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Found 30 results

  1. One in the chamber is a pretty simple round, you have a pistol and 1 bullet. If you hit your shot you kill the player and gain 1 additional bullet. If you miss your shot you will have to resort to your stunstick. Rules: > Round length is 5 minutes. > Gameplay takes place on the surface, elevators down to the facility are locked. > No items, just your gun and your stunstick. > Players are split into 2 teams. One team is MTF and spawns at Gate A, other team is CI and spawns at Gate B. > The 2 gates in-between Gate A and Gate B cannot be opened until the round has started. > Each player has one life only, so make it count! > The game ends when all of one team has been eliminated or the time runs out. It's a pretty short round but i think it would be fun to play. Since the gameplay takes place in an open space objects such as boxes or vehicle props should be added so players can hide behind them if needed. Feel free to add other rules/ideas.
  2. 173 has breached containment yet again and while chasing a poor d-class it stumbles into SCP-038 or the everything tree, this can't end well. Basically I wanted the event to look something like screen in the dark with an overwhelming SCP to human ratio, but these 173's are different from the typical one. Base Stats: Health half of the current 173 Speed 682, based on the fact that they are slower to react according to the test log Also their size is medium to small since they are about half of the size of the original 173 These 173's should also be able to move even if they are being looked at May want to also disable their secondary attack so it gives people more of an advantage
  3. Based off of a decently funny and popular J article. Round setup: -D-class are replaced by researchers.(AKA, they start with level 2 keycards and look like researchers, but are considered d-class role) -Guards/MTF are replaced with random hostile SCPs instead(Minus for scp-939) -Researcher team spawns as random friendly scps(so scp-999, 035, 073, 2639s, any possible additional friendly scps added down the line) as well as 939. -MTF spawns are exclusively Serpent Hand and Chaos Insurgency spawns. -Instead of normal SCP spawns, Random MTF units are chosen.(Aka, so a eplison-9 with a flamethrower, dr.clef, a normal NTF, a tau-5, or a hammer down). Round Description: Essentially a normal round gameplay wise, just with really messed up and weird spawns. the SCPs are the guards and researchers, the D-class are researchers, reinforcements are exclusively CI or Serpent Hands, and the 'SCPS' are random MTF special units.
  4. Oh no. The Serpent's Hand are raiding the Facility. Make sure the Serpent's Hand doesn't breach any SCPs. Ingame Mechanics Half of the players spawn as TRO Guards and the other half spawns as Serpent's Hand. There will be special TRO Guards such as the TRO Pyro and there will be a commander. All of the playable SCP's rooms take a level 5 Keycard to open. If a Serpent's Hand get's inside of one of the SCP rooms, they have successfully breached an SCP. The Serpent's Hand can breach multiple SCPs. Random Spectators are chosen to spawn as the breached SCP. Example: Serpent's Hand enters SCP-173's room. A random spectator is chosen to spawn as SCP-173. All of the SCPs will spawn in their normal spawns. All of the breached SCP's health is lower. (900 Health for every breached SCP except for 682, 106 and 610.) (1300 for SCP-682 and SCP-106 and SCP-610) The time is the same as a normal round. Serpent's Hand Member Stats: Health: 100 (Edited)(Thank you @Doomnack) Movement Speed: Normal Human Speed. (Can walk and Run) Team: SCP Objects Spawn: Random NTF Spawns Spawning Items: Gun: A Random SMG Melee weapon: Stunstick Radio: No. (People in the SCP team have their own non-existent radio that works like a normal radio but for the SCP Team only.) Keycard: O5 Healing Item: Random Serpent's Hand Members will have a First Aid Kit. If any items aren't included that means they don't have it. ____________________________________________________________________________________________________________________ TRO Guard Stats: Health: 100 Movement Speed: Human Speed. (Can walk and Run.) Team: MTF Guards Spawn: TRO Guards Spawn Spawning Items: Gun: A Random Rifle (Edited)(Was previously SMG)(Thank you again @Doomnack) Melee Weapon: Stunstick Radio: Yes. Keycard: 4 Healing item: No. If any other items aren't included that means they don't have it. ____________________________________________________________________________________________________________________ Goals: MTF Guards: Defend as many SCP spawns as possible and kill all of the Serpent's Hand. Serpent's Hand: Breach as many SCPs as possible and kill all of the MTF Guards SCPs: Kill any MTF Guards in sight and escape.
