Liminal Foundation
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Rulebook

How to Play

The rules of SCP: Dead Letter Protocol — how a run works, what each system does, and how to win.

R-01Objective

The Objective

Each run is a single deployment to Site-19, and the facility is already coming apart. You investigate anomalies, contain the threats that break loose, and sharpen your operative — all while chasing the truth behind this run's K-Class Scenario: a civilization-ending event you were sent to stop. Solve it and you win. Let the site fall first, and it takes you with it.

Winning
  • Complete three missions to unlock the final mission.
  • Your decisions across the run determine which version of the final mission you face.
  • Complete the final mission and stop the K-Class threat.
Losing
  • Health reaches zero — your operative is killed.
  • Stress reaches zero — your operative breaks.
  • Entropy reaches 100% — the K-Class threat breaks loose at full strength.
  • Three missions failed — you lose command, and the threat breaks loose at full strength.
A contained SCP specimen
SCP specimen
R-02Entropy

Entropy

Entropy is the facility's instability, a single gauge that runs from 0 to 100%. It is the run's difficulty clock: the higher it climbs, the harder everything gets, and reaching 100% ends the run on your worst terms.

The Entropy gauge
What Raises It
  • A primary location breaches — its Integrity hits zero (+5%).
  • Harmful events and the Entropy-phase crises that fire each cycle.
  • A few Conditions, such as Ontological Fracture, which doubles what you gain.
  • Shortcuts you take in a skill test that trade a slice of Entropy for extra dice.
What Lowers It
  • Gather Intel at the Command Center, which has a chance to cut it.
  • Items and mission rewards that specifically reduce it.
  • Favorable event outcomes and Conditions like Dimensional Anchor.

Entropy rarely falls on its own. Left alone it only climbs, so keeping it down is work you do across the whole run.

More anomalies

The higher Entropy sits, the more likely a new anomaly appears on the map each Anomaly phase — the facility spawns threats faster than you can clear them.

Harsher crises

The Entropy phase that ends each cycle scales with the gauge, from minor setbacks early to facility-wide disasters as it fills.

LethalAt 100%, the run is effectively over

Fill the gauge and the K-Class threat is unleashed at full strength, before you have prepared for it — a fight you are almost certain to lose. Entropy is not a background number; it is the clock you are racing the entire run.

R-03Your Operative

Your Operative

You pick one operative before each run. What they excel at shapes your options: Knowledge favors containment, Strength favors destroying SCPs, Charisma favors talking your way through events. Two are free; the rest unlock with Clearance.

The Roster
Dr. Charles Gears
Dr. Charles Gears

Analytical, with high Knowledge and Willpower. Suited to containment.

Free
Chief Marion Wheeler
Chief Marion Wheeler

Starts with an extra Action each turn.

Free
Dr. Everett Mann
Dr. Everett Mann

High Health. A durable field surgeon.

2,000 Clearance
Dr. Sophia Light
Dr. Sophia Light

High Charisma. Suited to talking her way through events.

3,500 Clearance
Your Two Starting Operatives
Dr. Charles Gears
Dr. Charles Gears

Containment Specialist

Analytical and unshakeable. His high Knowledge and Willpower make him the natural choice for taking SCPs alive.

Unique Die
Clinical Calm — a rolled 4 also grants +1 Stress relief
Ability
Compose — spend an Action to shed Stress
Combat
Assess — spend Command Points in a fight to gain Intel
Starts With
Gears' Logbook
Chief Marion Wheeler
Chief Marion Wheeler

Antimemetics Director

Fast and fragile. She starts each cycle with a fourth Action and a steady supply of Intel, trading resilience for tempo.

Unique Die
Total Recall — a rolled 5 also grants +2 Intel
Ability
Mnestic — spend an Action to gain Intel
Combat
Recall — spend Command Points in a fight to gain Intel
Starts With
Class-W Mnestics
The Nine Stats

Health

Your operative's life, spent in combat and events. At zero, the run ends.

Stress

Psychological reserve, spent by frightening events and attacks. At zero, your operative breaks and the run ends.

