hmmm, im not a huge fan of rolling for things on the guild, but thats just me. I prefer a more narrative focus. It would be frustrating to come up with a clever solution to an SCP only to roll a critical fail on dealing with the SCP and a critical fail on how much 'heat' i would get. It happens sometimes I suppose but could wreck any overarching story I think up. I suppose I would do something like this: GM introduces SCP-whichever though news, police, or whatever report. Player(s) works the problem GM decides based on player actions the repercussions (assuming its written well with the expected problems of dealing with SCPs) Player(s) Manages fallout Repeat step 2-4 as needed This is just my first thought on how to manage it. probably isnt perfect. i do like the writing of containment procedures though, that could get interesting.