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{{SCP infobox | {{SCP infobox | ||
|image = | |image = SCP106Render.png | ||
|image_size = 150px | |image_size = 150px | ||
|HP = | |HP = 2000 | ||
|HS = 250 (Inital) | |||
|zone = [[Heavy Containment Zone]] | |zone = [[Heavy Containment Zone]] | ||
|speed = | |speed = Through Doors: 0.72 m/s <br> Normal: 4.32 m/s | ||
|ability = | |ability = Teleportation<br>Send players to Pocket Dimension<br>Hide in the floor | ||
|ID = 3 | |ID = 3 | ||
}} | }} | ||
'''SCP-106''' is one of the {{PlayableSCPs}} playable [[SCPs|SCP]] classes in ''SCP: Secret Laboratory''. <br> | '''SCP-106''' is one of the {{PlayableSCPs}} playable [[SCPs|SCP]] classes in ''SCP: Secret Laboratory''. <br> | ||
SCP-106 acts as a playable tank SCP, capable of taking many shots due to his bullet resistance, but is extremely weak to other sources of damage. | SCP-106 acts as a playable tank SCP, capable of taking many shots due to his bullet resistance, but is extremely weak to other sources of damage. | ||
__TOC__ | __TOC__ | ||
<br clear=left> | |||
=In Game= | =In Game= | ||
SCP-106 | At the start of the round, SCP-106 will spawn at the top of its [[Heavy Containment Zone#SCP-106's Containment Area|Containment Cell]] located in Heavy Containment Zone. SCP-106 has low stats and is incapable of regenerating their [[Hume Shield]] passively for free. SCP-106's [[SCP-106#Capture|attack]] is incredibly slow when successful, making SCP-106 ineffective at attacking multiple humans at once on their own. SCP-106 makes up for these weaknesses with their mobility, which allows them to easily transport around [[Site-02]]. <br> | ||
SCP-106 also has the passive ability to phase through doors by simplying walking into them. This is possible with any interactable door besides Evac Shelter. SCP-106 can not phase through elevator doors.<br> | |||
SCP-106 can talk to the other SCPs by holding down the {{key Press|Q}} key. This voice chat can be heard by all SCPs, regardless of the distance. | |||
==Vigor== | |||
Vigor acts somewhat similarly to SCP-079's Auxiliary Power, a mana-like bar that gets drained by SCP-106 performing abilities. The bar will passively regenerate three units every second, and successfully capturing a Human will restore 30 Vigor. SCP-106's [[SCP-106#Stalk|Stalk]] and [[SCP-106#Hunter's Atlas|Hunter's Atlas]] will use up Vigor when performed. | |||
Vigor is displayed as a bar in the bottom left corner, similar to the [[Stamina]] bar. | |||
==Hume Shield== | |||
* SCP-106 has a base [[Hume Shield]] value of 250. | |||
* At 20% of HP, SCP-106 will have 500 Hume Shield. | |||
* If SCP-106 is currently using their Stalk ability, their Hume Shield will regenerate by 20 HS/s. | |||
* | |||
==Abilities== | |||
===Capture=== | |||
{{DevVoice|Ensnares a human in close distance, entrapping them within the pocket dimension, a deadly prison dictated by your rule. The joy of capturing new prey replenishes vigor.|voice=F1 Menu Description}} | |||
SCP-106 can capture any human by pressing {{Key Press|leftclick}} on them. The attack has a large hitbox and will apply a one second cooldown if it misses. Successful attacks will deal 40 damage to the target and apply the Traumatized Status Effect while transporting them to the [[SCP-106#Pocket Dimension|Pocket Dimension]]. The Traumatized effect last for three minutes and makes the target always visible to SCP-106 while they use their [[SCP-106#Stalk|Stalk Ability]]. Unlike missed attacks, successfull attacks with have a 2.5 second cooldown. The attack can not be used while Stalk is active, or when entering/exiting the ground. | |||
SCP-106 | ====Pocket Dimension==== | ||
[[File:Pocket Dimension.png|400px|right|thumb|Inside the Pocket Dimension]] | |||