Strength

In combat, raises your attack damage. In tests, the stat for feats of force.

Defense

In combat, reduces the physical damage an SCP deals to you.

Willpower

Reduces damage to Stress, and is the stat rolled in tests of nerve.

Agility

Sets your movement points on the map and drives dodging, sneaking, and reflex tests.

Knowledge

The stat for every containment roll, and for research and technical tests.

Charisma

Powers the Talk action against SCPs and every social test with NPCs.

Actions

How many actions you take each cycle on the map. Usually three.

The Character Screen
The Character screen showing Dr. Charles Gears
Character screen — Dr. Charles Gears

Alongside stats and current Conditions, each operative has four defining features:

BioWho your operative is.
Unique ItemA starting item only this operative carries.
Unique DieA special effect on one die face, applied to every skill test you roll.
AbilityAn active power you can use during the run, such as restoring Stress.
R-04Resources

Credits and Intel

Two resources carry across the run and pay for almost everything you improve: Credits, the facility's currency, and Intel, spent to study threats and bend the odds.

Credits

Earned from missions and by selling gear.

Spent On
  • Buy weapons and utilities at the Armory; equipment and utilities at Security.
  • Build a containment cell at the Chambers (10,000, then 25,000 for the next).
  • Unlock a locked item slot at Engineering (20,000 each).
  • Augment an item at Engineering to improve it.
  • Lock or unlock a die mid-test with Anchor or Annul (300 each).
Intel

Earned from rewards and operative abilities like Gears' Assess.

Spent On
  • Research an SCP in the Database to reveal its traits before you fight it.
  • Reroll your first failed die in a skill test with Clarity (1 Intel).
  • Stabilize an investigation to reset its Risk.
  • Resolve certain events that call for hard intelligence.
R-05The Cycle

Cycles and Phases

A run advances in cycles, shown as a Round counter. Each cycle runs four phases in a fixed order. You act during the Player phase; the other three resolve on their own.

Operation CycleRepeats Each Round
IPlayer PhaseNavigate. Investigate. Prepare.
IIEncounter PhaseProcedural narrative events
IIIAnomaly PhaseSCPs activate. Threats escalate.
IVEntropy PhaseFacility degrades. Chaos spreads.
Cycle repeats -- entropy escalates each round
I
Player

Your active phase. You spend three Actions to move between locations, use shops and services, research SCPs, and investigate.

II
Encounter

A narrative event occurs at your current location. Most events present choices, and many call for a skill test.

III
Anomaly

New anomalies appear and existing ones advance. An anomaly left unresolved becomes a live SCP.

IV
Entropy

A facility-wide crisis occurs. Its severity scales with the current Entropy level.

Inside the Anomaly Phase

The Anomaly phase is where the facility turns against you, in a fixed order each cycle. Watching it play out tells you where threats are headed and which rooms are about to fall.

1Countdowns advance

Every active anomaly ticks down toward becoming a live SCP.

2Anomalies become SCPs

Any that reach zero manifest as live SCPs on the map.

3New anomalies appear

Fresh anomalies roll onto the map, with a higher chance the more Entropy has built up.

4Everything moves

Anomalies drift toward their targets and SCPs move by their nature — hunting NPCs, seeking intact rooms, or wandering.

5Integrity drains

Each SCP standing in a primary location strips a point of that location's Integrity.

6The facility reacts

Lockdowns tick down, NPCs may be killed or arrive and leave, then the Entropy phase begins.

CautionEnding your turn with an SCP present

End your turn in a location that holds an SCP and the encounter begins then and there, instead of the phase advancing.

Lockdown indicator
Lockdown

Missions and events can seal a location for a set number of cycles. Nothing enters or leaves while it holds — SCPs and anomalies are shut out, and so are you. It lifts on its own when the timer runs out.

R-06The Facility

Locations and Travel

Site-19 is a network of connected locations. The nine primary ones each have a special action and their own encounters — where you shop, research, recruit, and upgrade — plus Integrity that SCPs can breach to shut all of it down. Secondary locations have neither and rarely pay out.

