What server are you applying for:
SCP-RP UK
Your Username:
HamsterDragon!
Your SteamID:
STEAM_0:1:566429056
Discord Username:
mrhamster2272
Age:
17
What's your current playtime (type !time in-game):

Do you have a mic (optional):
No.
Your characters name:
Liam’Hamster’Lamperouge
List all the names of the characters that you use (Foundation, Civillian, e.t.c.):
Foundation: Liam’Hamster’Lamperouge
GOC: Jimmy’Hampta’Smithers - Attache: Michael’Chatterbox’Fairfield
CI: Randy‘Hampter’
Civ: Jeremiah Hamster
Is this the first application you made? If no, link all previous applications:
Yep!
Have you received any kicks/warns/bans, and if so, why (type /warnings in-game):
Yes…

How many hours can you be on everyday:
5-6 hours
SCP-RP UK
Your Username:
HamsterDragon!
Your SteamID:
STEAM_0:1:566429056
Discord Username:
mrhamster2272
Age:
17
What's your current playtime (type !time in-game):

Do you have a mic (optional):
No.
Your characters name:
Liam’Hamster’Lamperouge
List all the names of the characters that you use (Foundation, Civillian, e.t.c.):
Foundation: Liam’Hamster’Lamperouge
GOC: Jimmy’Hampta’Smithers - Attache: Michael’Chatterbox’Fairfield
CI: Randy‘Hampter’
Civ: Jeremiah Hamster
Is this the first application you made? If no, link all previous applications:
Yep!
Have you received any kicks/warns/bans, and if so, why (type /warnings in-game):
Yes…

How many hours can you be on everyday:
5-6 hours
Do you have any previous experience as a Gamemaster/Event Manager in a community:
Nope!
Do you have any advanced skills that would benefit the GM team, such as PAC-3, dupes building, art creation and others? If yes, give us your best example of putting that skill into practice:
I dont have any skills I would consider “Advanced”, however I have decent experience with pac3 and some experience with retexturing models. Aswell as being able to utilise a small number of props to help make more engaging RP scenarios as an RP leader on CN.

Please list one Event idea for the United Nations Global Occult Coalition:
Please list one Event idea for the Chaos Insurgency:
Please list one Event idea for the SCP Foundation:
Please list a Major Event or Map Change idea (Involving all sides and the entire server):
What elements can make an event unenjoyable? Include one example, avoiding the typical answers if possible.
-Repetition between events, having recurring themes and RP loops.
-Not giving multiple people the opportunity to interact with the event.
-Not allowing peoples RP actions to affect the event and lead to unique outcomes.
-Providing only combative aspects to an event, with minimal RP.
-Doing the bare minimum and leaving the event completely in the hands of the players, can sometimes be unenjoyable.
-Interrupting ongoing RP, in a negative way.
One example of an unenjoyable event would be:
Hostile NPCs spawned in Floor 3 lobby, due to unexplained spacial anomaly.
This would be a bad event because it first off is purely combative based, secondly it targets only A-1 and most importantly has no real RP explanation. This could also interfere with RP thats already taking place.
And finally, what do you wish to achieve by becoming a Gamemaster?
The reason I want to become a Gamemaster is to be able to be a part of more immersive RP scenarios and provide people with fun and entertaining events, especially those who are newer to the server. I believe that being a game master can help me with providing a great experience to new players, giving them a positive time on the server and hopefully engage in more RP than is already provided with their job roles, as well as being able to make RP scenarios that occur on the fly, be more immersive.
Nope!
Do you have any advanced skills that would benefit the GM team, such as PAC-3, dupes building, art creation and others? If yes, give us your best example of putting that skill into practice:
I dont have any skills I would consider “Advanced”, however I have decent experience with pac3 and some experience with retexturing models. Aswell as being able to utilise a small number of props to help make more engaging RP scenarios as an RP leader on CN.

Please list one RP Enhancement for a Foundation Department/MTF:
This RP enhancement would focus ethics/o1 and ISD: A tech expert begins to ask around RSD about SCP 294, leading him to eventually think about how he could utilise the SCP for his own personal gain, leading him to speak to ethics about allowing him to use it to obtain precious materials like gold from the anomaly. It is most likely that he will be denied this request. The tech expert would then hint towards having some malice against whoever he was speaking to saying something along the lines of “you will regret saying no”, becoming the first hint that something may happen. Later on it will be noticeable that some digital displays, now show texts that slander ethics. There will be more hints showing the techies involvement, such as notes near the signs and pliers etc, perhaps even an ID card. Depending on how the players want to deal with the situation, O-1 or ISD could move to apprehend the crook and arrest/interrogate him or perhaps if no action is taken he would go off scott free!
