researcher I'm glad you asked! Just fill out this form!
Name(not optional):
Appearance(optional):
Gender(not optional):
Age(optional, but highly recommended):
Personality(optional)
Note: Chief Researchers get limited plot armor(what would kill them mortally wounds them instead).
Name:
Starting Stuffs(design your own load out!):
Location(anywhere on planet earth, year 2016):
Load out? Well, good Mistborn/Kandra I'm glad you asked! You get to decide what you start out with by spending 10000$, any left becomes how much cash you start with.
Personalle:
10 Grunts: 1000$
2 Agents: 1000$
1 Researcher: 2500$
Buildings:
Rent an Apartment: 750$ per month(it's not a very good apartment), a week is a turn.
Purchase a Crummy Bunker: 3000$
Items:
Crummy Boat: 1000$
Small Yacht: 2500$
(Note: if you'd like to start out with something not listed, or purchase a non-listed something later, go ahead and ask me or Veritas(or both, preferably) via PM)
Is there anything else I should know? Well good scientist/wizard I'm glad you asked! No, I think not, but if you have any other questions, feel free to post them in the thread.
Are you ever going to update Wizard's Tourney or Auction Deathmatch ever again? Well good swordsman/crossbowman I'm glad you asked. Maybe. Maybe just maybe.