[Community Input] - SCP-860 Replacement ideas

Yeke

Community Manager
Community Manager
Group Moderator
Mar 20, 2022
1,432
6
561
111
Hello community,

I'm sure we are all aware that SCP-860 is singlehandedly the most underutilised SCP due to its use in the service, as such we have been looking at the idea of potentially replacing it with something different, however we are not as in tune with lore like some of you all, as such we would like to ask the community for potential ideas.

We are looking for an SCP that;
- Is playable
- Same clearance level as 860 (CL2)
- Has more of an RP centric approach outside of being a murderous SCP (It can have a breach etc or kill, just that should be secondary).

What we would like provided;
- SCP Name
- SCP Class (Keter, Thaumiel, Safe Etc.)
- Wikidot Link (if applicable)
- Brief lore & gameplay
- Specific abilities etc
- Any other things you think are important.

This thread will close a week from today (01/03/2026)

Kind Regards
Yeke
 
SCP-239 - The Witch Child
SCP Class: Keter
Wikidot link: https://scp-wiki.wikidot.com/scp-239

Lore: SCP-239 appears to be an 8 year old girl, who has the ability to pretty much "do as she wishes" or expresses to do
To contain her powers, SCP-239 is told that she is a witch, and that she can only use abilities from a pre-determined list of spells which is given to her by the foundation, in an attempt to control her powers and prevent escape, however, stress and fear can cause her to use abilities that cause damage to others and surrounding material. Therefore, SCP-239 is to be kept calm and "happy" at all times.
Under no circumstances must SCP-239 be told that she is not bound by the list of spells

Gameplay and powers: To make SCP-239 more fun to play, she could be a roaming SCP, much like 912. I know the Wiki says that 239 is to never be let out of her containment chamber, but hey, Site-65 has their own rules amirite?
SCP-239 could have a set of custom "thaumatology" powers (like, the wheel of spells from every other magic job or SCP)
Some of them could be taken from other things, such as banish (Like when she made a D-Class disappear after it hurt her) while others could be pretty much any custom ability since... well, the sky's the limit with her, as long as the lore is that those abilities are the predefined list of witch spells that she can use... imma let the more creative minds of the dev team figure that out...

This would make the roleplay passive to a certain degree, without much harm done or minging possible. Furthermore, if the SCP has a breach mechanic, the powers could be switched for more lethal options, such as dematerializing personnel, force push (but more lethal, probably leading to leg or arm fractures on use), disarming personnel for a period of time, fireball explosions that explode on impact (like when she blew up a damn hospital when she was born)

Again, the powers can probably be handled by some people with a bit more knowledge of balance than I have...

It shall be said, that unfortunately we live in a broken world with weird and disgusting people... changing SCP-239 from a child to an adult would probably still make the idea work. not everything on Site-65 is 100% canon either way... this might also be preferable, because acting like a child on a game is not... easy...

Furthermore, this idea does kind of remove the idea of having it replaced by another CL2 SCP, because she would be roaming and thus available for everyone to interact with... so if that's the case, I suppose having her as a contained SCP within a containment chamber at all times is also valid
 
  • Like
Reactions: Bubba
SCP Name: SCP-860-2 - Forest Guardian (Official SCP Title is 'Blue Key', but the playable SCP is specifically referring to the guardian of the 860 dimension)
SCP Class: Safe (-2 could feasibly be considered Euclid, especially this suggested implementation of it)
Wikidot link: https://scp-wiki.wikidot.com/scp-860

Lore: In simple terms SCP-860 itself specifically refers to the set of blue key and 860-1, the dimension that it opens into when 860 is used on the appropriate door. 860-2 refers to the forest guardian entity that sometimes investigates disturbances in the 860 dimension - Its behaviour isn't strictly defined, but it is theorised to be territorial to some degree.

The vagueness of any actual lore surrounding 860-2 allows it to be more flexibly or creatively interpreted, especially in a way that may benefit its implementation on the server.

Gameplay, powers & abilities:
Yes, I'm aware that I'm putting forward "replacing 860 with 860." I get why there is a desire to replace it with something that may be more used for potentially less space that would be taken up? And in the event that 860 really does end up being unsalvageable in this regard, I would support that endeavour. As things stand, I retain my previous stance on 860 and in this circumstance would recommend at least in the meantime trialling the minimum amount of feasible changes to 860 that alter its impact, value to, and presence on the server that could either prove or disprove the potential for revitalised interest in 860, without being too disruptive or unbalancing.

I understand that this is extremely difficult and why it would seem like an easier alternative to replace 860, rather than try to mess with the seemingly unworkable and unbalanceable prospect of trying to make it relevant enough to justify the size it takes up without being too disruptive.