The Site-19 facility map with its locations
The facility map — primary locations and their connections
The Nine Primary Locations
Medical BayRest

Medical Bay

Restore Health and Stress; heal your allies.

ArmoryShop

Armory

Buy weapons and utility items.

Security DepartmentShop

Security Department

Buy equipment and utility items.

Command CenterGather Intel

Command Center

Spend a turn to collect Intel from briefings.

Research & DevelopmentResearch

Research & Development

Study SCPs and earn research rewards.

Engineering & MaintenanceUpgrades

Engineering & Maintenance

Unlock a slot (20,000 cr) or augment an item.

Containment ChambersView Cells

Containment Chambers

Build cells; keep or destroy contained SCPs.

D-Class DormitoriesRecruit

D-Class Dormitories

Recruit allies who meet your stat requirements.

ExitTravel

Exit

Deploy to external mission locations.

Integrity

Integrity belongs to the primary locations — three points each, and only they have it. Every SCP standing in a location drains one point from it each Anomaly phase. Keep it above zero and the location keeps working.

At zero the location breaches: Entropy rises, its NPCs scatter, and its special action, encounters, shop, and Intel all shut off until you restore it. You raise Integrity back with item effects, and destroying an SCP in a location repairs one point on the spot.

LethalThe Chambers are the exception

Let the Containment Chambers breach and every SCP you have contained is released back into the facility at once. Defend them above all.

Secure
Breached
Move

Move costs one Action and grants movement points to spend between connected locations. Higher Agility means more points per Move, so one order can cross several rooms. Cancel before confirming and the Action is refunded.

Travel

Some missions take place outside Site-19. Travel from the Exit to deploy, and Return when you are done. External locations run mission content only — no standard random events.

TipLocation determines your event

The narrative event you receive during the Encounter phase depends on your current location. If you need a particular reward, end your turn where it is most likely — the Medical Bay for Health, Research & Development for Credits.

R-07Gearing Up

Items and Gear

Everything your operative carries is a card. The front shows what it does — its type, cost, traits or effects, and its destroy and contain values. The back shows what it is. Click a card to flip it, just like in the game.

Click a Card to Flip It

One real example of each item type. A red DESTROY value is its damage against a matching SCP; a CONTAIN value is how much it helps capture one alive.

The Seven Item Types
Weapon

Equipped to damage SCPs in a fight. Carries traits that must match the target.

Equipment

Equipped for passive stat effects that last while it stays in a slot.

Consumable

Used once for an immediate effect — restore Health or Stress, gain Actions.

Utility

A limited-use combat item, such as a grenade, with traits of its own.

Ally

A recruited character who fights, protects, and can be talked to.

Technology

Rare, high-power gear with strong destroy and contain values.

Contingency

Held back for the final confrontation — never used on an ordinary turn.

TipTraits or effects — never both

Weapons, utilities, and technology carry traits (like alive or reality_bending) that must match an SCP's own traits to hit at full strength. Equipment and consumables carry effects instead — stat changes and healing. Allies come both ways, but no single item carries both at once.

Equipping — Eight Slots
Weapon
Equip
Any
Any
Locked
Locked
Locked
Locked

You start with four usable slots: one locked to a Weapon, one to Equipment, and two that take any item. The other four are unlocked one at a time at Engineering & Maintenance for 20,000 Credits each. Your inventory holds far more than you can equip, so you re-equip to suit the SCP in front of you.

Using Items — In and Out of Combat

Most items are used in a fight: a weapon Attacks, a utility or consumable is spent with Use Item. A few instead do something on the map when you use them outside combat — SCP-1499's Gas Mask transports you elsewhere for loot, SCP-662's Silver Bell summons a butler. An item marked for the map cannot be used mid-fight, and vice versa.

A shop offering items for purchase
Buying gear at a shop
R-08SCPs & Research

Anomalies and the SCP Database

Anomalies appear on the map during the Anomaly phase and advance each cycle. An anomaly you leave unresolved becomes a live SCP and raises Entropy. Every SCP has four traits, which act as its weaknesses: your weapons and tools are fully effective only when their traits match.

