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  1. SCP Foundation Jump
  2. <I should definitely rewrite/add to this. It's copy-pasted right from the wiki, and seems a little bit... I don't know, clinical for a jump. Especially for one of my jumps. It will definitely hammer home the thought that it's less, "you are going to die," and more, "dozens of potential apocalypse-inducing things are barely being contained, so don't just go around poking everything with a sharp stick to see what happens.">
  3. Operating clandestine and worldwide, the Foundation operates beyond jurisdiction, empowered and entrusted by every major national government with the task of containing anomalous objects, entities, and phenomena. Many of these anomalies pose a significant threat to global security by threatening either physical or psychological harm.
  4.  
  5. The Foundation operates to maintain normalcy, so that the worldwide civilian population can live and go on with their daily lives without fear, mistrust, or doubt in their personal beliefs, and to maintain human independence from extraterrestrial, extradimensional, and other extranormal influence.
  6.  
  7. Our mission is three-fold: Secure. Contain. Protect.
  8. ---
  9.  
  10.  
  11. Identity
  12. <Same for here, really. Good guidelines, but I definitely need to rewrite them.>
  13. D-Class[Free]:
  14. Class D personnel are expendable personnel used to handle extremely hazardous anomalies and are not allowed to come into contact with Class A or Class B personnel. Class D personnel are typically drawn worldwide from the ranks of prison inmates convicted of violent crimes, especially those on death row.
  15.  
  16. Class D personnel are to be given regular mandatory psychiatric evaluations and are to be administered an amnestic of at least Class B strength or terminated at the end of the month at the discretion of on-site security or medical staff. In the event of a catastrophic site event, Class D personnel are to be terminated immediately except as deemed necessary by on-site security personnel.
  17.  
  18.  
  19. Researcher:
  20. Researchers are the scientific branch of the Foundation, drawn from the ranks of the smartest and best-trained research scientists from around the world. With specialists in every field imaginable, from chemistry and botany to more esoteric or specialized fields such as theoretical physics and xenobiology, the goal of the Foundation's research projects is to gain a better understanding of unexplained anomalies and how they operate.
  21.  
  22.  
  23. Security:
  24. On-site security officers — often referred to simply as guards — at Foundation facilities are tasked with maintaining physical and information security for Foundation projects, operations, and personnel. Primarily drawn and recruited from military, law enforcement, and correctional facility personnel, security officers are trained in the use of all types of weapons as well as a variety of contingency plans covering both containment breach incidents as well as hostile action.
  25.  
  26.  
  27. Special Containment Procedures(SCP):
  28. The Foundation maintains an extensive database of information regarding anomalies requiring Special Containment Procedures, commonly referred to as, "SCPs." The primary Foundation database contains summaries of such anomalies and emergency procedures for maintaining or re-establishing safe containment in the case of a containment breach or other event.
  29.  
  30. Anomalies may take many forms, be it an object, an entity such as yourself, a location, or a free-standing phenomenon. These anomalies are categorized into one of several Object Classes and are either contained at one of the Foundation's myriad Secure Facilities or contained on-site if relocation is deemed unfeasible.
  31. ---
  32.  
  33.  
  34. Location
  35. <Maybe I should just, in general, rewrite all the header descriptions. Yeah. I think leaving the site descriptions as direct rips is fine, though. They get the point across pretty well.>
  36. A Site, or Area, hereafter referred to as a, "Secure Facility," or simply, "Facility," is, strictly speaking, a place where SCPs are contained. If the subject has been determined to be of any nature other than that requiring Special Containment Procedures, the subject must roll 1d8 to determine which Secure Facility they are assigned to; alternatively, the subject may pay 100 CP to choose from the full list of Secure Facilities, denoted here, as though they had rolled an 8: http://www.scp-wiki.net/secure-facilities-locations.
  37.  
  38. In the case that the subject has any anomalous properties that would brand it as an SCP, they must choose to be housed at either Humanoid Containment Site-06-3, or Biological Research Area-12, at no cost. They may instead choose to pay 100 CP to be declared a, "Safe," or, "Euclid," Foundation-friendly asset and given duties at any Secure Facility, as above.
  39.  
  40.  
  41. Site-06-3(Humanoid Containment Site-06-3)
  42. Humanoid Containment Site-06-3 is located in Lorraine, France, and employs a multi-national staff, housing numerous low-risk human and humanoid entities, many of which were former Foundation personnel. Objects contained at this facility include: SCP-069, SCP-706, SCP-1669, and SCP-1702.
