Note that this character sheet does not detail the actual SCP's. For the SCP Foundation's character sheet go here.
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Tropes that apply to all classes
- Adaptational Badass: Any civilian class. Since any player can be the one to put an SCP in a coffin, this one's a given.
- And Then John Was a Zombie: Anyone who dies to SCP-049 usually end up as an SCP-049-2 instance. While they *look* harmless, we can assure you, they are anything but. Especially in large numbers.
- Teeth-Clenched Teamwork:
- D-Class and Scientists, usually at the beginning of the game. Although this is usually justified, unless someone finds the COM-15.
- Although usually banned on most servers, the MTF and Chaos CAN team up to deal with a pesky SCP. Although it's usually the Chaos teaming with the SCPs to get rid of that spawn wave.
- Redshirt Army: Applies to both the MTF and Chaos Insurgency. After all, this IS an SCP game where anyone can die. Even the SCPs.
D-Class
- Ambiguously Evil: Mostly. Although once they get their hands on any firearm, the Scientists better hope that the guards are still alive.
- Cannon Fodder: They are usually the Foundation's Red Shirts after all.
- Unwitting Test Subject: Just any D-Class in general.
- Villain Protagonist: They're all Death Row inmates. This one's a given.
Scientists
- Badass Normal: It's not uncommon to see a Scientist help take an SCP down to half health. Usually with an automatic weapon such as the Crossvec or the E11-SR rifle, or the Micro H.I.D.
- Science Hero: Any scientist with the Micro H.I.D. or 3 X Particle Disruptor
- You Kill It, You Bought It: The COM-15 belongs to one of the In-Lore researchers. Unfortunately, (Or fortunately, for the D-Class), The COM-15 is the only weapon in the game not to spawn locked in an armory. It will always spawn out in the open in light containment. Either in the Restrooms, in GR-18, up in PT-00, or in the room with SCP-330. Just sitting there, waiting for some pesky D-Class to come along and arm themselves...
- The Operations Guide for the weapon even Lampshades this.Dr. David Bonardi: Even after I got approval to bring it into the facility, and registered it with the workstation database, they still won’t let me carry it concealed. It always has to be kept in a clearly-visible holster. I’m just parading the thing around for all the Class-D to see. If one of them ends up grabbing it and holding me hostage, or just killing me, I wouldn’t be surprised.
- The Operations Guide for the weapon even Lampshades this.
Facility Guards
- A.K.A.-47: The MP7s they carry are just "FSP-9"s.
- And the COM-18s they used to carry are H&K P30s.
- Oddly Overtrained Security: If they travel into Heavy Containment Zone in groups of 3 or 4, do expect them to at least take down an SCP's hume shield, or crack a decent chunk of an SCP's health. If you're an SCP, and you hear 6 of them together, it's better just to warn your teammates of an oncoming squad.
Nine Tailed Fox/Mobile Task Force
- Action-Based Mission: C.A.S.S.I.E will ALWAYS announce the arrival of a recent MTF wave. And depending on how many of them there are, the SCPS may or may not be fleeing Entrance Zone as all of you pile up in that elevator.
- A.K.A.-47:
- The KRISS Vector carried by Privates are called as the "Crossvec". Justified thanks to the lore.
- And those sweet FR-MG-0s added in the 13.2.0 update? Those are modified H&K G36s! It really makes you wonder if H&K is just a front for the SCP foundation with all their weapons.
- Colonel Badass: MTF Captains. Not only do they spawn with one of the best cards in the game (Second only to the O5 card.), but they also get the almighty FR-MG-0, which comes with 100 rounds and can easily shut any SCP down. No wonder it's one of the most feared weapons in the game.
- Up Through the Ranks: Privates can be just as effective as their Captain. And in a lot of cases, even more so.
Chaos Insurgents
- A.K.A.-47:
- The AKs are just that. AKs.
- The Colt Pythons are just called "Revolvers".
- And the exact same thing applies with the DP-12 being just a "Shotgun".
- The H&K MG5 carried by Repressors are known in-game as just the "Logicer".
- Gas Mask Mooks: Their distinctive gas masks are just a part of identifying them from a distance.
- More Dakka: The Logister. For a while, it used to be the only LMG in the game, up until the more powerful FR-MG-0 came along for MTF Captains.
- Even more so, these things used to spawn on EVERY Chaos Insurgent.
- Revolvers Are Just Better: The revolver has to be most powerful gun in the game. Able to kill most humans with a single headshot, the revolver is a force to be reckoned with.
- Shotguns Are Just Better: Insurgent Marauders are armed with a powerful shotgun with 2 tubes, and an ammo capacity of 14+2. Enough to take down an SCP, and more than enough to kill an MTF spawn wave.