The Pocket Dimension is where targets successfully attacked by SCP-106 end up. The Pocket Dimension consists of a small green room with multiple hallways that lead into darkness. Players inside the Pocket Dimension will have their HP decay over time. The longer they stay inside the Pocket Dimension, the faster their HP decays, eventually outpacing the regen speed of [[SCP-500]]. | |||
To escape the Pocket Dimension, a player must walk down a hallway. If the player chooses correctly, they get teleported to a random room in the zone they were previously in. Choosing the incorrect hallway will kill the player. There are always two correct exits in the Pocket Dimension at once. These exits will randomly change places each time someone escapes or picks incorrectly. | |||
<br clear=all> | |||
=====Item Deletion===== | |||
When an item is dropped in the Pocket Dimension, a timer between 1.5 and 4 minutes will start to count down. When there are five seconds left on the timer, the game decides if the item will either be deleted or transported to a random room in Site-02. The chance of an item getting deleted depends on the item, while the room it enters will be random. Though, an item will never get sent to [[Light Containment Zone]] once the [[Decontamination Process]] has started. A sound cue will begin to play in the chosen room three seconds before the item drops. | |||
The following items are considred Low Tier, and will have a '''50%''' chance to be deleted when the timer ends: | |||
*9x19mm Ammo | |||
*5.56x45mm Ammo | |||
*Certain [[Keycard]]s | |||
**Janitor Keycard | |||
**Scientist Keycard | |||
**Guard Keycard | |||
**Zone Manager Keycard | |||
*[[First Aid Kit]]s | |||
*[[Painkillers]] | |||
*[[Radio]]s | |||
The following items are considred Mid Tier, and will have a '''33%''' chance to be deleted when the timer ends: | |||
*7.62x39mm Ammo | |||
*12/70 Buckshot Ammo | |||
*44 Mag Ammo | |||
*[[Adrenaline]] | |||
*Certain [[Keycard]]s | |||
**Research Supervisor Keycard | |||
**Private Keycard | |||
**Sergeant Keycard | |||
**Chaos Insurgency Access Device | |||
The following items are considred High Tier, and will '''never''' be deleted when the timer ends: | |||
[[ | *[[3-X Molecular Disruptor]] | ||
SCP- | *All [[Weapons|Firearms]] | ||
*Certain [[Keycard]]s | |||
**Captain Keycard | |||
**Containment Engineer Keycard | |||
**Facility Manager Keycard | |||
**O5 Keycard | |||
*[[Coin]]s | |||
*[[Flashbang Grenade]] | |||
*[[High-Explosive Grenade]] | |||
*[[Micro H.I.D.]] | |||
*[[SCP-018]] | |||
*[[SCP-207]] | |||
*[[SCP-244|SCP-244-A]] & [[SCP-244|SCP-244-B]] | |||
*[[SCP-268]] | |||
*[[SCP-500]] | |||
*[[SCP-1853]] | |||
*[[SCP-2176]] | |||
Due to their mechanics, SCP-018, SCP-244 and SCP-2176 can end up activating when they are dropped out of the Pocket Dimension. | |||
== | ===Stalk=== | ||
{{DevVoice|Submerges you into the floor. Move around quickly and invisibly, regenerate, and prepare to strike your prey. Uses vigor, which regenerates slowly while Stalk is inactive.|voice=F1 Menu Description}} | |||
SCP-106 can sumberge and hide in the floor by pressing the {{Key Press|Shift}} key as long as they have 25% of [[SCP-106#Vigor|Vigor]]. It does not actually cost 25% Vigor to use, it simply requires the bar to be 25% full. SCP-106 can move around while sumberged faster than before with their footsteps becoming silent. Every second SCP-106 spends while sumbered will drain 9% of Vigor while moving. Standing still will only drain 6% per second. Stalk is the only way for SCP-106 to regen their Hume Shield, at a rate of 20 HS/s with no delay. | |||
While submerged, SCP-106 will be unable to see any Humans unless they are injured, with the distance SCP-106 can see them varying on their health. Every five points of health a human is missing will increase the range SCP-106 can see them. Injured humans will have a crimson tint applied, which becomes more noticeable the lower their health is. Humans with the Traumatized Status Effect can be seen regardless of their health. The ability does not allow SCP-106 to see players through walls or users under the effect of [[SCP-268]]. SCP-106 is immune to the fog generated by [[SCP-244]] while submerged. | |||