The SCP Database screen
The SCP Database — designation, class, traits, and record
Researching a Threat

Open the SCP Database to study a threat. Reveal spends one Intel to uncover two traits and its designation. Research spends another to uncover the remaining traits, its object class, and its full record. Combat stats become visible after the first reveal.

Researching a ThreatOne Intel per step
UnknownRedactedTraits hidden
RevealTwo TraitsDesignation shown
ResearchAll FourClass and record
ThenMatch GearEquip matching traits
Four Ways to Reveal a Trait
Research

Spend Intel in the SCP Database before the encounter.

Observe

Use the Observe action during an encounter to reveal one trait.

Matching item

Using an item that shares a trait reveals that trait.

Contained before

An SCP you contained on a past run starts fully documented — destroying one does not.

TipTwo ways to prepare

Research an SCP and equip weapons that match its traits, or carry a range of weapons with different traits so that you have an answer for whatever appears.

NoteTrack what is loose in the facility

The Database is also your threat board. It lists every SCP currently active on the map — where each one is and what it is doing — so you can plan a route around the rooms they hold and get ahead of the ones closing on you.

CautionTraits are only half of it

Matching an SCP's traits wins the fight, but many SCPs attack in narrative moments that turn on what they are. Knowing an entity's lore — how it kills, what it wants, what it fears — is often what lets you pick the right response and survive it.

R-09Combat

SCP Encounters

An SCP encounter begins when you end your turn in a location with an SCP present, or choose Engage SCP. Each of your turns gives you four Command Points (CP) to spend on actions; then the SCP takes one.

An SCP encounter in progress
An SCP encounter — Command Points, the Vulnerability meter, traits, and strikes
Your Actions (cost in CP)
2 CP
Attack

Strike the SCP with your equipped weapon.

2 CP
Observe

Reveal one of the SCP's hidden traits.

2 CP
Re-equip

Change your equipped weapon or gear during the encounter.

2 CP
Defend

Reduce the damage of the SCP's next attack.

2 CP
Use Item

Use a consumable or utility item. Allowed twice per turn.

2 CP
Talk

Attempt to reason with the SCP. Some SCPs respond, raising the Vulnerability meter.

2 CP
Give Order

Command an equipped ally to attack the SCP or protect you this turn.

2 CP
Ability

Use your operative's special ability.

4 CP
Contain

Attempt to contain the SCP with a Knowledge dice roll. Available once its traits are revealed and the Vulnerability meter is full.

4 CP
Run

Attempt to flee the encounter.

0 CP
End Turn

End your turn and let the SCP act.

Each action can be used once per turn, except Use Item, which is allowed twice.

Two Outcomes

An SCP encounter has two winning outcomes: destroy the SCP, or contain it. (You can also flee — see below.)

Destroy

Attack with a matching weapon until the SCP drops; each strike resolves on its own. Faster than containing, but pays less: Credits and one point of the location's Integrity restored.

Contain

Reveal the SCP's traits and fill its Vulnerability meter through Observe, Talk, and the right items, then attempt the containment roll (a dice test — see Skill Tests). Harder, and worth more: Clearance, plus a contained SCP you can keep for a passive bonus or cash in later.

Containing an SCPVulnerability meter must be full before Contain is available
01Observe / TalkFill the meter
02Meter FullVulnerability at 100
03ContainKnowledge dice roll
04ContainedHeld in a cell

Matching Traits

Your attack damage depends on your Strength, the weapon's destroy value, and — above all — whether the weapon's traits match the SCP. A matching weapon does maximum damage; a mismatch does very little. So reveal an SCP's traits and equip to match, or Observe and Re-equip once you see what you face.

Trait MatchesMaximum damage
No MatchVery little
SCP-173
SCP-173

The SCP's Action

The SCP takes one action per turn. Its chance to hit is its speed and perception against your Agility, so Agility both moves your operative and helps it evade. Damage that lands is reduced by your Defense against physical attacks, or your Willpower against attacks on the mind.