GM explanation: In order for things to actually work, I will utilise a variety of props to help enhance the RP and immersion for others, for example; when doing /me commands on signs in order to change the text, ladder props can be spawned and climbed, this will also make it noticeable to other foundation staff so they could forward suspicious activities to who they want. To increase the likelihood of people noticing the tech experts mischief I would create a pac 3 that adds some key identifiable parts to the base tech expert model, following RP guidelines and realism of course. In order to actually change how the digital displays look, I will utilise the Vtextscreen tool on the toolgun, and add my modified text, before placing it directly onto the pre-existing digital displays, or add new ones.
Please list one RP Enhancement for a Non-Foundation Group:
This RP enhancement will start in pinewood pub. Blood red snow and footprints coming out of the pinewood pub can be spotted, following where it originated, there lies a body. The body lays sprawled over the floor, face down. A knife, sticking out from their back, its clear this was a murder. A bloody one at that. Its the joint duty of GOC and the Pinewood PD to ensure they identify the body, find the killer and bring him to justice. Either GOC or rangers, can interact with the knife and take it for further testing, possibly finding finger prints that could lead to an identity of a killer, however if civilians begin to mess with the crime scene before rangers or GOC are notified, it could prove to be a bit harder than expected to find the perpetrator.
GM explanation: For the body, I will utilise a ragdoll model of a civilian, and surround it with blood decals, using the toolgun. I will also position the ragdoll appropriately to match the scene i want to create.I would then create a gmobjective, where I would input the prop directory for a knife model, as well as put a hover text saying “Blood soaked knife”. The description upon interaction with it would clearly say something along the lines of “You see a blood soaked knife before you, perhaps you shouldn't touch it without a pair of gloves”. This would provide a guide for the next steps ,that the ones interacting with the rp enhancement, could take. I would then spectate the scene and allow for the players to take the lead, depending on the way they roleplay with /me commands, I will respond with /it commands if needed. If GOC decide to take the knife and body to the F.O.B, they will be able to utilise proper RP methods to get info on the knife (e.g. dusting for prints or looking for hairs or anything similar). Rangers or GOC can also choose to identify the body, and see if they have any negative relations. To add on to that, I would put notes or documents around, stating how the deceased individual had caused issues and provoked the murdered on a daily basis. This would give players more ideas on who the murderer is and why they did what they did, however if these are not found it isnt detrimental to the RP. If the players do attempt to investigate the knife, a series of /it commands would be used to progress the RP and once the RP has progressed to a suitable level, to where it is likely players will try looking for the murderer, I will or someone else will go on the civilian job and name themselves the same name as the identified killer, which then opens up the pathway to arrest RP and potentially interrogation RP.
This RP enhancement would focus ethics/o1 and ISD: A tech expert begins to ask around RSD about SCP 294, leading him to eventually think about how he could utilise the SCP for his own personal gain, leading him to speak to ethics about allowing him to use it to obtain precious materials like gold from the anomaly. It is most likely that he will be denied this request. The tech expert would then hint towards having some malice against whoever he was speaking to saying something along the lines of “you will regret saying no”, becoming the first hint that something may happen. Later on it will be noticeable that some digital displays, now show texts that slander ethics. There will be more hints showing the techies involvement, such as notes near the signs and pliers etc, perhaps even an ID card. Depending on how the players want to deal with the situation, O-1 or ISD could move to apprehend the crook and arrest/interrogate him or perhaps if no action is taken he would go off scott free!
GM explanation: In order for things to actually work, I will utilise a variety of props to help enhance the RP and immersion for others, for example; when doing /me commands on signs in order to change the text, ladder props can be spawned and climbed, this will also make it noticeable to other foundation staff so they could forward suspicious activities to who they want. To increase the likelihood of people noticing the tech experts mischief I would create a pac 3 that adds some key identifiable parts to the base tech expert model, following RP guidelines and realism of course. In order to actually change how the digital displays look, I will utilise the Vtextscreen tool on the toolgun, and add my modified text, before placing it directly onto the pre-existing digital displays, or add new ones.