  5. SCP-3199 are pale human-like creatures that eat live prey and lay eggs. Stats: Health: 2700 Speed: 017's speed lmb: Scratch and bite rmb: Lay egg Spawn: 049's containment chamber Specials: The lmb will do 15 damage rapidly and heal 3199 with however much hp the player he killed started with, which means he can get almost all of his hp back if he kills 999. There is no delay and 3199 cannot get more hp than what it started with. rmb would take half of 3199's hp away, giving it to a egg which would be a player pulled out of spectators. The player would be stuck as the egg for 20 seconds who can not move until the timer is out. The egg would have the same "melee" attack as 2845 except a player would have to be close to it for 5 seconds. Once the egg has hatched, the player would have the same stats as the starting 3199. (Example: the first 3199 has 200 hp, it lays a egg giving the egg 100 hp and taking 100 hp from itself, once the egg has hatched both the mother and hatchling can lay more eggs taking away 50 hp from them and giving their new eggs 50 hp.) The lowest hp 3199 can lay up to is 2 and the delay would be 20 seconds. Scp-3199 model: https://steamcommunity.com/sharedfiles/filedetails/?id=257870201&searchtext=Zombie Fits the description of pale and hariless better than 049-2. Another option could be the poison zombie model that comes with Garry's mod but that's not necessarily as pale as this model. Egg model: https://steamcommunity.com/sharedfiles/filedetails/?id=123820979&searchtext=Egg "Mother Hen" special round This special round would have all of the players except one be Tau-5. The one player would be a 3199 with 9000 hp. The tau-5 are tasked with killing all of the 3199 instances. 3199 and its many offsprings are tasked with killing all of the tau-5 and laying as many eggs as possible.
  6. A special round based on one of the funniest 'new' articles on the site. Round Setup: -D-class spawn but are referred to as civilians/voters on the scoreboard. -No Researchers spawn -Only one SCP spawns: SCP-4444. -Only one MTF spawns: Dr.Bright with a george bush model. Round gameplay Description: No items or weapons spawn on this round, and gate a and gate-b cannot be opened. Every other keycard locked door can be opened without a keycard. Both Dr.Bright and SCP-4444 share the ability to change the roles of the civilians/d-class to be on their team. (Dr.bright = foundation team, 4444= scp team). The round ends in victory when one side gets all of the civilians under their control. (yes, they can convert converted civilians). Timer on this round would be shorter. If time ends, winner is whoever has more voters. Additionally, SCP-4444 can instead kill a voter. He can only do this 3 times in the round. Model for Dr.Bright: https://steamcommunity.com/sharedfiles/filedetails/?id=347799005 Model for SCP-4444: https://steamcommunity.com/sharedfiles/filedetails/?id=514192579
  7. Ok so i have this awesome idea for a special round no this isn't a shitpost Special round name : Mondays ok so basically all the SCPs in this round is just scp 795 BUT They all have Garfields as their skin n o w h e r e s t h e b e s t p a r t whenever they turn people into rats they actually turn into lasagna and thats it, please like and subscribe
  8. Because i like tossing these in on special round suggestions, another silly short story) ======================================================================================================================================================= He was all alone. No amount of training could prepare him for this. The training covered almost anything anyone could think of. SCPs breaking out of their cells. Memetic hazards spreading throughout the facility. Assaults by external forces. Sabotage caused by spies or traitors within the personnel ranks. Hell, even the possibility of a reality bender sending a horde of pissed off sharks to go punch everyone to death. But not this. As he rounded another corner, he was relieved to see the armory was still intact and wasn't looted. He quickly grabbed whatever he could, shutting the door behind him. He could hear them off in the distance, the sound of metal on metal. Shit, they were heading this way. Not even the Ethics committee thought much of it when it happened. Janitor forgot to clean out scp-173's cell one day. Not a big problem. Simple Stern telling off and cleaning up the mess. But somehow, this single incident exploded into something much, much worse. The door slid open, revealing someone in a scp-173 costume holding a crowbar. It froze as he stared at him. "Goddamned Statue Right workers" he muttered as he gunned the lunatic down. ======================================================================================================================================================= Okay probally kinda cringy short story aside, onto the actual suggestion. Special Round name: SCosplayers Details: One person(Yes, ONE) spawns as a guard. Everyone else spawns as a SCP-173 cosplayer. The guard has all of the normal equipment a guard does(Random weapon, a lvl 3 keycard, etc), and spawns in the medical bay. The scp-173 cosplayers all spawn together in the d-class area. SCP-173 Cosplayers are armed with a crowbar and have 100 HP. They share scp-173's limitation of not being able to move while being looked at, but don't have access to any kind of blind ability. Their goal, obviously, is to kill the guard while the guard wants to kill all of them(or at least survive until the timer ends, I guess). No reinforcements spawn on this round. Round time would be the same lenght as the TTT round(Aka, shorter than normal). Model for SCP-173 Cosplayers: https://steamcommunity.com/sharedfiles/filedetails/?id=1644302916&searchtext=SCP-173 (Model is intentionally awful. XD)