Pressing the {{Key Press|Shift}} key again or running out of Vigor will cause SCP-106 to reemerge. | |||
SCP-106 is immune to all forms of damage while submerged except the following: | |||
*[[Alpha Warhead]] | |||
* | *[[Heavy Containment Zone#Ammunition Armory|Ammunition Armory's]] Pit | ||
* | *[[Surface Zone#Main Street|Chaos Car]] | ||
* | *[[Decontamination Process]] | ||
*Lethal Status Effects (Requires RA to apply) | |||
**SCP-106 is immune to the fog generated by [[SCP-244]] while submerged. | |||
== | ===Hunter's Atlas=== | ||
{{DevVoice|Instantly move to a nearby room, or to your chamber, at a great vigor cost. It comes naturally after prowling around this place countless times.|voice=F1 Menu Description}} | |||
Holding the {{Key Press|Tab}} key will open up a map, allowing SCP-106 to transport to nearby rooms. Similar to Stalk, the ability requires the Vigor Bar to be 25% full to use, but doesn't actually cost 25%. <br>This map is not as versatile as [[SCP-079]]'s map, as it only displays nearby rooms without listing their names. Teleporting to a room cost Vigor, with the amount based on the distance SCP-106 has to travel. Nearby rooms, including unconnected ones, cost roughly 25% of Vigor, while rooms further away can cost up to roughly 70%. The map will only display rooms SCP-106 has enough Vigor to teleport to. <br> | |||
SCP-106 will teleport to the rough spot the player clicked on the map. Teleporting to a hallway containing a Tesla Gate will not put SCP-106 inside the blast. SCP-106 will not be teleported to the death pit in HCZ Armory. | |||
Rooms with multiple floors that overlap each other such as Intercom, SCP-106's Containment Chamber and Servers Room can be somewhat unpredictable on what floor SCP-106 will teleport to. | |||
The ability can't be used to teleport to the Alpha Warhead Silo or SCP-049's Containment Chamber besides the hallway elevator leading to them.<br> | |||
< | The ability is disabled while on the [[Surface Zone]] or while in a moving elevator. Though, if the elevator only recently started moving or is about to end, the ability can be used. | ||
=Trivia= | =Trivia= | ||
*SCP-106 was the first SCP to get a complete visual rework, with a new model and animations. | *SCP-106 was the first SCP to get a complete visual rework, with a new model and animations. | ||
**SCP-106's old model | **SCP-106's old model was created using Fuse, and bears similarities to [[SCP-049-2]], except being taller, darker, and nude. | ||
* SCP-106 does not have a normal ragdoll upon dying. Instead, upon being killed | *The Stalk ability was referred to as ''Shark Mode'' by the dev team before the final name was decided. | ||
**Despite its name, the ability was not inspired by the popular "Stalky SCP-106" plugin. It was instead inspired by an old proposal dating back to 2018. Predating the "Stalky SCP-106" plugin by four to five months. | |||
* SCP-106 does not have a normal ragdoll upon dying. Instead, upon being killed, he will open a portal to the Pocket Dimension, and sink into it, creating a large black puddle. This puddle will then remain in place of his body for the rest of the match. Thus, similar to [[SCP-096]] or [[SCP-079]], they do not die. | |||
{{SCP Navbox}} | {{SCP Navbox}} |
Revision as of 20:59, 8 October 2022
SCP-106 | |
---|---|
| |
Stats | |
Health | 2000 |
Hume Shield | 250 (Inital) |
Spawn Zone | Heavy Containment Zone |
Movement Speed | Through Doors: 0.72 m/s Normal: 4.32 m/s |
Special Ability | Teleportation Send players to Pocket Dimension Hide in the floor |
Article Link | Page |
Class ID | 3 |
SCP-106 is one of the seven playable SCP classes in SCP: Secret Laboratory.