Please list one RP Enhancement for a Non-Foundation Group:
This RP enhancement will start in pinewood pub. Blood red snow and footprints coming out of the pinewood pub can be spotted, following where it originated, there lies a body. The body lays sprawled over the floor, face down. A knife, sticking out from their back, its clear this was a murder. A bloody one at that. Its the joint duty of GOC and the Pinewood PD to ensure they identify the body, find the killer and bring him to justice. Either GOC or rangers, can interact with the knife and take it for further testing, possibly finding finger prints that could lead to an identity of a killer, however if civilians begin to mess with the crime scene before rangers or GOC are notified, it could prove to be a bit harder than expected to find the perpetrator.
GM explanation: For the body, I will utilise a ragdoll model of a civilian, and surround it with blood decals, using the toolgun. I will also position the ragdoll appropriately to match the scene i want to create.I would then create a gmobjective, where I would input the prop directory for a knife model, as well as put a hover text saying “Blood soaked knife”. The description upon interaction with it would clearly say something along the lines of “You see a blood soaked knife before you, perhaps you shouldn't touch it without a pair of gloves”. This would provide a guide for the next steps ,that the ones interacting with the rp enhancement, could take. I would then spectate the scene and allow for the players to take the lead, depending on the way they roleplay with /me commands, I will respond with /it commands if needed. If GOC decide to take the knife and body to the F.O.B, they will be able to utilise proper RP methods to get info on the knife (e.g. dusting for prints or looking for hairs or anything similar). Rangers or GOC can also choose to identify the body, and see if they have any negative relations. To add on to that, I would put notes or documents around, stating how the deceased individual had caused issues and provoked the murdered on a daily basis. This would give players more ideas on who the murderer is and why they did what they did, however if these are not found it isnt detrimental to the RP. If the players do attempt to investigate the knife, a series of /it commands would be used to progress the RP and once the RP has progressed to a suitable level, to where it is likely players will try looking for the murderer, I will or someone else will go on the civilian job and name themselves the same name as the identified killer, which then opens up the pathway to arrest RP and potentially interrogation RP.
Please list one Event idea for the United Nations Global Occult Coalition:
A mysterious man comes into town, dressed in all black, wearing a wide brimmed hat and long coat. He goes around speaking to civilians, spreading word of his “abilities”. The man does things, unnatural things, with the snap of his fingers. Creating large green plants, in the snowy and frosted environment, healing wounds instantly and entertaining all those in town with his tricks. But word spreads fast. Soon GOC operatives in the area catch wind of this “Miracle worker”, and move out to find out whats going on.
The mysterious man himself, is a reality bender, though he doesn't understand what he is. He seems to not know about the anomalous world and GOIs that are all around the world, instead viewing himself as some sort of prophet sent by God, with powers to bless others; And eliminate those that get in the way of his ideals…
GM explanation:
For this event, I would create a Pac3 of a man in a long coat, a wide brimmed hat and create an animation for his “miracles”. Something like a wave of the hand or a hand symbol. I would then create a dupe for things like the vegetation he can produce, and utilise GM abilities to put effects on people, like the effects of SCP 500 pill to cure people or the 22415 healing swep. I would also put gmobjectives for anything I may create as the man. The GOC would have many options on what they could want to do, for example trying to talk to the man as though they are unaware of the anomalous world, and lure him into a false sense of security. While the GOC can work to cover up what has happened in the town, with either amnestics, or declaring it was all a facade and the man is just a magician. GOC could test on the individual or expose of him, it is all up to them.
The mysterious man himself, is a reality bender, though he doesn't understand what he is. He seems to not know about the anomalous world and GOIs that are all around the world, instead viewing himself as some sort of prophet sent by God, with powers to bless others; And eliminate those that get in the way of his ideals…
GM explanation:
For this event, I would create a Pac3 of a man in a long coat, a wide brimmed hat and create an animation for his “miracles”. Something like a wave of the hand or a hand symbol. I would then create a dupe for things like the vegetation he can produce, and utilise GM abilities to put effects on people, like the effects of SCP 500 pill to cure people or the 22415 healing swep. I would also put gmobjectives for anything I may create as the man. The GOC would have many options on what they could want to do, for example trying to talk to the man as though they are unaware of the anomalous world, and lure him into a false sense of security. While the GOC can work to cover up what has happened in the town, with either amnestics, or declaring it was all a facade and the man is just a magician. GOC could test on the individual or expose of him, it is all up to them.