I also understand that replacing it may potentially pose development issues of arranging for the necessary replacement's content - Its containment chamber, its art assets, programming its behaviour, testing it, bugfixing it and finetuning its balance. Yes, you end up removing the 860 dimension as a result which ends up being a positive for both map space/size and the other general weirdness that occurs as a result of that part of the map existing (e.g. potential abuse to survive the nuke despite that being against the rules, and enforcing that players don't do that). And even then, if you end up replacing it with something that's satisfactory, there's a non-zero chance that it ends up just as unused as 860.

So I can appreciate that this situation leaves you stuck between a rock and a hard place - Making changes to 860 to justify its presence on the server is difficult and is a considerably delicate affair, yet replacing it comes with the a lot of the same issues that would normally come with adding a new SCP.

Of course for the time being, I am firmly in the camp of trying to change 860 in a way that makes it more used and more relevant. I reiterate that even though I don't know this for sure, to my understanding, 860 is generally beloved by the community to some extent and that no small amount of players would be sad to see it go.

Rather than looking for a potential replacement right away, I think that the wider community should be canvassed on how they feel about 860, try to determine more exactly why it's so unused right now, and if there any changes that could make 860 more used, what they would look like. There is the distinct possibility that this problem could be resolved with changes to bring 860 back from being so underutilised; But that would be more a question of how reasonable those changes might be compared to replacing it.

In doing so, you may also find potential insights as to something in gameplay that could affect how things become underused, which may end up helping to prevent a potential replacement and/or future content from meeting the same fate. The way I see it, I see only benefits to pursuing this line of inquiry.

Aside from what I've already said so far, I'll put my further thoughts on an 860 rework here if it's of any potential use:
Unfortunately as I have stated in the prior suggestion I linked above, making it a breaching SCP of some fashion. I don't see any non-breaching direction to take 860 that would make it used to the desired extent, that would justify its presence on the server. I agree that breaching should not be the primary focus - However this is difficult to do with SCPs as is without them falling into considerable disuse (See 073), let alone implementing an entirely new SCP.

A lot of breaching SCPs currently do get a lot of roleplay because of the simple virtue that there are a lot of willing, available and experienced players for those SCPs. I have seen people do and create RP with 860 - A lot of interesting RP, too. I recall a 096/860 crosstest I was part of that had the very interesting idea of seeing how being in 860 affects 096's navigation to a target. That was good RP. The primary issue here is that 860 isn't popular and that has led us here.

Sadly, I think interest in SCP gameplay is one-way; You invite players in with the prospect of breaching at some point (even if secondary), and then at some point, because there are people playing the SCP, that generates RP interest. You can't generate enough interest in purely RP SCPs to justify something of significant content size, without there also being some kind of tension, stakes or breach possibility (See 8837). It does feel very backwards - But this mentality makes sense when you think about the fact that the reason SCP as a mythos is popular at all, is because of breaches. It's like a call-and-response; I say "SCP," you say "Containment Breach." The concepts are deeply intertwined.

I'm going to raise a point regarding my past 860 suggestion that I feel differently about - Lore. After actually looking into 860, I realise that the whole "it doesn't make sense to breach" itself doesn't make sense. Aside from the fact that we're obviously not strictly beholden to wiki lore and can take reasonable creative liberties to make things interesting, going by actual wiki lore... 860-2 seems extremely barebones. Everything that does exist is all implications, between the lines. And most of what people have come up with seems to just be things they made up. Sky's the limit, honestly. The lore point is stupid. We can just change things that are proving to be a problem, so we should.

Aside from the pedestrian breach mechanic of just letting it out when breached, I have one idea for an interesting mechanic based on a reply to that past suggestion; Although I think it would require significant development effort and time to implement, test and finetune:

When breached, 860-2 has two "modes." The first mode is as it is now, an entity running around the 860 map. The second mode is a completely invisible sort-of noclip mode ala 079, which it would only be able to switch back and forth between, in the 860 dimension. When outside in this mode, it would have the ability to go back to the dimension at will.

The purpose of the second mode is to place a doorway, an ability which would only be possible in the second mode, and doorways may only be placed overlapping the small single-wide doors in the facility (So not BDs, not double doors). These doorways of course, would lead to 860. While a doorway is placed, the normal doors in 860's CC would not work. Basically, you could interpose the 860 dimension along a given path. So for example, let's take HCZ electrical. Normally, you go to HCZ electrical and you can just enter. With the 860 doorway in the way, you would instead have to go in one end of 860, through 860, then out the other end puts you in electrical.

