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Characters / SCP Containment Breach

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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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    D-9341/Benjamin Oliver (?)ker 
https://static.tvtropes.org/pmwiki/pub/images/d9.png
The Player Character, an unwilling Red Shirt of the SCP Foundation's immoral experiments. It's revealed that he was actually once a Foundation scientist demoted for unauthorized research.
  • Action Survivor: He is just a random guy, thrown into a nightmarish hellhole. He has no special training or skills to help him escape. Subverted in that he does have a special power — The Spiral Gestalt — he just doesn't remember that he has it.
  • Amnesiac Hero: He has almost no memory of his life before he awoke in a cell inside the facility. Including his name, where he is from, or anything. Because the Foundation wiped his memory.
  • Born Lucky: In-universe, this is his primary trait. In fact, his luck is SO prominent and almost paranormal that the Foundation considers registering him as an SCP in one ending. Averted in that it's not luck.
  • Everyone Has Standards: When ordering drinks from SCP-294, he’s willing to drink cups of molten lava, bleach, nuclear energy, and SCP-106’s corrosive slime, but he draws the line at drinking bodily waste like semen or feces.
  • Expendable Alternate Universe: A likely explanation for his success in (eventually) escaping the facility, and for his suicidal recklessness. Death simply isn't that scary to someone who's experienced it multiple times. The player is much more scared than D-9341 ever is.
  • He Knows Too Much: In one ending, D-9341 is kidnapped by the Chaos Insurgency due to what he's witnessed throughout the game.
  • Featureless Protagonist: Originally, until recent versions completely subverted this by giving him a name, age, appearance, and backstory.
  • Identity Amnesia: You can find his old Foundation identity card; he doesn't recognize the picture as himself, but as someone who looks like him.
  • Immune to Fate: Sadly, no. Just because he can see all probabilities doesn't quite make him a god. He's still flesh and blood, and there's a limit to what he can and cannot do, given present circumstances. He cannot escape the grasp of the Foundation, or the Chaos Insurgency who seek to overthrow it.
  • Retroactive Precognition: Every time he dies, the memories of that attempt are sent to a version of him at a previous point in time in a different reality, allowing him to garner days or weeks of experience in what seems like a few seconds. Including detailed knowledge of various SCP and procedures (such as how SCP-914 works or how to contain SCP-106) that he should have no idea how to work. This is all thanks to his research into something called the "Spiral Gestalt", which seems to have been at least partially successful.
  • Too Dumb to Live: If Everyone Has Standards above and What an Idiot! below is anything to go by, he is willing to drink anything that isn't semen or bodily wastes, even if it kills him!
  • Unwitting Test Subject: For all his troubles in surviving the containment breach, he can end up as this. The Foundation knows there's no possible way a single ill-equipped unprepared human could have survived all that and made a bid for freedom. They also correctly deduce it's not luck, it's causal or temporal in nature, making him the ideal guinea pig for testing on other SCPs. Escaping with the Chaos Insurgency doesn't bode much better, as they are known to behave very similarly to the Foundation, but tend to use SCPs in their possession as weapons.
  • What an Idiot!: He'll refuse to drink literal shit or semen, but a cup of raw nuclear energy? Sure why not! Maybe, by the time he gets to the SCP-294, he realizes that he can send memories to his alternate selves, and sacrifices himself just to see what would happen, just like what the player made him do?
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    MTF Epsilon- 11 (Nine-Tailed Fox) 
https://static.tvtropes.org/pmwiki/pub/images/mtf.png
A nine-man squad of elite soldiers whose orders are to recontain the escaped SCPs and mow down anyone in their way, including you.
  • Artificial Brilliance: MTF soldiers will run from 106 and 049, and will actually recontain SCP-173 if spotted — announcing their blinks, bringing in a floating containment box which 173 is placed into, and then escorting the box back to 173's chamber. They'll drop chasing you to do these tasks. Additionally, they will call in to deactivate Tesla gates in their way, and to request that their commanders check the facility's cameras for sight of you. They'll always travel in teams of three, so getting past them is a difficult task at best.
  • Artificial Stupidity: Their pathfinding is a bit poor, they can lose you even if you're leaving a trail of blood and you just hid around a corner, and sometimes they'll blankly stare at a nearby Keter-class SCP (only saved by the fact that 106, 049, and 173 don't attack them at this point in time).
  • Elite Army: They're basically even more elite SWAT officers.
  • Enemy Chatter: They talk quite a lot over the radio.
  • Enemy Civil War: They'll shoot SCP-049-2 and SCP-008 instances on sight just as much as they do to you.
  • Gas Mask Mooks: Their new models are outfitted with intimidating gas-masks.
  • Gratuitous Foreign Language: The Swedish MTF shouts "Jävla helvete!" (Fucking hell!)
  • Mildly Military: Despite apparently being elite black ops soldiers, they don't take the containment breach (you know, a potentially world-ending catastrophe) nearly as seriously as they should. They even consider getting high on the job.
  • Multinational Team: The Foundation is a global organization, after all. It's only natural their soldiers are diverse. They have a variety of accents, ranging from American Accents (generic, Deep South, and Joisey) to Russian to Swedish.
  • Punch-Clock Villain: Yes, they're relentlessly trying to gun down D-9341, a completely harmless and defenseless Class-D. However, he IS a death row inmate, they're simply following orders, and they don't sound that malicious or sociopathic as one might assume.
  • Unusable Enemy Equipment: Since you can't kill them, you can't get those nice P90s they wield. Since you can find a dead guard with a P90 very early on in the game, it's strange that you can't at least pick up the weapon.