  43.  
  44. Site-19
  45. The largest foundation facility currently in operation, Site-19 houses hundreds of Safe- and Euclid-class anomalies. Objects contained at this facility include: SCP-055, SCP-131, SCP-173, SCP-387, SCP-668, SCP-931.
  46.  
  47. Site-23
  48. Site-23 houses a number of metamorphic or transfiguring biological objects and entities. Objects contained at this facility include: SCP-038, SCP-113.
  49.  
  50. Site-36
  51. Formerly a Provisional Site, this facility is located in India and serves as both a regional containment site and support facility for local field personnel. Objects contained at this facility include: SCP-089, SCP-1135.
  52.  
  53. Site-66(Biological Containment Site-66)
  54. Originally a Provisional Site built around SCP-1479, Bio-Site-66 was eventually expanded to contain and research biological and organic anomalies. Objects contained at this facility include: SCP-478, SCP-569, SCP-646, SCP-806, SCP-886.
  55.  
  56. Area-12(Biological Research Area-12)
  57. Built to contain and research both live specimens of anomalous biological entitnes as well as samples of biological or biohazardous anomalies, Biological Research Area-12 was built on remote federal land in the Mid-Western United States. Objects contained at this facility include: SCP-143, SCP-153, SCP-214, SCP-811, SCP-939.
  58.  
  59. Area-14(Armed Biological Containment Area-14
  60. Used as a dedicated containment facility for large-scale, dangerous, and/or hostile anomalous entities, Armed Biological Containment Area-14 is located in Nevada's Ruby Mountains. It is staffed with a regiment-strength security detachment and heavy weapons, armored vehicles, and air support. Objects contained at this facility include: SCP-058, SCP-082, SCP-165, SCP-939, SCP-940.
  61.  
  62. Free Choice
  63. People viewing the subject after this result is rolled may refer to them as, "lucky." The subject may, at their discretion, choose from any known Secure Facility, as listed above, though without the expenditure of CP.<What are your thoughts on this? I think it reads weird. Any ideas?>
  64. =======
  65.  
  66.  
  67. Perks
  68. <Filler header is filler.>
  69. You're not going to get very far in this world, not without some help. That's what these are for.
  70.  
  71. General Perks
  72. <These are supposed to be something along the lines of useful setting-appropriate and -interactive perks.>
  73. [100]
  74. [100]
  75. [200]
  76. [200]
  77. [400]
  78.  
  79. Anartist[600]
  80. No, not, "an artist," an anartist, or, "anomalous artist," is someone that, through a variety of means, can create anomalies, typically as a form of artistic expression. Music, sculpture, painting, these and more are ways to create anomalous objects, including sentient or even sapient objects. You need not be an artist to be an anartist; you could simply be someone like Doctor Wondertainment who makes anomalous objects. Just know that almost all objects have some form of side-effect, and, the stronger the object, the more likely it is for that side-effect to be potentially deleterious, especially if it's very quickly put together; it's assumed that most people that make incredibly powerful anomalies die in the process, at some point. These anomalies can take any form, though it's best if their form follows their function.
  81. ---
  82.  
  83. D-Class Perks
  84. <Usefulness and self-preservation perks. Maybe also efficiency.>
  85. Something Seems Off[100]
  86. "Strange," is a good way to describe this place, what with the fact that there are, across the world, under the banner of the people that conscripted you, literally dozens of things that are barely contained that could, if they got out, wipe out humanity. You've seen strange. You've seen things that define, "strange," better than anyone else on the planet can. So, you know when something looks off, and you can easily and quickly pin down what, exactly, is wrong and do something about it. Or, y'know, put yourself on the other side of something, or someone, from it and get ready to run. Whichever suits you for the threat you're facing.
  87.  
  88. Rules and Guidelines[100]
  89. Most people that have worked here as long as you have have an innate knowledge of the rules of The Foundation's facilities. However, your understanding of these rules goes a level deeper than that; you can intuit the basic, "rules," and, "guidelines," for interactions of any interpersonal setting, whether it be an office workspace or a party, and how to not cross them.
  90.  
  91. Nothing to See Here, Move Along[200]
  92. No, nothing strange here. But, hey, if there were, you'd be damn good at hiding it. I mean, people might notice if you suddenly sprouted wings, gave off an angelic light, and talked down a raving monster, or grew a furry, animalistic visage, and turned into a whirlwind of pain and death. But you didn't do that, and no one would try to prove otherwise so long as you've got your ducks in line and make sure to check in for your regularly scheduled psychological evaluations. I mean, it's not like you've basically got a toggleable, low-scale weirdness censor after taking this perk, right? And why would you even need one? You're completely normal.
