Character Approval Guide


Hello, and welcome to SCP: Millennium!

Here you will find a handy guide on how to get started if you’re unfamiliar with the format of this RP, or potentially even if you've never roleplayed before. Follow the tabs to find what you need to get started.

Also, if you are looking for the actual game-mechanics characters operate on, please refer to Game Mechanics.

Where Do I Start?

Generally, you’ll want to start by deciding what role your character will have - what their job is. There’s a few categories they could fit into, as shown in the table below.
Please note that this table is not comprehensive, nor are you limited to what’s shown. This is purely a guideline to help new players.

Archetype Potential Roles
Academic Archaeologist, Historian, Linguistics Expert, Theology Expert
Combat Containment Specialist, CQC Specialist, Field Agent, Security, Sniper, Stealth Operative
Engineering Communications Engineer, Cryptography Expert, Explosives Specialist, Locksmith, Mechanic, Weapons Expert
Intelligence Internal Affairs, Interrogator, Investigator, Negotiator
Medical Biomedical Engineer, Doctor, Field Medic, Forensic Pathologist, Mortician, Surgeon, Trauma Specialist, Virologist
Scientific Alchemist, Biologist, Chemist, Physicist, Researcher, Thaumaturgist

Establishing what kind of role your character will fulfil should, by and large, help with the rest of your character’s development; what your character’s stats will be, as well as parts of their background, will depend on what their job is.

Backstory? What’s That?

The backstory is what ultimately makes your character; as well as laying out their history, it’ll also serve as a justification for their role, and their personality, so it’s best to keep those in mind when writing it. Your character’s backstory is your opportunity to give your character a real sense of depth, to show what makes them, well, them. What life experiences they had, what they studied, how they ended up where they are today - it’ll all fall to how you write it!
Now, there are a couple of rules to this process: mental illnesses and neurodivergence should be avoided if possible, and if not, such matters must be brought to the GM team prior to any form of approval. Similarly, implications of things such as self harm should also be avoided, due to the sensitive nature of such topics.

That being said, in-character characterization and development is just as important, if not more important. Your backstory is supposed to be the foundation for your character (no pun intended), but it is by no means a hard rule for how they can be. It is generally a good idea to allow yourself the wiggle-room to allow for this characterization, especially seeing as your character will develop over the course of the RP.
Similar to above, mental illnesses and neurodivergence as a result of RP must be explicitly approved by GMs, or else you will be asked to remove it.

There’s only one other major rule that you should be aware of: no ‘surprises’ - this means no intentionally vague details to be later sprung on GMs and players. Everything written in your character’s backstory should be clear, and any redacted or vague details must be provided to the GM team for approval.

Stats & Specialties - How Do?

So, now that we have covered the soft aspects of your character, we can move onto the hard stats. Your basic stats (e.g. Ranged, Physical Defence, Mental Defence) are fairly easily explained. Each stat corresponds to a general set of skills, but some are more broad or narrow than others, however. For example, Physical Defence is used to both weather any attacks on your character, and also is used to determine Physical Health. If you are not exactly sure of what a particular stat applies to, feel free to ask questions.

Specialties are limited-use but powerful skills that make your character stronger or more skilled under certain circumstances than they would be otherwise. You should primarily base your Specialties off of what stats your character are adept in, then assign a situational bonus or mechanic to your character that represents said adeptability in-game. More information can be found at the end of the mechanics page. This is a simplified way of thinking about it, as you can also use Specialties to cover for certain weaknesses under particular circumstances- but that is a discussion and path of choices for a later point in this guide.

Typically, there are three main forms of Specialty- a flat bonus, a mechanical bonus, or just a new mechanic entirely. Beginning with the flat bonus, this is a Specialty that does exactly that- it adds a flat bonus to a given stat (Ranged, Medical, et. al.) under certain set circumstances.

Secondly, we have mechanical bonuses. These are Specialties that generally rely on other mechanics to activate. This is particularly good (and somewhat standard fare) for Medical characters, for example.

Finally, for the sake of this guide, there is the Specialty that creates an entirely new mechanic. This is what covers for any Specialty that falls outside the definition of the other two. An example is below, but do not hesitate to ask questions.

These are not the limitations of Specialties, nor are they hard limits. Some Specialties blend these types or do not adhere to them much at all. You will want to take a look at some of the character sheets to see what it is you might like to do. ‘But how situational is too much/little?’ I hear you ask; simply put, if your character is good enough at a particular skill and does not need the planets to align to pull something off, it is safe to say that it is good enough for the GM team.

Anomalies in SCP: Millennium

In SCP Millennium, there are two ‘types’ of anomalies: agents with innate abilities, and agents with access to anomalous tools or weapons. In the case of the latter, the GM team will be slightly more relaxed as these are simply mundane player-characters with the knowledge to use or create anomalous things- in the case of misuse, the anomaly can be taken away. In most cases, Specialties taken up by this anomalous tool or skill will be set at a value of 1 or 2. Again, to be incredibly clear, these Accessers are not anomalous by nature, they can merely harness their respective abilities through a medium.