Please list one Event idea for the Chaos Insurgency:
A low grumbling noise can be heard coming from the ground of the bunker, catching the attention of some chaos insurgents. The noise would continue for about a minute before… nothing. The moment of respite is short before a titanic roar shakes the very ground of the bunker, tables shaking, people tumbling and floor cracking. The sound stops again, not before a loud CRASH can be heard coming from the chaos insurgent training room. Should the insurgents choose to check on what the sound is, they would see rubble, formed up around the entrance of the training room. The insurgents can take any action they want to try to remove the rubble or get past explosives? Chemicals? Physical strength? Whatever they want. What matters is what they will find on the other side.
What lies on the other side of the rubble is a large gaping hole, bricks and stone laying around. The hole itself seems to lead downwards, like a winding tunnel.
The chaos insurgents are able to enter, revealing a complex cave system, Many paths and possibilities to explore. The insurgents could go further into the cave system, at this point so far under the bunker that it would be almost impossible for any signals to reach anyone back in the training room, without special radio equipment or precautions. Should they explore further, they would discover things, indicating they were not the firsts to step foot into this subterranean maze. Remains of what is assumed to be human bones. Eventually they could stumble across another skeleton, but this one has a note. If the insurgents read it, they would discover the paper covered in blood stains, being able to make out only a few words “GET OUT … THE MONSTER” that's all they would be able to discern. It's clear now, there's something lurking within the cave. Something dangerous…
There are multiple passage ways and many dead ends. The CI can only continue to explore, or tuck tail and run… until a monstrous roar echoes throughout the cave, Stalactites falling from the ceilings, crushing anyone beneath it. But most importantly… a cave-in, their only way out now blocked with rubble ten times as large as what they had to get past prior. Their options now, low. They would now be captives in the cave.
The party could choose to keep going, discovering more messages, more skeletons, more knowledge on what's going on. On one wall they may see a message painted on by blood next to yet another skeleton, The message would read “THE CRYSTAL”, This would begin to make the insurgents think about any crystals they may have seen before, or are yet to see now. They can move on. Eventually they would hear loud stomping approaching. Getting closer and closer with each step, shaking the walls of the cave. Until eventually, they would see it. The towering beast. The insurgents can choose to fight, but their bullets would have limited effect, only angering the beast. Explosives, a bit more useful, but could cause another cave-in. Perhaps running could prove the safest option, or face almost certain death.
The insurgents could try to run, but the beast would continue to chase. It approaches at an alarming rate, roaring with murderous rage and hunger for blood. Should the explorers be fortunate enough to pass some of the glowing crystals, mentioned before, the beast would stop dead in its tracks. Instead it would stare at its prey. But not getting any closer. It would walk away, leaving the insurgents curious but most likely relieved. They can look around the cave, and see… crystals, the walls of the cave. Reflecting the light from the insurgent’s flashlights, illuminating the cave. If the insurgents piece together the message they may have seen earlier, with the events that would have taken place. They could choose to take crystals or leave them where they are. Using them as a place of refuge. But one thing is clear, these crystals are the things keeping them alive… How the CI chooses to proceed is up to them, they could choose to try to eliminate the monster or capture it, or perhaps try to stay away from the beast and instead find a way to escape the cave, which would be able to be done depending on the tools they have and teamwork. They could also attempt to establish comms with the rest of Sierra 7 again, but it could prove difficult. The insurgents could also explore further where they can learn more about the origins of the best, through runes and messages on the cave walls. And potentially find another exit, that was formed by the earthquake. Escaping and calling in reinforcements later, or sealing the beast away yet again. That is up to them.
GM explanation:
For this event I would utilise Csay in order to initiate the event, saying something along the lines of "The ground beneath the chaos insurgent bunker shakes for 30 seconds, before stopping"x2, and then follow it up with "The ground beneath the bunker shakes again, this time bigger than before" Followed with another Csay, saying "The chaos insurgents would hear multiple loud crashes in their training room", this would direct the CI player's attention towards the training room. At the training room, I would cover the doors leading into it with rock and rubble props, and monitor the player's attempts at trying to get rid of them, responding with /it commands to convey how effective their attempts are. If they do what is deemed fitting in RP to remove the rubble e.g. precise explosive charges. I would do a /it command to relay that the rocks have been broken and the players can pass, before removing the props. Once inside they will see a small dupe, with rocks protruding from a wall inside the training room, in a cave entrance like shape, with a black plastic baseplate put horizontally inside, to give the illusion of a deep and dark cave. inside it would be a TP Gmobjective that takes them to a large cave dupe, I would have made, with many different pathways for CI to explore, finding more hints on the lore about the monster and how they can defeat it. As well as props to help immerse the players. For the crystals I mentioned, I would use repurposed and resized SCP 409 crystals, recoloured to fit the environment and RP.