  93.  
  94. [200]
  95. [400]
  96. ---
  97.  
  98. Researcher Perks
  99. <Done.>
  100. Murphy's Law[100]
  101. You've been around so many experiments, so much weird shit, that you notice things other people don't and instinctively position yourself, as a subconscious reaction to anything that can go wrong, and avoid the eventual backfire. The knowledge that a few errant bubbles in a flask can quickly turn into it boiling so violently that even the open end of it isn't enough to let all of its energy out, turning it into a chemical explosive, is not lost on you. Neither is the fact that that open flask over there just bubbled when a piece of dust fell into it. If you're running the experiments, you know how to avoid those circumstances, and how to extinguish the fires if and when they break out.
  102.  
  103. Dysfunction Junction[200]
  104. You're really good at using anomalous objects on people, to the point that you instinctively know their limits for the type of experiment you're conducting on them. Adding to this, you know how to toe that line as hard as humanly possible, to get the data and results you so desperately need out of them. The harder you toe that line, the more seeming disregard you have for their well-being, and moral and judicial law in general, the faster the results come, and the better the results are, reducing the testing periods by as much as half. You do care for your subjects, of course, you would so hate to lose even one of them to the things you're... "having them help you with." But it's hard, even for you, to tell if it's more because you like them as people, or because of how hard it is to get usable information from a corpse. This perk is twice as effective(halves the period twice, decreasing testing time to as much as one-quarter) when using non-anomalous objects, because there's an underlying science, or, "ruleset," in the case of magic, to them that you understand.
  105.  
  106. Sufficiently Analyzed[400]
  107. Sometimes it's best not to destroy something. You know this, and you've all but perfected the art of analysis in the pursuit of figuring out how to, not destroy, but counter the effects of a given SCP, rendering it essentially harmless so long as its containment isn't breached. The process will take at least a year for all but the most innocuous of Safe-class objects, however, and anything above Euclid would likely be outside of your ability to contain within the time you have in this universe. Threat containment in general comes easier to you as well, and the time to analyze and counter a non-anomalous threat is much shorter.
  108.  
  109. Sufficiently Advanced[600]
  110. You are capable of, with a few months' or years' worth of work, replicating the effects of some SCPs. With proper study and prep-time you can figure out a method to replicate or utilize certain Safe- and Euclid-class anomalous objects or their effects purely via technological means. Other supernatural effects are not exempt from this, similar to Dysfunction Junction, because you already know their respective, "ruleset."
  111. ---
  112.  
  113. Security Perks
  114. <Done.>
  115. Eagle Eye[100]
  116. Even though you weren't briefed for any of this shit, you have a pretty good idea of where to shoot any living SCP to cause the most damage. A lot of the more dangerous SCPs do regenerate, though, so remember that, even if you hit all of its vital points it's, likely, just incapacitated and will be back up in a few days, hours, or minutes. If used on normal humans, however, you have an almost supernatural sense of where all of their vital organs - lungs, heart, and brain - are, to the point that someone might assume you had x-ray vision when it comes to picking out where you need to shoot to hit one and do the most damage to it. You're great at the range, and you could be a professional hunter, making money killing animals and selling their meat. But, you chose to work here. Not the best choice.
  117.  
  118. Danger Sense[200]
  119. All humans have a form of danger sense; one of their lesser-known, or less-noticeable senses, such as magnetoception, temporal perception, or even an underlying reaction to something you can't consciously detect in a smell, but that your brain knows is there, trips a fight or flight response in their brain. You, on the other hand, just gained another sense tacked onto the long, long list we, as humans, have: Periculoception. From the latin, "periculum," for danger, this is the ability to detect things that are a legitimate danger to your continued ability to stay alive. This will manifest as a prickling of the hairs on the back of your neck, and a sense that, maybe, just maybe, you don't want to know what's about to happen, rising into an actual, legitimate, fear of potential death. This does not extend to things too far into the future, sadly, unless you can already see the future, in which case, that ability segues into this one, and you get a general idea that, maybe what you're doing isn't the best idea.
  120.  