SCP-106 acts as a playable tank SCP, capable of taking many shots due to his bullet resistance, but is extremely weak to other sources of damage.
Contents
In Game
At the start of the round, SCP-106 will spawn at the top of its Containment Cell located in Heavy Containment Zone. SCP-106 has low stats and is incapable of regenerating their Hume Shield passively for free. SCP-106's attack is incredibly slow when successful, making SCP-106 ineffective at attacking multiple humans at once on their own. SCP-106 makes up for these weaknesses with their mobility, which allows them to easily transport around Site-02.
SCP-106 also has the passive ability to phase through doors by simplying walking into them. This is possible with any interactable door besides Evac Shelter. SCP-106 can not phase through elevator doors.
SCP-106 can talk to the other SCPs by holding down the Q key. This voice chat can be heard by all SCPs, regardless of the distance.
Vigor
Vigor acts somewhat similarly to SCP-079's Auxiliary Power, a mana-like bar that gets drained by SCP-106 performing abilities. The bar will passively regenerate three units every second, and successfully capturing a Human will restore 30 Vigor. SCP-106's Stalk and Hunter's Atlas will use up Vigor when performed.
Vigor is displayed as a bar in the bottom left corner, similar to the Stamina bar.
Hume Shield
- SCP-106 has a base Hume Shield value of 250.
- At 20% of HP, SCP-106 will have 500 Hume Shield.
- If SCP-106 is currently using their Stalk ability, their Hume Shield will regenerate by 20 HS/s.
Abilities
Capture
Template:DevVoice SCP-106 can capture any human by pressing Left Click on them. The attack has a large hitbox and will apply a one second cooldown if it misses. Successful attacks will deal 40 damage to the target and apply the Traumatized Status Effect while transporting them to the Pocket Dimension. The Traumatized effect last for three minutes and makes the target always visible to SCP-106 while they use their Stalk Ability. Unlike missed attacks, successfull attacks with have a 2.5 second cooldown. The attack can not be used while Stalk is active, or when entering/exiting the ground.
Pocket Dimension
The Pocket Dimension is where targets successfully attacked by SCP-106 end up. The Pocket Dimension consists of a small green room with multiple hallways that lead into darkness. Players inside the Pocket Dimension will have their HP decay over time. The longer they stay inside the Pocket Dimension, the faster their HP decays, eventually outpacing the regen speed of SCP-500.
To escape the Pocket Dimension, a player must walk down a hallway. If the player chooses correctly, they get teleported to a random room in the zone they were previously in. Choosing the incorrect hallway will kill the player. There are always two correct exits in the Pocket Dimension at once. These exits will randomly change places each time someone escapes or picks incorrectly.
Item Deletion
When an item is dropped in the Pocket Dimension, a timer between 1.5 and 4 minutes will start to count down. When there are five seconds left on the timer, the game decides if the item will either be deleted or transported to a random room in Site-02. The chance of an item getting deleted depends on the item, while the room it enters will be random. Though, an item will never get sent to Light Containment Zone once the Decontamination Process has started. A sound cue will begin to play in the chosen room three seconds before the item drops.
The following items are considred Low Tier, and will have a 50% chance to be deleted when the timer ends:
- 9x19mm Ammo
- 5.56x45mm Ammo
- Certain Keycards
- Janitor Keycard
- Scientist Keycard
- Guard Keycard
- Zone Manager Keycard
- First Aid Kits
- Painkillers
- Radios
The following items are considred Mid Tier, and will have a 33% chance to be deleted when the timer ends:
- 7.62x39mm Ammo
- 12/70 Buckshot Ammo
- 44 Mag Ammo
- Adrenaline
- Certain Keycards
- Research Supervisor Keycard
- Private Keycard
- Sergeant Keycard
- Chaos Insurgency Access Device
The following items are considred High Tier, and will never be deleted when the timer ends:
- 3-X Molecular Disruptor
- All Firearms
- Certain Keycards
- Captain Keycard
- Containment Engineer Keycard
- Facility Manager Keycard
- O5 Keycard
- Coins
- Flashbang Grenade
- High-Explosive Grenade
- Micro H.I.D.
