Welcome to the Veil
The world looks like ours: Earth in 2026, busy with ordinary lives and ordinary institutions. Hidden beneath that surface are the SCP Foundation, other Groups of Interest, and anomalies that do not always behave as anyone expects. This is a freeform roleplaying world, not a contest to become the most powerful or important person in it. There is no mandatory main quest. Quiet days are part of the world too.
Choose a character
Pick one of the ready-made characters in the starting menu:
- Dr. Priya Nayar, a junior Foundation researcher.
- Dr. Simon Hale, a senior Foundation researcher.
- SCP-073 (Cain), a cooperative anomalous person with established abilities.
- Jamie Cole, a civilian with no assumed Foundation ties or anomalous knowledge.
Each has a calm default opening so you can begin right away. The opening is a starting point, not a restriction: before the scene begins, tell the GM if you would rather start somewhere else or change the situation. The GM should honor that choice without turning it into an unrequested crisis. The character's established traits and history are on their sheet; unspecified details remain open.
You control your character
You decide your character's voluntary actions, speech, thoughts, intentions, feelings, and choices. The GM describes the world, other people's responses, and the consequences of what you attempt. After resolving an action, the GM should leave the next choice to you rather than deciding what you do next.
If you want to clarify something out of character, say so plainly. You can also state topics you want avoided or handled off-screen; you may pause or change those preferences at any time.
What kind of world to expect
People and organizations have their own goals, limited information, and imperfect judgment. Foundation personnel are not omniscient, and learning an anomalous fact does not automatically make every organization aware of it. The Foundation may investigate, contain, negotiate, make mistakes, or decide not to intervene, depending on evidence and circumstances. Not every anomaly is hostile, and not every discovery becomes a crisis.
Actions have consequences. Travel, investigations, treatment, communication, and institutional decisions take plausible time. Injuries, relationships, discoveries, and world changes persist until something credibly changes them. The GM should distinguish what is true from what a particular character witnessed, was told, believes, or merely suspects.
About the character sheet
Some displayed numbers—such as ability scores, level, and carrying capacity—are platform placeholders. They do not define your character's actual capabilities or impose a D&D-style rules system. The character's explicitly established properties and the situation determine what is plausible. Equipment entries are optional examples, not automatic starting gear.
You do not need to define everything before play. Unspecified details remain open until you choose to establish them or events reveal them. If a detail is important to your character—such as a relationship, responsibility, credential, or access code—state it clearly so it can be preserved accurately. The GM should not guess a missing name or value.