  121. That's Not How That Works[400]
  122. A lot of SCPs are what are known as, "reality warpers," and they are some of the more dangerous objects that The Foundation has gathered. While this grants no true resistance to reality warping abilities, the way your mind works, combined with how you react to them, makes people think you do, or, worse, that you are one yourself. In essence, your mind adapts to the subtle, or not-so-subtle, changes in how reality works incredibly quickly, almost as fast as it changes, allowing you to almost predict how it will change in the future and be ready. Truly, a double-edged sword; too many close-calls and you're classified as an SCP and put inside a cell, not enough and you die a grisly death. Walk that razor-thin edge, if you're so great.
  123.  
  124. If It Bleeds[600]
  125. This perk is two-fold: First and foremost, you are a master and connoisseur of the art of protracted combat, able to watch your ammo use to keep you shooting until well after most people would have run dry, and to switch between offense and defense to keep swinging until after your opponent's beaten enough that you can safely stop. This time you can now spend in the midst of combat also gives you plenty of leeway to make use of the second half of the perk: You gain the ability to analyze your opponent's patterns, strengths, and weaknesses, and piece them together to figure out a way of killing them. This amount of time analyzing them has to be in actual combat, so just watching them milling about or laying around in a cell doesn't get you anything, but it is cumulative. Some stronger enemies, like the vast majority of Keter-classes, won't be immediately affected, and may require more time than you have here to figure out a working solution for termination, and this definitely doesn't provide any actual protection from their abilities.
  126. ---
  127.  
  128. SCP Perks
  129. <I want there to be a gimmick. These are the only actual powers in the entire jump, so they need to seem special.>
  130. =======
  131.  
  132.  
  133. Gear
  134. <I actually kinda like this header. Part advisory, part warning.>
  135. Some gear might help you, at least a little bit, so here's your option to get that, too. I will say, these are all Safe-class SCPs that have been copied from their original versions. It is not advised to let anyone see that you have these, or they will definitely try to kill you. And with the powers you have, they will probably assume that you're, "anomalous," and try to contain you.
  136.  
  137. Regenerating Bottle of SCP-006
  138. A Quad-Sealed container, containing a large, sealed bottle of what appears to be plain mineral water, and a small collection of papers with a title page labeling it as, "Briefing Material SCP-006A." The bottle bears resemblance to a resin bottle manufactured by New Wave, and is full to its fill line. The liquid contained inside the bottle is normal spring water that, somehow, has the unusual property of, "Health."
  139.  
  140. Ingesting the liquid produces the following properties in human beings: the ability to regenerate DNA damaged by sufficient duplication, heightened excitement of cellular duplication, vastly improved abilities in the repair of damaged tissue, and a frightening increase in the effectiveness of the human immune system. Upon testing the liquid on animal subjects, hostile bacteria and viral agents were destroyed immediately. Many reptiles and birds were unaffected, while higher primates experienced the same benefits as humans.
  141.  
  142. The bottle regenetares the water, albeit very slowly; it produces enough water, when depleted by any amount, to provide a drinker with approximately six(6) ounces of the water every month. As a result, if emptied, it will regenerate to full(~2.2 Liters/~72 oz at the fill line) in twelve months' time.
  143. ---
  144.  
  145. SCP-005
  146. A small, ornate brass key on a thin gold chain. The key seems to have the unique ability to open any and all forms of lock, be they mechanical or digital, with relative ease. The origin of this ability has yet to be determined. Experiments have, however, shown that, in approximately 50% of cases where a volunteer or subject was not able to identify a locking device as such, the key was not successful in deactivating the device.
  147. ---
  148.  
  149. SCP-018
  150. This object has the appearance of a Super Ball made by the Wham-O company in 1969. It is six(6) centimeters in diameter and colored red. The ball possesses the anomalous ability to bounce with more than two-hundred percent(200%) efficiency; if dropped one(1) meter, it will bounce two(2), then four(4), then eight(8), then sixteen(16) meters. If left unattended, it quickly becomes a dangerous projectile.
  151. ---
  152.  
  153. SCP-038 Seeds
  154. This unassuming packet of seeds contains approximately one dozen seemingly plain apple seeds. The trees that grow from these seeds have the ability to clone any object that touch their bark. Objects begin growing almost instantaneously and reach maturity within a matter of minutes. A weight limit of 90.9 kg(200 lb) per object has been previously recorded.
  155.  
  156. Cloning animals or humans through this method is not recommended, as they appear to age quickly, the majority of the clones living, on average, two(2) weeks. Examination has shown that the deceased clones begin to ferment before death.
  157.  
  158. New seeds appear inside the packet once every week after the removed seeds have begun to grow.
  159. ---
  160.  
