The premise: to assemble a set of materials sufficient to get a pen & paper SCP tabletop game up and running from scratch. This includes character sheet templates, a quickstart guide, a rulebook establishing stuff, hopefully some sample campaigns, paper cutouts for SCP-033-sided dice, that sort of thing.
//TODO: the entire thing.
Materials that might prove useful: Due to most of them being, to some extent, high fantasy, tabletop games are often combat-heavy and focus on heroic characters capable of supernatural feats. As such, we are reminded of Call of Chtulhu or, in particular, one of its nifty sourcebooks called Delta Green, which is the most popular "spooky secret government agency" tabletop setting. It has it all: normal people vs. supernatural world-destroying stuff, sanity checks, focus on avoiding combat at all purposes, investigating stuff you know nothing about, your characters being disposable to the point where losing at least one per session is an expectation, that sort of thing.
The issues being:
Legality of the whole thing. Obviously Call of Chtulhu and delta green are both proprietary, we can't expect everyone who wants to play an SCP tabletop game to cough cough completely legally purchase a rulebook from completely unrelated people.
Different organization, different rules. Delta green is govmint. The X-Files (fun fact: it actually predates X-files, but has a reputation of being a ripoff from the latter, remind you of anything?) No D-class for you.
Different focus. Delta Green in its core a Chtulhu game first and foremost, it's the FBI investigating specifically Lovecraftian entities.
As such, we need to establish the rules from scratch, obviously using creative commons.
Other inspirations include World of Darkness (both old and new) in general and its Hunters stuff in particular; Paranoia for less serious games, extremely high mortality (baseline of six disposable clones per session), general tomfoolery and a great experience of "how it feels like to be D-class".