What lies on the other side of the rubble is a large gaping hole, bricks and stone laying around. The hole itself seems to lead downwards, like a winding tunnel.
The chaos insurgents are able to enter, revealing a complex cave system, Many paths and possibilities to explore. The insurgents could go further into the cave system, at this point so far under the bunker that it would be almost impossible for any signals to reach anyone back in the training room, without special radio equipment or precautions. Should they explore further, they would discover things, indicating they were not the firsts to step foot into this subterranean maze. Remains of what is assumed to be human bones. Eventually they could stumble across another skeleton, but this one has a note. If the insurgents read it, they would discover the paper covered in blood stains, being able to make out only a few words “GET OUT … THE MONSTER” that's all they would be able to discern. It's clear now, there's something lurking within the cave. Something dangerous…
There are multiple passage ways and many dead ends. The CI can only continue to explore, or tuck tail and run… until a monstrous roar echoes throughout the cave, Stalactites falling from the ceilings, crushing anyone beneath it. But most importantly… a cave-in, their only way out now blocked with rubble ten times as large as what they had to get past prior. Their options now, low. They would now be captives in the cave.
The party could choose to keep going, discovering more messages, more skeletons, more knowledge on what's going on. On one wall they may see a message painted on by blood next to yet another skeleton, The message would read “THE CRYSTAL”, This would begin to make the insurgents think about any crystals they may have seen before, or are yet to see now. They can move on. Eventually they would hear loud stomping approaching. Getting closer and closer with each step, shaking the walls of the cave. Until eventually, they would see it. The towering beast. The insurgents can choose to fight, but their bullets would have limited effect, only angering the beast. Explosives, a bit more useful, but could cause another cave-in. Perhaps running could prove the safest option, or face almost certain death.
The insurgents could try to run, but the beast would continue to chase. It approaches at an alarming rate, roaring with murderous rage and hunger for blood. Should the explorers be fortunate enough to pass some of the glowing crystals, mentioned before, the beast would stop dead in its tracks. Instead it would stare at its prey. But not getting any closer. It would walk away, leaving the insurgents curious but most likely relieved. They can look around the cave, and see… crystals, the walls of the cave. Reflecting the light from the insurgent’s flashlights, illuminating the cave. If the insurgents piece together the message they may have seen earlier, with the events that would have taken place. They could choose to take crystals or leave them where they are. Using them as a place of refuge. But one thing is clear, these crystals are the things keeping them alive… How the CI chooses to proceed is up to them, they could choose to try to eliminate the monster or capture it, or perhaps try to stay away from the beast and instead find a way to escape the cave, which would be able to be done depending on the tools they have and teamwork. They could also attempt to establish comms with the rest of Sierra 7 again, but it could prove difficult. The insurgents could also explore further where they can learn more about the origins of the best, through runes and messages on the cave walls. And potentially find another exit, that was formed by the earthquake. Escaping and calling in reinforcements later, or sealing the beast away yet again. That is up to them.
GM explanation:
For this event I would utilise Csay in order to initiate the event, saying something along the lines of "The ground beneath the chaos insurgent bunker shakes for 30 seconds, before stopping"x2, and then follow it up with "The ground beneath the bunker shakes again, this time bigger than before" Followed with another Csay, saying "The chaos insurgents would hear multiple loud crashes in their training room", this would direct the CI player's attention towards the training room. At the training room, I would cover the doors leading into it with rock and rubble props, and monitor the player's attempts at trying to get rid of them, responding with /it commands to convey how effective their attempts are. If they do what is deemed fitting in RP to remove the rubble e.g. precise explosive charges. I would do a /it command to relay that the rocks have been broken and the players can pass, before removing the props. Once inside they will see a small dupe, with rocks protruding from a wall inside the training room, in a cave entrance like shape, with a black plastic baseplate put horizontally inside, to give the illusion of a deep and dark cave. inside it would be a TP Gmobjective that takes them to a large cave dupe, I would have made, with many different pathways for CI to explore, finding more hints on the lore about the monster and how they can defeat it. As well as props to help immerse the players. For the crystals I mentioned, I would use repurposed and resized SCP 409 crystals, recoloured to fit the environment and RP.
