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tags: wip design-document

SCP-096 Preliminary Rework

⚠️ Handled by Kaga ⚠️

SCP-096 has the following key features:

  • When its face is seen, whether in person, through a camera, or in a photograph, it will enrage and target those who have seen it.
  • When enraged, it can tear through effectively anything. Materials which are labeled as invulnerable in the code should allow it to phase through instead.
  • Upon encountering a target, it will begin ripping them apart. Calling gib() honestly isn't great, because per the article it does something [REDACTED] that leaves no trace of the body behind. Gibs and viscera, and maybe dropping the ID/equipment is fine, but for maximum 'interactivity' I could see it being something like tearing each limb off (qdeling limbs) and eating them? TBD
Upon arriving at SCP-096-1's location, SCP-096 will proceed to kill and [DATA EXPUNGED] SCP-096-1. 100% of cases have left no traces of SCP-096-1. SCP-096 will then sit down for several minutes before regaining its composure and becoming docile once again. It will then attempt to make its way back to its natural habitat, [DATA REDACTED]
  • After clearing its target list (the slower time-to-kill with the update kill method should make it take longer than before, while also giving more chances for people to see it and add to the list), it becomes calm and should enter a 'docile' stage, wherein it covers up its face on its own, and will not automatically uncover for a set grace period.
  • It regenerates extremely rapidly, but can still be 'killed' with sufficient concentrated damage.

Behavior:

SCP-096 should have 5 'states'.

  • State 1: "Shy": 096 has its face covered, cannot aggro or add targets to the list, and attempts to move away from human mobs, facing away from them.
  • State 2: "Resting": 096 lowers its hands, but still attempts to move away from human mobs and face away from them, but moves less often. However, moving within a 180? 270?-degree arc of its front adds targets to its list, and photos taken of it during this stage can add targets. 096 can randomly enter "Resting" from "Shy" briefly, before returning to "Shy" (briefly uncovering face).
    • Attacking Shy Guy in "Shy" should cause it to lower its hands and enter "Resting", and make it turn towards the attacker for a moment, as if reacting to it. This should be enough to add them to the target list, and progress it to Stage 3. If you're fast enough, you can turn around before it reacts and not join the list. It will not move towards you. This can be considered a State 2.5: "Reaction".
    • State 2.5 should always be brief, just a second or two when triggered from attacking. Naturally occurring random State 2 can be 5-10 seconds.
  • State 3: "Angered": Occurs when 096 has at least 1 target in its list. This is where the main attack AI triggers. Its face is permanently uncovered during this state, and can constantly add new targets to the list as a result.
    • Killing targets should be slower, but guaranteed lethal. Possibly make amnestics capable of removing someone from a list (this actually ties into my thoughts on the full Cognitohazard system, which we can discuss later).
    • Once the list is cleared, 096 enters State 4.
  • State 4: "Passive": 096 remains with its face uncovered, and becomes a localized hazard for approximately 1-2 minutes. It randomly turns once or twice during the duration, but does not move much (or at all).
    • Anyone who adds to the list at this point enters it back to State 3, but the "Passive" timer should always remain until 096 returns to "Shy". This also links to State 5. That means it has a hard cap on this state during an entire breach.
  • State 5: "Docile": 096 covers its face, and uses the same icon as State 1. However, it has the following behaviors:
    • 096 will NOT move on its own in this state.
    • 096 cannot enter State 2 or 2.5 from here. This means that it will not react to attacks or retaliate, and can only add new targets to the list by directly entering State 3 (e.g. through Photos of State 2/3/4). If it does enter State 3 from State 5, it will skip State 4 after finishing its target and re-enter State 5 directly.
    • State 5 has a set timer, just like State 4. This is like 5-10 minutes, but decreased by taking damage. That means that termination is easier when it enters this state, but not guaranteed. Detailed numbers can be calculated at a later point, this is just an initial design.
    • After the timer expires, 096 enters State 1 and begins roaming away from people again, randomly entering State 2, and reacting to attacks with State 2.5, etc. Both State 4 and State 5 hard timers reset.

Interactivity:

  • 096 should be significantly resistant to most forms of damage. This can accomplished through a large health pool and high mob armor.
  • 096 should not be killable through normal means. Instead, when reaching 0 HP normally it should collapse and enter a "Critical" state wherein it can be easily contained as with State 5 ("Docile"). The timer can be significantly longer than a normal State 5, due to the risks involved in containing it through this method.
  • A special on_attack() proc involving paper bags/similar items, possibly? With 096 eventually tearing it off/apart after a timer, and reduced effectiveness each time.