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Seize, Curb, Prohibit

An SCP Foundation- and Cypher System-inspired Roleplaying Game

T
he world seems normal (it’s not). Regular tax-paying, help, or simply being in a good situation. A task can be eased by
hard-working people thought magic don’t exist, aliens are at maximum two assets. Some things also hinder tasks
fiction, and anomalies are silly stuffs people say to sound (hindrances), which have no such limit.
smart. That’s mostly good, because the truth will often Things can deplete an agent’s Body or Mind pool. When Body
set them free...on a path of confusion and catastrophe. runs out, agents are crippled. When Mind runs out, agents lost
You’re agents of a shadowy organization. What it does their sanity. When both zeroes, agents die.
(through you) are as murky as their faces:
1. Seize : Secure sources of anomalies. Arrest, block, stop,
dampen, neutralize, anything that prevents them from  Dealing With The World
doing harm. The level of something determines a lot.
2. Curb : Contain their effect. Limit their range. Build a A level 6 killbot from Neptune will
cage. Put it in a box and lock it. Make SOPs. destroy a level 3 wall.
3. Prohibit : Protect the ignorance of the populace. Cover
A level 7 titanium cage will contain it,
up, mislead. Ensure no witnesses.
but requires a roll of 7 or above to
You are the last bastion of normalcy against global insanity. If deploy as well.
anything were to leak out, and anomalies became public
A level 2 civilian only knows up to
knowledge, we all lose.
level 2 info, but also be easy to deal
with in cleanups.
 But What Is Normal? What Is Anomalous? Unless, of course, that something has assets or hindrances that
modify their level in certain situations.
Anything that does not conform to what is standard, normal,
and expected is anomalous.
A delicious cupcake is normal. A  Recruitment
cupcake that tastes like a watch
To decide on your agent’s initial stats, do either one of these:
dipped in neon is anomalous.
1. Assign ten points into Body and Mind as you wish,
People getting mad over anime
2. Roll d10 to determine Body. Reroll if the result is ten.
characters is normal. Lots of people
Subtract this number from ten to get Mind.
getting mad over anime characters
over a short amount of time is most Select one Type or roll d6. Gain its bonuses.
likely anomalous. d6 Type Bonus
Point is, you will likely be able to tell. Good at engineering, jury-rigging, and slapping
1 Greaser
things together for effect.
Good at understanding psychology of sentient
2 Shrink
 Where Do We Fit In? beings, and getting stupid points across.
You, the players, are agents, except for one that will be the Good at neutralizing entities in ways they don’t
3 Trooper
administrator (a.k.a. the game master). Administrators will usually appreciate (can’t blame ‘em, can we?).
describe the events of the game, and the agents will act on it. Good at analyzing of the unknown situation,
4 Bookworm
Administrators set challenges, manages the game, and resolves devising plans, and not making bad judgements.
the agents’ actions. Both the agents and the administrators Good at making use of technologies, normal or
5 Crack
work together to run the game. anomalous, to achieve flashy but useful things.
Good at detecting all things anomalous and
6 Indigo
interacting with it in mostly unexpected ways.
 Okay, But How Do We Do Our…Thing?
Each agents has two pool statistics: Pick a Descriptor or roll d6. Gain its penalties.
1. Body : To resolve physical obstacles, d6 Type Penalty
2. Mind : To surmount mental challenges. 1 Indecisive Takes more time deciding things.
When agents attempt to do a task of which success is not 2 Angry Responds to the unexpected with violence.
guaranteed, roll d10 against the task’s level, ranging from one 3 Coward Would rather die than confront dangers directly.
(easy) to twelve (nearly impossible). If rolled number is ≥ level, 4 Weak Just ain’t got the endurance and fortitude.
the agent succeeds. Otherwise, bad things happen. 5 Sensitive More susceptible to anomalous effects.
Easing means lowering a level by one. Hindering means raising 6 Fumbling Basically a bull in a china shop.
it by one.
Spend one point of Body Finally, decide on a name for your agent.
from agent’s pool to ease a Your agent can be summarized in one sentence:
physical task, and a point of <Name>, a <Descriptor> <Type>
Mind to ease a mental task in e.g.: Bill, an Angry Crack, or Wanda, a Fumbling Indigo.
the same way. This is called
making an effort. Only one As a bonus, if you’ve been rolling dice to determine all of your
effort per tasks! agent’s stats, type, and descriptor, you can add one more point
to the agent’s Body or Mind pool as reward for your foolishness
Assets ease a task: tools, skills, boldness.