  9. Well, to the people who've been playing Breach for a long time, you probably remember SCP-178-1. Good thing this isn't about SCP-178-1, we're now gonna' shift the subject to SCP-008. Anyways, to those who don't remember, SCP-008 was an special round exclusive SCP, and its round was notorious for being extremely difficult to survive. That's practically the only reason I'm suggesting this right now, because the 008 was probably one of the most fun rounds due to how hard it was. To change things up a bit from the old round however, I want to suggest some new additional features. -At the beginning of the round, Only 5 players are chosen to become SCP-008-1, due to the incredible snowball effect. -SCP-008-1 instances are identical to how they used to work like before. One hit = instant infection, the reason why the round was so difficult. -Maz Hatters have an especially high chance of spawning in as reinforcement waves. (see below) -Because of the Maz Hatter's vest, you deal 25 damage to them instead. You are Mobile Task Force Beta-7: ("Maz Hatters") You have have been requested due to high amounts of biohazards in this breach. Your hazmat suit blocks 100% of infection, as long as you don't unequip it. Escort researchers and kill SCPs. Spawn Location: Reinforcement Wave Does not spawn if SCP-610 or 049 aren't active. If 610 or 049 are active, the more instances of each SCP that are alive will cause a greater chance of Beta-7 spawning. Has a 75% chance of spawning as a reinforcement wave on an SCP-008 round. Gameplay Mechanics: Equipment: +Random rifle with sidearm. +All other standard NTF equipment. Passives: +Zero chance of infection while suit is worn. -Suit has standard vest slowdown. Stats: Base Health: 100 Resources: Maz Hatters
  10. Based off of the only tale 'officially' part of the little meister series. Round Setup: No D-class spawn. No researchers spawn. Only 2 SCPs spawn: Mr.Redd and Mr.Scary Everyone other than for the SCPs spawn as a TFO guard. A single person spawns as 05-04. Items and Weapons spawn as normal. Special: In the medbay(on site-19 and site-14, forgot if its still on) and in one of the cells in EZ in 61(The room where the pillar is crashed through), 231 would spawn. 231 is not controled by any player and is just an entity. 231 would use an Alyx model.(So either just an 'ALYX NPC STANDING THERE' visually, or an alyx 'ragdoll' on the floor. Whichever is easier). Description of Special Roles: Mr. Redd: Stats: Health: 1000(Might be too high or too low, would need to playtest to see) Speed: Normal human speed(with ability to sprint) Spawn: D-class spawn Model: https://steamcommunity.com/sharedfiles/filedetails/?id=634290441 Description: Spawns with a knife(Can use one of the CS:GO knives models) that does 50 damage when stabbing someone with it. Additionally, he passively regenerates health over time(3 hp a second). Mr.Scary: Stats: Health: Same as SCP-457. Speed: Human walking speed Spawn: D-class spawn point Model: A d-class model or a civilian model with a 'rusty' looking texture applied. Description: People near Mr.Scary take 10 damage a second and get afflicted with a damage over time('RUST') that lasts for 10 seconds and slows them by 40% until it wears off. Wearing a hazmat suit renders you immune to the DOT but not to the radius damage. People with the Rust can spread it to other people while they still have it. Using a scp-500 instantly ends the Rust. Seventh: Stats: Health: 9000 Speed: 610 walking speed(i believe its slower than normal but still faster than 682. If not... well, a speed faster than 682's walking speed but slower than any other walking speed) Spawn: Special Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1111387590 Description: Spawns when Mr.Redd or Mr.Scary reaches 231. His weapon instant kills anyone it hits, and instantly destroys gates no matter their health. He has long range(682 range). If he escapes the round instantly ends in SCP victory(Except, instead of reading 'SCPS WIN' it reads 'SCARLET KING WINS', and plays this as the win audio: 05-04(Mr.Collector/Dr.Wondertainment): Stats: Health: 150 Speed: Normal human walk and sprint speed Spawn: With TFO Guards Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1643209928 Description: Can freeze people in place with a special starting weapon and heal people(behaves exactly like scp-999's swep). Can carry any amount of items(EX: he can carry a medkit and a scp-500 at the same time, can carry one of each gun at the same time, has no max cap for picking up ammo, etc), but can't carry duplicate items. Shows up as 05-04 ingame(only included the 'other two names' on the suggestion incase anyone who read the tale is complaining). Round Description: Its up to the TFO and their totally not suspicious at all 05-04 to prevent Mr.Redd and Mr.scary from reaching 231 and releasing the scarlet king's 7th son upon the world. When Redd or Scary reaches the 231 entity they vanish and a random person respawns as the Seventh. If there is somehow no one dead to respawn as the Seventh, a random living person will be respawned as the Seventh instead. Even if Redd and Scary manage to reach 231, any surviving TFO can make a last ditch effort to prevent the Seventh( as well as Mr.Redd and Mr.Scary) from escaping, no matter how unlikely it is due to the Seventh being intentionally overpowered. Bonus: Add in BFG division from doom to start playing when the Seventh is spawned to really add to the mood.