  161. Tube of SCP-170
  162. Object appears to be a standard tube of superglue, in a yellow tube 13 cm long. There is no manufacturer information or any other text on the outside of the container, apart from the word 'SUPERGLUE' printed in bold letters on the front. When any amount of the substance is applied to solid material, and that solid is put in contact with any surface, both objects lose molecular cohesion in the area surrounding contact points, allowing one to be pushed through the other. The effect lasts only moments, however. Within a third of a second of the two surfaces making contact, the ability of each to pass through the other is nullified, leaving both permanently bonded together.
  163.  
  164. Notable tests include:
  165.  
  166. Bonding two near identical cubes of gold into one cube with the size of either cube, but the weight of both.
  167.  
  168. Bonding a subject's finger into the surface of a desk; initially, no pain, discomfort, or even sensation was reported below the bond point. His finger quickly began swelling and turned purple, and had to be amputated between the first and second knuckle.
  169.  
  170. Bonding a jet engine's mounting brackets into the roof of a testing chamber and firing it; despite forces nearing 120,000 newtons there were no indications of any possible structural failures or separation at point of contact.
  171. ---
  172.  
  173. <List of possible gear items. I'm thinking it'll be somewhere around twenty-thirty entries long, total, maybe less.>
  174. SCP-010(Mind Control Collars), SCP-107(Rainy Turtle Shell), SCP-113(Sex Changing Crystal), SCP-117(World's Best Multitool), SCP-143(Bladewood Sapling), SCP-184(The Architect), SCP-261(Weird Snack Vending Machine), SCP-445(Dr. Wondertainment's Super Paper), SCP-500(Bottle of Pills), SCP-662(Mr. Deeds), SCP-914(Unmarked Manual), SCP-1066(Variable Diploma), SCP-1134(Ballistic Bullet-Proofing Paint), SCP-1161(Random How To Guide), SCP-1182(Octopus of Invisibility), SCP-1184(Ring of Truth), SCP-1222(Stasis Box), SCP-1230(Lucid Dreaming Book), SCP-1278(Teleporting Picture Frame), SCP-1696(Wondertainment's Big Banger), SCP-1958(Space Car Modification Schematics)
  175. <I think I mentioned this, but these names are just nicknames I made up to remind myself what they were.>
  176.  
  177. Next: 1298<This is deceptive because of the sorting order of the tag view. The object after 1298 is in the 130s, and then it goes to the 1300s. This is going to take a while, is what I'm saying.>
  178. =======
  179.  
  180.  
  181. Drawbacks:
  182.  
  183. SCP-682(+300)
  184. Immediately as you arrive, SCP-682 wakes up in his containment and catches your scent, regardless of where you start out. He doesn't know where you are, but he knows enough to hunt you down, and he -fucking hates you-, enough so that he'd prioritize you over humans that weren't a threat to his ability to chase you down and shake the life from your body. That isn't to say that they're a threat to him; it's just saying that he'll prioritize people using weapons that can damage or take off his limbs, or debilitate him, however temporarily. It's gonna be a bumpy ride, folks.
  185. =======
  186.  
  187.  
  188. Notes:
  189. <I intend to fix the wording of this jump so that this initial note is unnecessary.>
  190. The opening, as well as the Identity definitions, and the Secure Facility designations, as well as the Gear entries, are either summarized, or drawn directly, from the wiki; the author makes no claim to ownership of any information presented here. This is made as a derivative, not-for-profit work for entertainment purposes only and is not meant to be taken as any form of official source in regards to the wiki itself or anything contained therein.
  191.  
  192. <Text dump mode: engaged.>
  193. SCP-682:
  194. Foreword: All information presented about SCP-682 is based on information drawn directly from the wiki; it is not fanon, it is not my opinion. It is, however, as close to fact as exists for a fictional creature.
  195.  
  196. Three things need to be said in SCP-682's favor, in regards to its ability to regenerate and adapt to stimuli and attempts at termination.
  197.  
  198. SCP-682 is dangerous: It is, for its size(it can fit comfortably inside of a 5m^3 chamber), incredibly powerful, capable of shearing through steel, concrete, and, of course, people.
  199.  
  200. Its strength is fueled by its omnicidal rage; SCP-682 hates all life that is not its own, with few exceptions, with humans occupying the, "top spot," on its list of things it hates. Even if you're not, currently, a human, that merely means that it will prioritize humans over attempting to kill you, unless you're actively attacking it.
  201.  
  202.  