LethalBoth bars are lethal

Some SCPs target Health and others target Stress. If either reaches zero, the run ends.

CautionNot everything attacks first

Some SCPs are passive and will not move against you until you strike. Your first Attack turns a passive SCP hostile for the rest of the encounter, and it stops responding to Talk. Sometimes the safest play is to research, contain, or simply leave — not to swing.

NoteFleeing and avoiding

Run costs four Command Points and is not guaranteed. Before an encounter even begins, you can attempt to Sneak past an SCP and skip the fight entirely. You are not required to fight everything; leave a threat and come back once you are equipped for it.

TipDestroy or contain — which to choose

Destroying is usually the easier, faster answer, and it pays Credits. Containing is harder and needs an open cell, but it awards more Clearance and gives you a held SCP that strengthens your future encounters.

The Containment Chambers

Contained SCPs are held in cells at the Containment Chambers, where you decide what to do with each one.

Build a Cell

You start with a limited number of cells. Build more for 10,000 then 25,000 Credits, so you can hold several SCPs at once.

Keep for Effect

A held SCP is passive gear. Any item you equip that shares one of its traits counts at full strength, so a well-chosen collection makes every fight easier.

Destroy for Credits

Terminate a contained SCP for an immediate Credit payout and a free cell. You trade its passive benefit for cash when you need it.

R-10Skill Tests

Skill Tests and Dice

Dice come out for the containment roll and for skill tests during narrative events. You roll a pool of them and pass by hitting enough successes; the size of the pool and the odds on each die are yours to influence.

How a Test Works

The size of your dice pool is set by the stat the test checks, adjusted by your equipment, your Conditions, and the test's difficulty. Each die that lands on a 5 or 6 is a success. The panel shows how many successes you need and how many dice you have. Press Test Fate to roll, spend your mitigations, then Accept Fate to commit. Passing is a Good Fate; falling short is a Bad Fate.

Die showing 1Locked failure — this die is stuck and cannot be re-rolled.
Die showing 5Success.
Die showing 6Success, and this die locks so a re-roll can't lose it.

Faces 2–4 have no effect. Harder tests may only count 6s.

A containment roll in progress
A containment roll
Bending the Odds

A roll is not final. Before and after the dice land you can spend resources to improve the result. Each option is used once per test, and each has a price.

CloneBefore rolling+5% EntropyAdd two dice to the pool.
ClarityBefore rolling−1 IntelRe-roll your first rolled 1.
ShiftAfter rollingOne re-rollRe-roll every die that isn't locked.
AnchorAfter rolling−300 CreditsLock one die so Shift can't touch it.
AnnulAfter rolling−300 CreditsUnlock one die so Shift can re-roll it.
ImposeAfter rolling−1 max StressGain one extra re-roll.
LamentAfter rollingSacrifice an allyAdd one guaranteed success — the Blood Yield.
NoteDice abilities

Your dice are not fixed. Each operative's Unique Die rewrites one face — Gears turns a 4 into recovered Stress. Conditions rewrite faces too, for better or worse. Some items and abilities grant extra dice or re-rolls. Two operatives rolling the same pool can get different odds.

CautionContainment roll vs. narrative test

A narrative test uses whichever stat the event calls for, and failing plays out in the story. The containment roll always uses Knowledge, its difficulty is the SCP's containment rating, and failing lets the SCP strike back with a Purge — though your progress carries into the next attempt.

R-11Conditions

Conditions

Injuries, anomalous effects, medicine, and facility crises all leave your operative with Conditions. Each one changes your stats, your dice, or what happens to you every cycle, and they stack until something clears them.

Injury

Physical harm. Usually drains Health each cycle or lowers a physical stat.

Lacerations

−1 Health each cycle

Concussion

−2 Knowledge for 5 cycles

Internal Bleeding

−2 Health each cycle until treated

Affliction

Mental or anomalous harm. Warps your stats, your dice, or the facility around you.