  11. People keep asking for joke scps in breach, and considering several running jokes on the server already, why not give it to them(In a certain way?). A special round dedicated to joke scps and general silliness. Round set up: -D-class Spawn as normal -Researchers spawn as normal -MTF spawn as normal -Special SCPs for this round spawn.(SCP-049-J, 1938-J, SCP-Spooky-J) -All gun spawns are replaced with sillier guns(linked below) Special Round Description: Laughing matter mostly plays like a normal breach round, except for all of the silliness. As the main difference is the scps(and the items), ill just go over them. SCP-049-J: Same model as 049, same health. Is armed with a medkit that does damage instead of healing people with its right click. 1938-J: Uses Alyx model. Permamently breaks any keycard locked door she touches(they become unusable) and any item on the ground she touches disappears. When she gets near people their vision gets distorted and they take damage.(If possible, have fake pop-up ads cover their screen as well. Maybe even toss in 'annoying ad audio' as well, or something like 'FUCK YOU BALTIMORE') SCP-Spooky-J: USes 689's model. Cannot move. Teleports to random people on right click with a 10 second cooldown and then plays spooky scary skeletons, behaving like 066's attack. Replacement guns: All rifles are replaced with this: https://steamcommunity.com/sharedfiles/filedetails/?id=842668577 (Could also replace grenades I guess) All pistols are replaced with this: https://steamcommunity.com/sharedfiles/filedetails/?id=870156675 All smgs are replaced with this: https://steamcommunity.com/sharedfiles/filedetails/?id=821713377 All shotguns are replaced with this: https://steamcommunity.com/sharedfiles/filedetails/?id=685339250 LMGs replaced with this: https://steamcommunity.com/sharedfiles/filedetails/?id=765428970
  12. Basically 4-10 scp 795s against researchers or class-ds. The number can change depending how many players are currently playing. Subject to change by the community.
  13. This is a pretty straightforward suggestion for Special rounds in Breach to possibly include in the Special Round vote. They should be simple to setup as well since they only affect what spawns really. Doom: When facing a demonic invasion, one doomguy was enough. When facing SCPs we may need a few more. Spawns: 45% MTF Tau 5 - 20% researcher - 35% random SCPs (or demonic type SCPs). Details: Disable Nuke? Bomberman: Play a game of bomberman, avoid the bombs released by SCP-2845 Spawns: SCPs spawn 4 SCP-2845, standard round spawns otherwise. Details: Standard round rules. Alternatively could be d-class only. Swordfight: Go medieval during a containment breach. Spawns: 50% scp-076 MTF - 50% scp-076 SCP Details: Disable gate A, B. Disable Nuke. Disable spawns.
  14. Simple and silly round.(SCP-1258 is a form of kung-fu or martial arts that, when an animal witnesses it, promptly becomes more humanoid, masters it, then starts beating the shit out of people with it). All players except for one spawn as the shark punchers(they're not punching a shark, but it fits their silliness). One player spawns as SCP-1258-1. Unsure what health should be(i imagine maybe 200-250) and is armed with this swep: https://steamcommunity.com/sharedfiles/filedetails/?id=420588836 Edit: Alternatively, he can use one of these: https://steamcommunity.com/sharedfiles/filedetails/?id=1513353321 https://steamcommunity.com/sharedfiles/filedetails/?id=463342892&searchtext=fist Another edit: Forgot to add model. For some reason theres no Kung Fu panda model on the workshop(Mght as well embrace the silliness with the scp right) but this exists. https://steamcommunity.com/sharedfiles/filedetails/?id=1186654855
  15. Throughout the different kinds of media, there is a wide range of different anomalous creatures and places that could potentially fit in the SCP universe. However, there are none that I have been more interested in seeing a crossover with other than that of the Doom universe. Since Doom is reaching its 25th anniversary on December tenth, I figured I would go for a more left-field suggestion with this special round: Knee-Deep in the Dead Description: Knee-Deep in the Dead is a special round that will essentially be a scenario in which the demons from the Doom universe invaded the SCP Foundation. In this event, roughly two-thirds of all player will spawn as TROs (special variants included) with the rest coming in as a demon (sided as an SCP.) The objective of both teams is to simply eliminate the other team. Thus, Gate A and B will be locked down. Imp: The most common Demon players will spawn as Stats: -150 HP -Slightly faster than a human -Primary attack is a fireball -Secondary attack is a melee claw strike Model: https://steamcommunity.com/sharedfiles/filedetails/?id=820513207&searchtext=Imp Revenant: A much rarer demon that only one player spawns as Stats: -250 HP -Slightly slower than a human -Primary attack is a rocket from its shoulder mounted cannons -Max damage of a rocket should not be enough to one shot a TRO -Secondary attack is a powerful punch Model: https://steamcommunity.com/sharedfiles/filedetails/?id=846530103&searchtext=revenant (1730 game mode should take priority over this one.) Anyways, I am also curious about whether or not you guys would like to see crossover specials be incorporated into Breach. I have created a poll above.