Seize, Curb, Prohibit is a TTRPG inspired by the SCP Foundation and adapted from Cypher System, designed by Travalgar (kaiserlightning@gmail.com).
You are free to share and adapt this TTRPG under the Creative Commons BY-SA 4.0 license.
Seize, Curb, Prohibit
This side’s for Administrators’ eyes only!

H ere are a few additional things you, as an Administrator,


might want to have to give your players a better, fuller
Seize, Curb, Prohibit experience. Everything here may be
ignored and you may add any other aspects to your game.
 The Organization Itself
Roll d6 on each column or make your own organization up.
Don’t forget to give it a fitting name!
d6 Nature Power Theme
1 Paranoid Offices around the world Victorian
 What the Organization Do 2 Fanatical Ran from a garage Neo-noir
Things the organization do usually unfold this way: 3 Bureaucratic Deal with governments Generation Z
1. The organization receives alert on an anomaly. Connections to the criminal
2. After some briefing, they assign agents to secure it. 4 Whimsical Mystical
underworld
3. Agents may carry or request certain resources to help
them; equipments, materials, live animals, expendable 5 Corporate High-tech, with a price Hippie
manpowers, etc. 6 Desperate Contacts from other realities Antebellum
4. Agents devise means to contain the anomaly, in-site or
somewhere else. They must avoid destroying it.
5. Agents deal with the after-effects: cleanup, memory
 Anomaly of the Week
wipes, cover-up stories, etc. Normalcy must be maintained. Roll the appropriate die to determine what kind of anomaly
The public must be kept ignorant. your players’ agents will face today, or make your own!
6. (Optional) Research is conducted to fully assess the d20 Anomaly
capabilities of the anomaly. 1 Clock that bonds permanently to whatever it touches.
At all stages, agents try to not expire. Or worse. There are Memetic rumor which causes listeners to seek out ice
2
always fates worse than death. Being over-budget or tortured in cream cones.
a pocket dimension for an eternity are just a few of them. 3 Cans of paint that enables phasing through solid objects.
Dog that multiplies every time the original is seen by a
4
human.
 Game Mastering Tips Girl who transfers her consciousness to whoever shows
5
1. At the beginning, tell the players as little as possible about her affection.
the anomaly. However, always describe the initial reports, Telephone set and line that enables contact with a
6
alerts, mission briefings etc. honestly. parallel world.
2. Begin by emphasizing on exploration. The anomalies are 7 Art installation that causes memory and time to revert.
always found within somewhere. Drop hints. Reward Old building that causes humans to perceive other
8
careful, attentive players. humans as monsters.
3. After the anomaly is discovered, let players come up with Old radio set that predicts a random natural disaster
9
solutions. Reward creative, lateral thinking. every week.
Symbol that leads to an explorable place containing other
4. Keep resources limited (including time). Requesting for 10
anomaly. Roll for another anomaly and place it inside.
more should mean risking something else. Village of people who changes their appearances every
5. You can let players utilize expendable manpowers to 11
day.
handle potentially dangerous situations; criminals who Complicated knot that severs its maker from the tethers
serves as an alternative to lifetime imprisonment or death 12
of gravity.
sentence. Give them nicknames. Remember, they are A set of words that, when uttered, summons a random
NPCs, and players don’t control NPCs. 13
demonic entity.
6. The SCP Foundation is a perfect source of inspiration. 14 Sword which blades pierces through everything.
Room that switches contents with each breaths of anyone
15
inside it.
 Setting Levels and Difficulties Huge machinery that continuously produces toxic
16
Don’t ask for a roll if a task’s result is obvious. Setting a good materials.
challenge level for players takes practice. Don’t sweat over it Picture that causes its viewers to see ghosts when they
17
too much. You’ll get used to it after a while. close their eyes.
18 Strip of road that extends indefinitely.
Level Difficulty
Jacket that stops the heart of its wearer but keeps them
1 Trivial and easy, nevertheless with a small chance of 19
alive as long as they don’t take it off.
2 failure Manhole that leads to a subterranean anomalous space.
20
3 Roll for another anomaly and place it inside.
Aren’t that hard, but do require focus. A “safe” level to
4
give to agents (at least at first)
5
6 A bit hard. Require skills to have an even chance of
7 success
8 Hard. Usually carries with it a possibility of harm if
9 failed
10 Borderline impossible
11
Impossible to do without some help
12
Seize, Curb, Prohibit is a TTRPG inspired by the SCP Foundation and adapted from Cypher System, designed by Travalgar (kaiserlightning@gmail.com).
You are free to share and adapt this TTRPG under the Creative Commons BY-SA 4.0 license.

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