- SCP-018
- SCP-207
- SCP-244-A & SCP-244-B
- SCP-268
- SCP-500
- SCP-1853
- SCP-2176
Due to their mechanics, SCP-018, SCP-244 and SCP-2176 can end up activating when they are dropped out of the Pocket Dimension.
Stalk
Template:DevVoice SCP-106 can sumberge and hide in the floor by pressing the ⇧ Shift key as long as they have 25% of Vigor. It does not actually cost 25% Vigor to use, it simply requires the bar to be 25% full. SCP-106 can move around while sumberged faster than before with their footsteps becoming silent. Every second SCP-106 spends while sumbered will drain 9% of Vigor while moving. Standing still will only drain 6% per second. Stalk is the only way for SCP-106 to regen their Hume Shield, at a rate of 20 HS/s with no delay.
While submerged, SCP-106 will be unable to see any Humans unless they are injured, with the distance SCP-106 can see them varying on their health. Every five points of health a human is missing will increase the range SCP-106 can see them. Injured humans will have a crimson tint applied, which becomes more noticeable the lower their health is. Humans with the Traumatized Status Effect can be seen regardless of their health. The ability does not allow SCP-106 to see players through walls or users under the effect of SCP-268. SCP-106 is immune to the fog generated by SCP-244 while submerged.
Pressing the ⇧ Shift key again or running out of Vigor will cause SCP-106 to reemerge.
SCP-106 is immune to all forms of damage while submerged except the following:
- Alpha Warhead
- Ammunition Armory's Pit
- Chaos Car
- Decontamination Process
- Lethal Status Effects (Requires RA to apply)
- SCP-106 is immune to the fog generated by SCP-244 while submerged.
Hunter's Atlas
Template:DevVoice
Holding the Tab ↹ key will open up a map, allowing SCP-106 to transport to nearby rooms. Similar to Stalk, the ability requires the Vigor Bar to be 25% full to use, but doesn't actually cost 25%.
This map is not as versatile as SCP-079's map, as it only displays nearby rooms without listing their names. Teleporting to a room cost Vigor, with the amount based on the distance SCP-106 has to travel. Nearby rooms, including unconnected ones, cost roughly 25% of Vigor, while rooms further away can cost up to roughly 70%. The map will only display rooms SCP-106 has enough Vigor to teleport to.
SCP-106 will teleport to the rough spot the player clicked on the map. Teleporting to a hallway containing a Tesla Gate will not put SCP-106 inside the blast. SCP-106 will not be teleported to the death pit in HCZ Armory.
Rooms with multiple floors that overlap each other such as Intercom, SCP-106's Containment Chamber and Servers Room can be somewhat unpredictable on what floor SCP-106 will teleport to.
The ability can't be used to teleport to the Alpha Warhead Silo or SCP-049's Containment Chamber besides the hallway elevator leading to them.
The ability is disabled while on the Surface Zone or while in a moving elevator. Though, if the elevator only recently started moving or is about to end, the ability can be used.
Trivia
- SCP-106 was the first SCP to get a complete visual rework, with a new model and animations.
- SCP-106's old model was created using Fuse, and bears similarities to SCP-049-2, except being taller, darker, and nude.
- The Stalk ability was referred to as Shark Mode by the dev team before the final name was decided.
- Despite its name, the ability was not inspired by the popular "Stalky SCP-106" plugin. It was instead inspired by an old proposal dating back to 2018. Predating the "Stalky SCP-106" plugin by four to five months.
- SCP-106 does not have a normal ragdoll upon dying. Instead, upon being killed, he will open a portal to the Pocket Dimension, and sink into it, creating a large black puddle. This puddle will then remain in place of his body for the rest of the match. Thus, similar to SCP-096 or SCP-079, they do not die.
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- This page was last edited on 8 October 2022, at 20:59.
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