    Security Guards 
https://static.tvtropes.org/pmwiki/pub/images/guards.jpg
The white riot-armored soldiers that guard the facility in the opening. They're docile at first, but if you disobey an order, they'll gun you down without hesistation.
  • Brooklyn Rage: Agent Ulgrin is a rather abrasive man with a slight New York accent. It's more noticeable when he gets angry. He almost sounds like a mafia thug.
  • Enemy Chatter: In the introduction, you can overhear their particularly comedic and world-building conversations.
  • Jerkass: Agent Ulgrin, the guard who escorts you, seems like a chill guy, albeit a bit condescending. Disobey him, however, and expect a flurry of harsh insults, and eventually, a cruel execution. What's more, he will refer to you as "this guy with the punchable face" when making conversation with the second escort guard, and upon reaching your destination, will say he's disappointed he didn't get to punch you in the face. When escaping 173, you may notice him again, and if you go up to him, he will kill you instead of rescuing you.
  • Driven to Suicide: The appropiately named "Suicide Guard" can be heard sobbing in the WC. If you're near, he'll hear your footsteps, mistake you as a threat, and put a bullet through his own head.
  • Oh, Crap!: The "Server Room Guard" stumbles upon SCP-096, and immediately starts freaking the fuck out (for good reason). He opens fire on 096 to try and drive him away, but it doesn't work, and he gets dismembered for his effort.
  • Unusable Enemy Equipment: The aforementioned suicide guard leaves his P90 right next to his body, and yet you can't pick it up. There are certain SCPs that aren't immune to gunfire, so it's more than a bit annoying that you can't so much as touch it.

    Scientists 
The lab-coated civilians that personify the SCP Foundation as cold, callous researchers and the gaolers of the SCP's.
  • The Cameo: Dr. Gears has an unseen presence throughout the entire game, in reference to one of the real life authors of the Foundation site.
  • Sanity Slippage: After the first time 106 escape containment, Dr. L becomes increasingly insane. You can find his notes strewn about the facility.
  • The Voice: The scientists' intercom announcements are straight-up iconic at this point.

    The Chaos Insurgency 
A splinter faction of the Foundation who now actively oppose them. They seek to destroy the Foundation and use anomalous objects and events to better humanity.
  • Big Damn Heroes: Downplayed example. When trying to escape from the facility, with the Foundation's elite forces hot on your heels, they suddenly appear and teleport you away, before collapsing the tunnel around your pursuers. But depending on who you feel is worse: CI or the Foundation, it maybe a Villainous Rescue.
  • Hoist by His Own Petard: Doctor Maynard, one of the CI agents who intentionally caused the game's events by causing the containment breach, is heavily implied to get captured by 106, which is a Fate Worse than Death.
  • Mole in Charge: Dr. Maynard was one of the Foundation's highest ranking staff members. He used this position to sabotage the facility.
  • The Mole: Dr. Maynard and Agent Skinner were plants by the CI.

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