There can only be one doorway active at a time (placing a new one would make the old one disappear), there would be a cooldown on placing it - And it should be force-removed on recontainment of 860-2 (or if it's decided that it never leaves the dimension, termination). For simplicity's sake, placing the doorway should also force 860 back into the dimension, then into the first mode; Then have the cooldown also apply to switching to its second mode. Abusing the second mode to evade recontainment should be a punishable offence. To prevent nuke survivors in the 860 dimension, have the nuke also kill everyone in the 860 dimension, including 860.

Obviously, certain doors would have to be exempt from this (Spawn areas such as GSD, RSD or E-11 bunks - 008 feels like a pertinent example.), and this would probably be the subject of balance for quite some time.

...I think this could be interesting once all the issues are ironed out with it? I'm thinking stuff like "Hey, you can't recontain 035 now because the door to the observation room goes to 860!" but on the other hand, similar things like the same thing for the door leading into 079 or 106 might be too powerful of a combo. Maybe also consider having camping rules also apply to this mechanic in some fashion.

I do forsee there being a lot of gameplay balance issues with this. I wouldn't know how to balance them or if this is even potentially worth implementing because of how unbalancing it could be and trying to sort it out. It's the idea I had and if something comes of it, great.

If this inspires something, go for it. Take it and run.
 
Rather than looking for a potential replacement right away, I think that the wider community should be canvassed on how they feel about 860, try to determine more exactly why it's so unused right now, and if there any changes that could make 860 more used, what they would look like.
SCP-860-2 is unused (and frankly very boring) because it's a nothingburger of an SCP. It has no unique gameplay features, nothing to empirically research and not even any useful chemicals that can be made from sampling it (marcoline is pretty much useless).

The cool thing about SCP's like 914, 008, 1162, 106 etc. is that there are actual gameplay features that can be researched; there are variables present in the behaviour of these SCP's which you can research and find out. SCP-914/1162 have a loot pool, 008 has for example the time it takes for it to turn / evolve, 106 has an infinitely changing maze...

I don't see a way to make SCP-860-2 interesting except possibly giving its maze the SCP-106 maze treatment or even getting rid of the idea of a set pathway and instead just making a forest with two doors placed within it randomly. A chance for a structure to appear or something would also be interesting.

There is simply nothing to research in or around SCP-860.
 
  • Like
Reactions: Emilia Foddg
SCP-239 - The Witch Child
SCP Class: Keter
Wikidot link: https://scp-wiki.wikidot.com/scp-239

Lore: SCP-239 appears to be an 8 year old girl, who has the ability to pretty much "do as she wishes" or expresses to do
To contain her powers, SCP-239 is told that she is a witch, and that she can only use abilities from a pre-determined list of spells which is given to her by the foundation, in an attempt to control her powers and prevent escape, however, stress and fear can cause her to use abilities that cause damage to others and surrounding material. Therefore, SCP-239 is to be kept calm and "happy" at all times.
Under no circumstances must SCP-239 be told that she is not bound by the list of spells

Gameplay and powers: To make SCP-239 more fun to play, she could be a roaming SCP, much like 912. I know the Wiki says that 239 is to never be let out of her containment chamber, but hey, Site-65 has their own rules amirite?
SCP-239 could have a set of custom "thaumatology" powers (like, the wheel of spells from every other magic job or SCP)
Some of them could be taken from other things, such as banish (Like when she made a D-Class disappear after it hurt her) while others could be pretty much any custom ability since... well, the sky's the limit with her, as long as the lore is that those abilities are the predefined list of witch spells that she can use... imma let the more creative minds of the dev team figure that out...

This would make the roleplay passive to a certain degree, without much harm done or minging possible. Furthermore, if the SCP has a breach mechanic, the powers could be switched for more lethal options, such as dematerializing personnel, force push (but more lethal, probably leading to leg or arm fractures on use), disarming personnel for a period of time, fireball explosions that explode on impact (like when she blew up a damn hospital when she was born)

Again, the powers can probably be handled by some people with a bit more knowledge of balance than I have...

It shall be said, that unfortunately we live in a broken world with weird and disgusting people... changing SCP-239 from a child to an adult would probably still make the idea work. not everything on Site-65 is 100% canon either way... this might also be preferable, because acting like a child on a game is not... easy...

Furthermore, this idea does kind of remove the idea of having it replaced by another CL2 SCP, because she would be roaming and thus available for everyone to interact with... so if that's the case, I suppose having her as a contained SCP within a containment chamber at all times is also valid
I like this idea, but adding another reality bending SCP seems a little repetitive. Though, It would be an immensely good SCP to add to the site, so I mean, Pros outweigh cons.