  16. It's November, but let's make up a fun event for Christmas. I don't care if you do it now, or later, or never, it's just a idea. Ever since SCP-239 made Santa a real person in '04 after being told a christmas story, the foundation's been having trouble catching the magical entity ever since. However, it's nearin' Christmas, and there is a good little child named SCP-053's been wanting a present ever since they heard some stories. The foundation's getting ready, but Santa isn't going down without a fight. In this round, most of the people in the server will be the foundation guards, while there will be "Santa", 5-10 "Elves" and SCP-2845 (Remove it if too op). The gates are unopenable, no CI spys and such, just the guard and the santa troops. Santa has the rifles, a "magical tracker" (Nav-Ult), and a O5. while the elves have the SMGs and grenades, level 3 and medkits. When Santa is killed, the killer will either: speed boost or jump boost, or is healed to max and a bigger health bar (Like, 120 or 150) The SCPs (Santa Troops) will spawn in SCP-895's chamber and is held until the grace period is over, same with foundation. Santa Model: https://steamcommunity.com/sharedfiles/filedetails/?id=572267883&searchtext=santa Elf Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1468543911&searchtext=elf (Christmas Version)
  17. It's November, but let's make up a fun event for Christmas. I don't care if you do it now, or later, or never, it's just a idea. Ever since SCP-239 made Santa a real person in '04 after being told a christmas story, the foundation's been having trouble catching the magical entity ever since. However, it's nearin' Christmas, and there is a good little child named SCP-053's been wanting a present ever since they heard some stories. The foundation's getting ready, but Santa isn't going down without a fight. In this round, most of the people in the server will be the foundation guards, while there will be "Santa", 5-10 "Elves" and SCP-2845 (Remove it if too op). The gates are unopenable, no CI spys and such, just the guard and the santa troops. Santa has the rifles, a "magical tracker" (Nav-Ult), and a O5. while the elves have the SMGs and grenades, level 3 and medkits. When Santa is killed, the killer will either: speed boost or jump boost, or is healed to max and a bigger health bar (Like, 120 or 150) The SCPs (Santa Troops) will spawn in SCP-895's chamber and is held until the grace period is over, same with foundation. Santa Model: https://steamcommunity.com/sharedfiles/filedetails/?id=572267883&searchtext=santa Elf Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1468543911&searchtext=elf (Christmas Version)
  18. ========================================================================================================================================================= Error: Zero human vital signs detected in site-19. Error: Multiple breaches detected. Exit to facility not yet breached Deploy Mu-7? Error. Mu-7 unavailable. Deploy Epsilon-11? Error. Epsilon-11 unavailable. Deploy Omega-9? Proceeding... ========================================================================================================================================================== If that really short 'STORY' i included didn't tip it off already, the idea behind this special round is rather simple. SCP-2639 aka omega-9 aka the scrubs spawn in(the normal amount). Everyone else is a random scp. 966, 049, and 610 shouldn't spawn on this round. The escape zone is disabled. Omega-9's goals are to wipe out all of the scps, while the scps need to simply kill them. Reason to disable escape zone: Would make it too easy for scps to bumrush exit from gate-b or gate-a, and would encourage the omega-9 to camp the surface, which would be a very lame round.