Cognitohazard

A rolled 5 becomes a locked failure

Paranoia

−3 Charisma; the interface starts lying to you

Ontological Fracture

Entropy rises twice as fast

Augmentation

An anomalous benefit — power taken from the things you contain.

Precognition

+1 re-roll; better evasion in combat

Eidetic Imprint

+3 Knowledge

Eldritch Insight

A rolled 2 becomes a locked success

Provision

Foundation treatment — temporary buffs from medicine, stims, and field kit.

Combat Stims

+2 Strength and extra Command Points for 4 cycles

Cognitive Stabilizers

+3 Willpower for 5 cycles

SCP-500 Euphoria

Raises your maximums and heals each cycle for 3 cycles

Entropy Edict

Facility-wide states forced by a crisis. They hit everyone until they expire.

Heightened Alert

−1 Defense, Agility, and Willpower for 3 cycles

Communications Blackout

−2 Knowledge; your Stress is hidden for 4 cycles

Quarantine Protocol

−1 Agility and Defense, but Medical care is free

TipSome effects reach your dice

A few conditions change what a die face means. Cognitohazard turns a rolled 5 into a locked failure; Eldritch Insight turns a rolled 2 into a locked success. A condition can help or hurt the same roll — read them before a hard test.

CautionClearing the bad ones

Negative conditions do not fade on their own unless they list a duration. Remove them with the Augment action at Engineering & Maintenance, which improves a consumable and strips your negative conditions at the same time, or with items and events that cure specific conditions. Rest at the Medical Bay restores Health and Stress, not conditions.

R-12Investigations

Investigations

Some missions and locations open an investigation. You move through the scene and interact with points marked by icons to find what you need. Each meaningful interaction raises the Risk meter.

Working through an investigation scene
The Icons You Will See
Examine

Inspect an object. This is how you find what an investigation requires.

Passage

Move to another part of the scene. Free to use again once opened.

Obstruction

A blockage. Clearing it reveals new points to interact with.

Observe

Read background detail. This carries no risk.

A Typical Investigation
  1. 01Read the Observe points first — they cost nothing and set up the scene.
  2. 02Examine points to find what the objective needs; each interaction adds to Risk.
  3. 03Clear an Obstruction to reveal hidden points, and use Passages to move around.
  4. 04When Risk climbs, spend one Intel to Stabilize and reset it.
  5. 05Once you have found what is required, leave — pushing for extras invites a complication.
CautionRisk and complications

As the Risk meter rises, so does the chance your next interaction triggers a complication. A complication ends your turn, and the facility's other phases resolve while you are away. Enough of them end the investigation in failure — spend one Intel to Stabilize and reset Risk before it gets there.

R-13Missions

Missions and the Final Mission

Missions are your assignments from Deployment Orders. Complete a mission's objectives — travel somewhere, resolve an SCP, recover an item, hold a position — to finish it.

The mission selection screen
Selecting a mission from your Deployment Orders
Winning the ScenarioThree missions, then the final mission
01Complete 3 MissionsObjectives met
02Final Mission UnlocksSet by your choices
03Final MissionThe last assignment
04Stop the ThreatScenario resolved
Objectives
Required

Must all be completed to finish the mission. Some appear only after you trigger them, and some carry a cycle limit — miss the deadline and the objective fails, with a cost to Health, Stress, or Entropy.

Optional

Bonus goals. You can finish the mission without them, but completing them pays extra.

Side Objectives

Extra assignments offered by NPCs and events, layered on top of your current mission for their own rewards.

Entropy Objectives

Crisis tasks that surface as Entropy climbs — usually to pull a location or the facility back from the edge.

NoteNo mission is strictly the best one

Each scenario has far more missions than a single run will ever show you. When three appear, they offer the same possible rewards — none is strictly better. What differs is their objectives, their lore, and the decisions they put in front of you, which is what shapes your ending.

Your Decisions Shape the Ending

Major decisions across the run are tracked across three philosophical approaches. Whichever you favor most determines which version of the final mission you face.

Containment

Lock the threat away.

Understanding

Study it and find a cure.

Annihilation

Destroy it.