  203. SCP-682 is resilient: It can regenerate incredibly quickly, more than capable of regenerating from any injury; all but the most grievous injuries taking, at most, a handful of hours, with many taking only a few minutes.
  204.  
  205. Having >95% of its outer dermis abraded away, its skull fractured to the point that its eyes were dislodged from their sockets, most of its teeth knocked loose, and all of its bones broken through blunt force trauma took 48 hours to regenerate, during which time its inner dermis was luminescing bright enough to cause permanent retinal damage through eye shields. Being laterally bisected, on the other hand took mere minutes(reported as having happened while scrap pieces from the initial failed attempts were gathered by D-class personnel), at which point it regenerated into two exact copies at ~50% mass each. They went on a rampage, in which they showed incredible cooperative abilities, until one of the copies was badly enough damaged that it could no longer continue; the other consumed it and regained almost all of its initial mass.
  206.  
  207.  
  208. SCP-682 is adaptable: It is capable of adapting insanely quickly to new threats, with threats initially dealt with, in almost all cases, becoming a permanent immunity and, often, a temporary weapon.
  209.  
  210. The acid in SCP-682's cell, hydrochloric acid, is just strong enough to keep pace with its regeneration, despite its adaptation ability. The Foundation has no real explanation for why this works, aside from, "It just does, and changing the procedure poses too much of a risk of a containment breach." Fanwank it how you will, whether it's something in the chemical product of its physical body and HCl or whatever, but, "it just works," is the explanation I'm going with.
  211.  
  212.  
  213. As an aside, SCP-682 may not actually be, "alive," as science knows it. It has been able to survive and adapt to:
  214.  
  215. Apparently complete exsanguination via SCP-689; SCP-682's blood was black and gray.
  216.  
  217. Mind control, via both SCP-061 and SCP-963, on separate occasions. SCP-061, "Auditory Mind Control," was initially heavily resisted, then, after being rendered useless against it, weaponized into a temporary Sonic Stun ability. SCP-963 was actively resisted for a time, until entity the within SCP-963 took temporary, incomplete control, long enough to shepherd SCP-682 back into its cell, where SCP-963 was eventually excreted from SCP-682's body, ending the attempt.
  218.  
  219. Alteration of physical laws and constants including speed of light, strong nuclear force, and fundamental charge, using SCP-536. Process disintegrated SCP-682 down to ~1% of its size as a previously unknown form of matter held together by quantum forces.
  220.  
  221. Being trapped inside a twelve page long short story titled, "The Generally Nice, Friendly Thing That Can And Will Kill SCP-682 Permanently If It So Much As Spots That Damn Lizard." Book modified through use of SCP-826, a pair of book-ends, which warp reality inside the room they're in into a depiction of the world described in one of the books between its halves. SCP-682 breached containment within thirty minutes of entering the room, at which point the world inside the room appeared to be a battleground littered with what can only be assumed to be the body parts of the, "Thing," from the book's title; story recovered was two-hundred and nine pages long and retitled, "The Generally Nice, Friendly Thing That Tried To Kill SCP-682 Permanently But Failed."
  222.  
  223. Having its personal reality warped through the use of SCP-1237, a state of dreams governed by a genetic marker, designated SCP-1237-1, wherein the person affected becomes able to warp reality. SCP-1237-1-L, an SCP-1237-1-positive lucid dreamer, was issued drugs that promote REM sleep and ordered to dream that SCP-682 was a small housecat with no special properties. SCP-1237-1-L began to seize seven seconds into the process of REM sleep and was declared dead thirty-two seconds later; autopsy revealed claw and bite marks as well as infections of bubonic plague, toxoplasmosis, and subacute regional lymphadenitis(coloquially known as, "cat scratch fever"). During this time, the thirteen security personnel assigned to the test also dropped dead and were observed to be in a similar state as SCP-1237-1-L. A small housecat was found in SCP-682's containment cell, cleaning blood from its coat; the cat regenerated into SCP-682 within three hours.
  224.  
  225. So, that's all typical methods of killing(SCP-689, various others), mind control(SCP-061), mind melding/absorption(SCP-963), disintegration(SCP-536), and reality warping effects(SCP-826 and SCP-1237). An impressive list, but not necessarily everything a Jumper might have in their arsenal. Just bear in mind, if you attempt any form of assault, the speed at which SCP-682 adapts and regenerates, that it can adapt to an attempt to terminate it mid-attempt and with frightening speed, and the rate at which it weaponizes things used against it, and just don't use anything that's already been tried.
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