  19. Rather simple special round suggestion, all scps spawn as scp-372. The name gag is too good to pass up.
  20. As it is October, the month of spooks and spoops and all that good stuff, ill like to suggest a horror themed special round. This is based on a old 2008 flash game called "Bright in the screen", which was notable for being A. Really damned creepy for what it is. and B. being noted as the inspiration for several series 2 scps. This is a special round based on one of the more infamous parts of the game. Since im bored ill even toss in a short 'story' along with it. Incident Log 192008: On 10-31-2008, a site wide power outage affected site-19. External and Internal communications were completely lost. This wasn't resolved until several days later, upon which all personnel were either discovered dead or missing. No known anomaly had breached containment, and no cause has ever been found. The only recovered piece of media was a heavily corrupted video recording. Only about a minute of footage remains. Video Footage Transcribe: 00:00-00:10 Camera feed shows the hallway leading to the site-19 onsite guard armory. All the doors are sealed, and the lights are off. The camera had built in night vision, allowing the hallway to be seen. An unknown puddle of liquid presumed to be blood is leaking from underneath the armory door. Every other door is closed. 00:10-00:20: One of the hallway doors opens. A man runs in, identified as Researcher[Redacted]. He seems panicked, and has a flashlight in one hand and a pistol of unknown make in the other. The flashlight appears to be powered on, but emits no light. 00:25-00:30: Another door opens. A humanoid figure steps forward, completely red. The body is completely barren of features, outside of it's limbs. 00:35-00:40: Researcher [Redacted] spins and fires into the darkness, missing the figure completely. The figure starts sprinting at Researcher [Redacted] as he drops his pistol. Camera feed is obscured by a sudden flash of light. 00:45-00:50: Light fades, revealing Researcher [Redacted] holding the fire-arm. The red figure lies on the ground, presumably shot. Researcher [Redacted]'s flashlight lays to the side. He attempts to search for it but is unable to spot it in the darkness. 00:50:-01:00: Several more red figures rush in through both doorways, obscuring Researcher [Redacted] from vision. Camera feed cuts off. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- In this special round, the majority of people spawn as [Redacted](yes, that's their name on the scoreboard). They each have very little health(20-30 hp max), but instantly kill people they touch. They move at slightly faster than normal speed. Several people(maybe 5?) Spawn as researchers. They start with a desert eagle that always 1 shots the [Redacted]. as well as a flashlight. The flashlight is a separate weapon from the pistol. The main gimmick of the round, however, is that when researchers have the gun equipped, their vision is completely obscured(Ala when you're blinking. Just a completely black screen outside of the hud). Their vision is restored when they equip the flashlight, and goes away when they go back to their gun. No MTF units spawn on this round. In addition, Zombie Round rules(All doors are unlockable without keycards except for the surface) are in effect. Model for Redacted: https://steamcommunity.com/sharedfiles/filedetails/?id=1159197088&searchtext=Red (there is a completely red model of one of them which would fit)
  21. Epidemic This round will function similar to the special rounds including 049, however this one wont. This round will focus around 610 and his tricks. Four 610s will spawn inside the facility with the goal to infect as many Researchers as possible. However, while this is all happening, Epsilon-9 (Fireeats) will be outside the facility, their goal is to save the researchers or kill the 610s. Roles Three or four SCP 610s For every 4 or 5 researchers there should be 1 Epsilon-9 (However low player counts might need to alter the ratio) I chose Epsilon-9 as they're equipped with a flamer which should be practical with taking 610 out, however another task force might be better but its up to you) There should be more researchers so the 610s can make 610-B so it doesn't make the odds stacked against them (049s round is pandemic) If you have any suggestions, comment below and i'll update accordingly!
  22. Ok, I'm bored, i already know a Halloween round got suggested already but since a new Michael Myers movie is coming out and this SCP fits him, i'll just suggest this. SCP-668 ROLES: Half D Class, other half Researchers, and one SCP-668 Spawns: Researchers and D Class spawn together in D Block, SCP-668 Spawns in Entrance Zone Goal: Class D and Researchers must escape, SCP-668 must kill all, and he cannot escape. SCP-668 "13" Chef's Knife" HP: ∞ Note: elevator doesn't kill them [Makes it even scarier when they tank the elevator] WEAPON: Bowie Knife SWEP Closest i could get to a kitchen knife DAMAGE: Instant Kill MODEL: Michael Myers, or if that's too straight forward a D Class Model would work. SPEED: Little Faster then a player walking MISC/ABILITES: Can open any door, even gates. When damage, gains a speed boost to Slightly Faster then normal running speed to make it fair since they're slow I'm probably forgetting stuff but hey, i'm bored and i thought i would suggest this since its been eating at me to suggest it.