Complete the final mission to stop the K-Class threat and win. Fail three missions along the way and it breaks loose at full strength instead.

A Foundation agent
Command issues your orders
R-14Improving

Improving Your Operative

Your operative grows over a run in three ways: permanent stat gains, more equipment slots, and the gear you equip.

Stat improvements

Some location events permanently raise a stat by one — for example, maximum Health at the Medical Bay, or maximum Actions at Research & Development. They are usually earned by passing a test or making the right choice, and announced as a permanent improvement.

Equipment slots

At Engineering & Maintenance, the Upgrades service unlocks one of your locked equipment slots for 20,000 Credits. Certain reward events unlock a slot as well. More slots mean more gear equipped at once.

Equipment bonuses

An equipped item's bonuses apply only while it stays in a slot. Unequip it and they are gone — unlike stat gains, these never stick.

NoteWhat doesn't change

An operative's Unique Die and Ability are fixed for the run. Only stats and equipment slots improve while you play; everything else carries over between runs as Clearance unlocks.

R-15Final Threat

The K-Class Threat

The run ends in a confrontation with the K-Class threat. It plays as a special encounter: you can only Attack, Defend, and Use Item — there is no Observe, Talk, or Run. Instead of the Vulnerability meter you fill a Threat Analysis meter, and winning means neutralizing the threat before it ends you.

A K-Class Scenario is declared
Contingency Items

Contingency items are collected across the run and saved for this fight. There are three kinds, each used at a different moment.

Field Report

Played during Finding Moments to raise Threat Analysis. The correct report adds the most; a wrong one costs you Health or Stress.

Countermeasure

A combat item used on your own turn for a direct effect.

Research Data

Spent during the Neutralize roll: Exploit lowers the successes you need, Adapt turns a low roll into a success.

Neutralizing the ThreatThreat Analysis must reach 100% first
01Finding MomentsPlay Field Reports
02Threat Analysis 100%Meter full
03NeutralizeThe Neutralize roll
04AvertedYou win the run

During the threat's Finding Moments, play the correct Field Report to raise Threat Analysis. Once it reaches 100%, the Neutralize action opens a final dice roll — pass it and the scenario is averted. Fail the run, and it is over.

CautionTwo ways to arrive

Complete the final mission and you face the threat weakened: Threat Analysis starts partly filled and the Neutralize roll needs fewer successes. Arrive by failing three missions or letting Entropy reach 100%, and you face it at full power, from nothing.

R-16Between Runs

Clearance and Unlocks

Every run awards Clearance, whether you win or lose. You earn it for SCPs contained or destroyed, missions completed, and the run's outcome, with a win awarding the most.

Clearance is permanent and carries across runs. Spend it to unlock additional operatives and scenarios. Any SCP you contain stays fully documented in the SCP Database on future runs, so a threat you have captured before is one you can prepare for the next time it appears.

How Clearance Adds Up
150–200
Contain an SCP

By object class: Safe 150, Euclid 175, Keter 200

75–100
Destroy an SCP

By object class: Safe 75, Euclid 90, Keter 100

+50
First time seen

Bonus the first time you resolve a given SCP

150
Complete a mission

+50 for all objectives, +100 the first time

What It Unlocks
Dr. Everett Mann2,000 Clearance

Durable field surgeon

Dr. Sophia Light3,500 Clearance

High Charisma and Defense

SCP-610 scenarioComplete the tutorial

The Flesh That Hates

More operatives and scenarios are planned as the game grows.

Summary
Manage Entropy

Entropy only climbs on its own. Defend your locations from breaches and spend Gather Intel at the Command Center to push it back down.

Spend Actions deliberately

You have three Actions per turn. Prioritize the one or two that matter most.

Research before you fight

Spend Intel in the SCP Database to learn an SCP's traits, then equip weapons that match.

Contain when you can afford to

Destroying an SCP is quick, but containing one awards Clearance and lasting benefits.

Protect Health and Stress

Either reaching zero ends the run. Restore both before high-Entropy crises.

Choose your encounters

Use Sneak or avoidance against SCPs you are not equipped to fight.