In the case of the agent with inherent abilities, this is much different- a player with this level of anomaly will be held to a strict level of quality by the GMs, and in the case of misuse the character will be forcefully put on leave until further notice. As above, any Specialties taken up by this anomalous ability or skill will be set at a value of 3 or 4, and will be required to have a drawback/flaw of some kind.

In either case, you will need two GMs to approve for both Soft and Hard approval. You must also have a very good and story-related reason that your character must have this anomaly in order to progress their story and the world around them- especially so in the case of Inherents (people born with it) over Accessers (people who obtained an anomalous thing). A GM can choose not to approve an anomalous character if they do not feel it meets the standards. Your first character cannot be anomalous in any way.

It is generally advised that new players be active for around 6 months before attempting an anomalous character.

Languages and The Importance of Stuff

Language is capital-I Important given that the player-characters are active globally. Generally, most PCs will know one or two languages around this time period- though this is purely dependent on their background. English is mandatory given that we are an English based RP, and the PCs are stationed in Seattle.

Just as important as Language is your character’s gear. You do not have to be the foremost expert on the gadgets and weapons of the early 1980s, but we do expect some attention paid to the gear your character keeps with them. Feel free to push some boundaries, but try to keep a degree of realism in your descriptions and writing.

Character Approval

As a new player, please keep in mind that anyone can look at sheets and give feedback, and most players will give very good critique on what does and doesn’t fit in the setting and rules- but, just because non-GM players approve does not guarantee approval from the GM team. (On the topic of GM approval, please be patient with the team as they are not always immediate.)

Unfortunately, the point must also be made that GMs do communicate, and any attempts to ask every possible GM for approval after approval- so long as the sheet is not up to the standards- will be met with a very swift ‘no’. The GM team will not stand for this nor will it stand for whining in the event non-approval. Please, just follow the guidelines set before you and you will do just fine.

If the answer is no, it does not mean you can never play the character ever. It most likely means you need to revise your sheet again. What we want varies by sheet, and if we ask you to change something, please do. There is always a reason for what we do, and we will explain what our reasoning is. If you're stuck on the change that was asked of you, don't be afraid to ask for help. Again, veteran players and GMs are a great resource. Sometimes all you need is some better brainstorming to resolve the issue.


So, your character has been approved for Soft roleplay in the in-character channels- firstly, congratulations! And secondly, please remember that Hard roleplay (runs, et. al) approval will take up to a week of solid in-character presence for the team to remove the Soft hold. The GM team is firm on this stance.

Don’t worry, Soft RP encompasses about 90 percent of what we do in Origins, and you can still have a great time not going on runs.

Just remember the rules, remember Wheaton’s law, and get out there and have fun.

How do I Into IC?

The first thing you do is introduce yourself IC. Unless it’s a weird hour where everybody’s busy, there will be somebody around to RP with you to introduce your character. Most of the time you introduce in commons or [SPOILER REDACTED], and somebody IC will show you around and introduce you to people. It’s a really easy way to get to know a lot of people in one big sweep. From there, you’re more than welcome to put your character in an IC channel, whether it be empty or you ask people in an active scene if it’s okay to join. From there, it’s very simple to keep roleplaying; characters do act like people after all.

Soft RP is the backbone of Millennium. Runs and events can be greatly shaped by the team dynamic of the characters going on them. So go ahead, make friends, get a significant other*, be social and have fun.

If somebody or something is making you uncomfortable IC, OOC, or in PMs, please come to the GM team immediately, preferably with logs. We will do everything in our power to help you out. While we do deal with adult themes at times, we are willing to work with you to get a warning for these occurrences. Bullying and harassment are a hard line and we do not tolerate that kind of behavior. No, we don’t expect everybody to get along at all times, but we do expect you to remain civil. Regardless, everything will be handled on a case by case basis, as these issues are rarely uniform.

*No, we don’t take issue with your character getting in a romantic relationship, however we do expect you to be mature about it. Yes, all the PCs are adults and do adult things, but we absolutely cannot have inappropriate RP going on in public channels. Basically, keep it PG-13 or mildly spicier. If a scene does progress to the point of it being too much for the public IC channels with people as young as 15 viewing, you can quietly have it fade to black and pick up at a later time. Nothing that is going on in this can be seen or heard in any public areas of site.

A Note About Character Swapping

If you have more PCs than the allotted two, you are free to swap them in and out under the following condition: you must wait a month before you can swap in/out the relevant PCs again. This is to prevent players hotswapping their characters too frequently, as it may be a cause for unequal opportunity and confusion. Staff will be keeping track of which PCs are swapped in and out.

If you need any help, don’t hesitate to ask. Generally, contributors and higher are a safe bet.

If you have any questions regarding this guide, please do not hesitate to ask after reading it thoroughly. Most questions for character writing and the like can be directed at any one of the GM team, particularly [LadyKatie], the mastermind of this guide. Questions on stats, skills, specialties, et. al. can be directed towards (most) GMs.

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