  23. World War SCP

    another special round (yay...) World War SCP (idk pick a better name if you want) I got 2 ideas for this ------------------------------------ Idea 1 Most players become SCP-049-2 and the rest become Nu-7 ( somewhere around 4-8 people) Nu-7 have their default arsenal in addition to getting their hp buffed to 200 (so they can survive 1 rmb attack) and some additional ammo if you want to add that No escape since the gates will be locked no matter what All doors will the opened (except gates) and you cant close them Their is a 10 minute time limit for the Nu-7 or zombies to kill each other Nu-7 spawn in the EZ and the zombies in the LCZ past the class D tesla gate and beyond but not behind that tesla gate to prevent hiding and such Underground areas are also closed off idea 2 There are 3 teams, The SCPs, The MTF, The D class (so 1/3 are SCPs, 1/3 are MTF, 1/3 are D Class) The Class D spawn in the LCZ, SCPs in the HCZ, and MTF in the EZ Class D spawn with a medkit, ak-47, snav ultimate, and a flash bang MTF spawn with a medkit, M4A1-S, concussion nade, snav ultimate, and radio Random SCPs are chosen (choose whatever you want in or not) and they get reduced HP for balance Underground, Gates, and Other Elevators are closed off to prevent getting to the surface Add a respawn system if you want to 10 minutes of pure hell and carnage Team with the most kills win yah yeet +1 or i will breath on your ear
  24. ======================================================================================================================================================= The following is a transcript between two foundation dispatchers one hour after the start of the incident: A: Requesting all available MTF units to head towards site-19. There has been a major assault by joint chaos insurgency and serpent hand forces. Only known surviving personnel are hiding out in a conference room. B: Affirmative, sending over Epsilon-9 to deal with the situation. Current status of scps? A: SCPs [REDACTED] have either been let out by the intruders or broken free. *Distant gunfire is heard* B: What is going on over there? A: The serpent hand members and Chaos Insurgency members have started to open fire on one another. Not sure of the cause. B: Do you know the identity of the surviving personnel? A: Affirmative, survivors were in a meeting when the assault occurred, and locked the door. Personnel list mentions the meeting being between the Personnel Director, director of Occult Technologies, Acting director of Occult studies, Avian division head and [REDACTED]. *dispatchers B promptly broke into uncontrollable laughter for several minutes* A: This is not a joke. The gunfire is getting closer. B: You won't need Epsilon-9. ======================================================================================================================================================= Special round name: Board Meeting(Inspired by various tales and SCP-4444) Description: No MTF guards or researchers spawn. Three serpent hands and ci members spawn at the start of the round(CI are located with the d-class, the serpent hands should be somewhere else). More SCPs than normal spawn on this round. In addition(And the main point of the round), a special group of foundation personnel spawn together somewhere in entrance zone(Conference room if its not too much work, else normal MTF spawn). Dr.Clef[Acting director of Occult studies): Same as the Dr.Clef spawn with Lambda-2, but comes with night vision goggles and a medkit as well(For potential balance problems regarding 966, as well as a subtle reference to (Spoilers) SCP-4231). O5 [Redacted]: Same as the 05 that spawns on the 05 escort round. Round doesnt end automatically if he dies however. Dr. Hoygull(Shorten to Dr.Hoygul. Head of Avian division): Comes with a unique model: https://steamcommunity.com/sharedfiles/filedetails/?id=699790341 Armed with a grenade Launcher 100 Health Dr.Bright(Personnel Director) Comes with unique model(reference to scp-4444): https://steamcommunity.com/sharedfiles/filedetails/?id=347799005 Armed with a Saw Launcher: https://steamcommunity.com/sharedfiles/filedetails/?id=234602632 100 Health Dr.Crow(Director of Occult Technologies) Basically a foundation sided 939 with higher base movement speed(slightly faster than a normal person) and doesn't start disguised(obviously). Model: https://steamcommunity.com/sharedfiles/filedetails/?id=656834283 (For the hilarity factor and lack of a better dog model). The special foundation personnel effectively run on MTF rules(Escaping penalizes, etc).
