Community world · The Industrial City · 2000

The SCP Foundation, 2000

Contained anomaly, Intrigue focus

In 2000, the SCP Foundation operates a secret containment site within an industrial city. You are an unknown humanoid Keter anomaly, recently found and contained. Researchers use Class-D personnel to test you, trying to understand your abilities. You have not yet been named. High surveillance and caution surround you. Only Level 3 clearance researchers may enter your chamber or view your files. No other SCP is currently breached, and rumors are sparse.

Created by 𝕬𝖑𝖑𝖆𝖗𝖗𝖎𝖘𝖙𝖔

The SCP Foundation, 2000 uploaded cover

Runs

26

Likes

0

Locations

6

Characters

4

World premise

A playable world seed with consequences.

The first days inside Site-17's high-security wing are a gray rhythm of fluorescent light, the hum of ventilation, and the distant echo of automatic locks. You are a contained humanoid anomaly designated Keter, held in a bare cell of reinforced concrete and one-way glass. Your previous life—if you remember it—exists only in fragments, smothered by amnestics and the mundane horror of being an object of study. The researchers watch you with clinical interest, the guards treat you as a thing, and a senior containment specialist named Dr. Elias Vance has begun a series of interviews, probing for cooperation with a quiet, unsettling intensity. Outside your cell, the city—the same industrial city where you were found—continues its daily grind, unaware that a monster breathes beneath its floorboards. Your survival means navigating the Foundation's protocols, the researchers' ambitions, and the ever-present threat of termination or worse, all while the city's rhythms and secrets press against the walls.

A researcher's ambitious experiment offers a chance to improve your conditions, but at a hidden cost.

Rumors of a breach in the site raise both fear and opportunity: security will be distracted, but risks escalate.

A familiar face from your past appears on a surveillance feed, complicating your cooperation.

The Foundation's internal politics are shifting—new protocols, new hierarchies—and your status may change without warning.

Map

Locations

institutional

Foundation Front

A nondescript warehouse along the docks, serving as the local Foundation headquarters. Its brick facade hides a warren of offices, archives, and holding cells, watched by clerks who are more than they seem.

residential

Tenement Row

Cramped, overcrowded housing six stories high, where workers and their families share walls, stairs, and secrets. The smell of coal smoke and boiled cabbage never lifts, and every doorway hides a watcher.

market

Iron Market

A sprawling open-air market for metal goods, tools, and scrap, where prices swing with the rhythms of industry and rumor. The clang of hammers and haggling voices create a constant din, masking both opportunity and eavesdroppers.

authority

Constabulary

The local police station, a fortress of the city's official power. Its cells and record rooms hold many secrets, and its officers are paid too little to be honest and too fearful to be kind.

social

The Public House

The Soggy Biscuit, a tavern where workers, agents, and informants gather to drink, trade gossip, and make discreet deals. The landlord knows everyone's business and sells it by the pint.

travel

Canal Route

A network of canals and waterways connecting the city to the outside world. Barges move coal, iron, and contraband through murky waters, where a body can disappear without a trace.

Power

Factions

institutional · influence 80

Foundation Cell

The local branch of the SCP Foundation, dedicated to containing anomalies and maintaining secrecy. Its agents are loyal, but internal rivalries and scarce resources create tension.

institutional · influence 70

Research Division

The scientists and researchers who study anomalies, often pursuing knowledge at the expense of ethics. They are ambitious, competitive, and willing to take risks.

political · influence 60

City Council

The elected and appointed officials who govern the city, concerned with order, taxation, and public image. They are unaware of the Foundation's true nature, but suspicious of its activities.

criminal · influence 50

Street Gangs

Loose organizations of thieves, smugglers, and enforcers who control the city's underworld. They are unpredictable and dangerous, but they can be useful sources of information.

Pressure

Opening rumors

Credibility 70

researcher gossip

Dr. Vance is pushing for a new 'conditioning' protocol for uncooperative subjects; some researchers think you're his test case.

Credibility 45

guard chatter

A guard mutters that a breach in another wing is why patrols have doubled; no one knows what got out.

Credibility 60

cleaning staff

A cleaner whispers that the city's tenements are ripe with a new disease; the Foundation might need a Keter to study it.

Credibility 55

researcher aside

A researcher mentions that a street contact from your old life has been asking about you; she's been detained.

Begin

Start a life inside The SCP Foundation, 2000.

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