  25. A rather 'common'(eugh) complaint i've seen thrown around is 'BUT THEY'RE NOT LORE FRIENDLY!?!?". While i would love for some scps to get redesigned to match their lore more, in many cases its not possible, or would be such a drastic redesign it would cause equal amounts of complaints. Revised Containment Procedures is a special round intended to make changes to SCPs to fit the lore closer, but specifically saved for this round, as many of the changes would either potentially cause gameplay issues, or be radical changes to something that hasn't been changed for a while. Note that no new models would be needed for this. (Alternatively: Push these live despite the possible massive backlash) SCP-173 Changes: Less health(500-1000) No longer has access to blind While being shot it counts as not being looked act, and for a second afterward. Lore: Scp-173 has no magical blind effect, and is no more durable than the average stone or polyester(basically a kind of plastic) statue. Hes more plaster than stone, and bullets would easily cause enough damage to potentially immobilize him or terminate him. However, all attempts to terminate him or harm him resulted in him being able to move regardless of being under direct observation. SCP-682: Health remains the same(Or maybe slightly reduced, for 'balance' reasons) No sprint ability, increased speed to make up for it(same speed as other 'slow' scps). After being shot by a specific gun a certain amount of times(im thinking 60-100 rounds), he gains a heavy damage resistance to said gun, taking 75-90% less damage(Alternatively, activatable effect to take massively reduced damage/become invulnerable for a short period of time). Lore: 682 is able to adapt to resist or prevent a certain danger from killing him. AS such, the adaptation effect to bullets makes sense. Note that while his regeneration is high, the foundation HAS been able to temporarily incap him with bullets, so him having HP is not a 'lore violation'. SCP-049: Health reduced to 150 Movement speed increased to same as a normal person(running/sprinting) Can use items like a normal person, including healing items, fire arms, keycards, etc. Optional: If solved to not crash, people drop corpses on death. SCP-049 can rightclick with the scp-049 swep to operate on a corpse and transform them into a zombie. This takes a time frame of 10-15 seconds per corpse. Interrupted by getting shot. SCP-049's weapon no longer infects people and simply instantly kills them. Lore: SCP-049(and going off of the rewrite) is delusional, but was still originally human. He still has about the same durability as a human being, ableit slightly higher due to the plague doctor outfit being an extension of his skin and having properties equal to that of a thick animal hide. He is as intelligent as a normal person, and as such would be able and willing to be able to use 'normal' items, especially if it aids him in escaping or obtaining test subjects. SCP-2521: Doesn't spawn on this round. Typing SCP-2521 causes you to instantly die Lore: Thats basically what scp-2521 does. SCP-966: Alt fire instead slows down sprint speed of everyone within the effect permanently, slowing them down further with each use until it is equal to their non-sprint speed. Does more damage per hit to people affected by the sprint reduction(up to an instant kill if they can basically no longer sprint) Has health reduced to 300-500 range Lore: SCP-966 is able to radiate beams that slowly remove an individual's ability to sleep as well as draining them of their energy and making them fatigued. They prefer to strike at tired out subjects/individuals rather than individuals at full strength and armed. They're not exactly very durable however(300-500 health for 'balance' reasons, as they are still really slow moving, and while they're pretty fragile i can imagine them being a bit harder to kill than a normal person). SCP-066: Boost health by a large margin(682 levels of health) but reduced speed(If using reworked version, include reworked changes). Lore: 066 is unusable durable for being made out of string, but is far from fast when getting around. SCP-076-2: Does not respawn Minor health increase(not too massive, 50-100 at most) Can use keycards and other items but no additional weapons outside of his sword. Lore: 076-2 or Able is not a stupid mindless monster. He would(And is) smart enough to use items like first aid and keycards to aid in his escape, but would refuse to use guns purely out of his blood knight spirit. However, it also takes him several months to reform, unlike what he is currently set-up as. SCP-106: Reduced health pool(to 800-1000 from his current 1900 or so) Able to walk through doors Can only pocket people once, but heals/gains 100 HP each time he does After people are pocketed, they instead take damage and are slowed(Current 2521 effect) when attacked by 106. He can press R to warp to his pocket dimension at anytime, on a cooldown to prevent spam. Lore: SCP-106 is a sadist, but not exactly the most durable due to his old and rotting nature. Bullets could harm him, its just normally incredibly difficult. Much like in lore, he is able to walk through most objects(specifically doors in this case), and able to warp to his pocket dimension at anytime. Due to his sadistic nature he gains health when he pockets someone(mainly for balance reasons) but gets annoyed after they escape once and instead kills them in a sadistic manner(slowly rotting them away) after their first escape. SCP-1471: Removed Lore: No reasonable way to act(maybe spectator spawn) SCP-939: Granted Sprint Ability like 682 used to have. Not disguised as a researcher Reduced health, but spawns in a pack of three(Aka if 939 spawns, 3 players spawn as 939s together, not taking other scp slots) Lore: SCP-939 are pack hunters, and aren't very durable. They don't magically disguise as people, and have been known to sprint after prey. SCP-372: Unchanged Lore: Basically as accurate to the lore as possible in a gameplay situation. SCP-1048-B: Unchanged Lore: perfectly fine to the lore. SCP-035: Neutral to class-D instead of friendly Unable to use med-kits or SCP-500 Upon death drops his mask which, if someone presses E on, turns them into SCP-035(Ableit with dramatically reduced health, and only once) Health isn't increased, but can pick up ammo as normal Optional: Dead 035's mic is heard through the fallen mask. Lore: SCP-035 wouldn't be able to heal the host body as he is already slowly rotting ti away due tot he nature of the mask, and no first aid kits or scp-500 can save a rotting corpse.However, he would be able to simply convince someone else to pick the mask up. He also wouldn't be forced/mandated to work with the D-class. SCP-079: No changes except for 939 trap spawning more than one 939. Lore: basically about as good as you could get for playing as 079(Outside of needed buffs to traps).
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