Please list one Event idea for the SCP Foundation:
This event would start with an MC&D member from out of pinewood trying to contact Site-65, and speak to SOP. The MC&D would seem to be frantic, looking around for something others can not see. The MC&D would then insist on showing a new anomalous artefact. The MC&D would reach into his bag, and pull out a curious object wrapped in a thin cloth. Upon removing the cloth it is revealed to be a large, blood red gem, similar size to an apple. He would explain that this gem has anomalous properties, trying to remain vague, while pushing SOP or whoever is there to purchase it. After a bit of talking and more looking around, he would shake more and begin dropping the price, becoming increasingly cheaper. If SOP chooses to buy it he would leave quickly… too quickly. If they do not, he would get out of SOP's sight, before throwing the gem into the sites ventilation, causing the anomaly to end up in a random area within site.
Those near the gem or holding it, will feel as though something is watching them but wouldn't have anything to back it up. If they continue to remain near the gem, they will begin to see things. A moving shadow in the corner of their eye, a faint whisper… Eventually, they will begin to see it, a large figure, tall, slender and red. It will be watching from a door or behind a wall, the whispers would get louder, the victim would get a bad headache. The beast would begin to come closer, the victims vision would turn blood red, the same colour as the gem. The whispers would turn to screams of despair, their mind gnawing at them. The beast would stand tall, towering over its prey, unmoving. Not affected by physical contact or bullets, until eventually, the victim falls, blood seeping out of every pore, then the body disappears into its own pool of blood. Another soul, claimed by the gem.
GM explanation:
The players can choose what to do. If they decide to destroy the gem, it will be difficult, but do-able. Depending on the means of destruction, the gem could be completely destroyed, leaving the beast capable of being seen by all, and being affected by physical contact and touch. Opening pathways for capture of the beast, and further testing of its biological structure and anomalous effects. Or could be eliminated by MTFs or other combative personnel. The players could also choose to utilise Dclass to test on the gem, leaving messages in blood on the floor, from "the monster". this event also also for medical to be able to give psychological evaluations to victims of the anomaly, and learn more about its effect on the human mind.
The gem itself would be a Gmobjective, and a combination of two downsized SCP 409 props, coloured bright red. I would create a Pac3 and make it so only certain individuals can see me (those affected by the anomaly, that is). I would also utilise my GM abilities to play whisper noises for the victim, and turn their vision red by utilising the effects GM's have access to. For the bodies, i would utilise a ragdoll and use decals to put blood all over the floor.

Those near the gem or holding it, will feel as though something is watching them but wouldn't have anything to back it up. If they continue to remain near the gem, they will begin to see things. A moving shadow in the corner of their eye, a faint whisper… Eventually, they will begin to see it, a large figure, tall, slender and red. It will be watching from a door or behind a wall, the whispers would get louder, the victim would get a bad headache. The beast would begin to come closer, the victims vision would turn blood red, the same colour as the gem. The whispers would turn to screams of despair, their mind gnawing at them. The beast would stand tall, towering over its prey, unmoving. Not affected by physical contact or bullets, until eventually, the victim falls, blood seeping out of every pore, then the body disappears into its own pool of blood. Another soul, claimed by the gem.
GM explanation:
The players can choose what to do. If they decide to destroy the gem, it will be difficult, but do-able. Depending on the means of destruction, the gem could be completely destroyed, leaving the beast capable of being seen by all, and being affected by physical contact and touch. Opening pathways for capture of the beast, and further testing of its biological structure and anomalous effects. Or could be eliminated by MTFs or other combative personnel. The players could also choose to utilise Dclass to test on the gem, leaving messages in blood on the floor, from "the monster". this event also also for medical to be able to give psychological evaluations to victims of the anomaly, and learn more about its effect on the human mind.
The gem itself would be a Gmobjective, and a combination of two downsized SCP 409 props, coloured bright red. I would create a Pac3 and make it so only certain individuals can see me (those affected by the anomaly, that is). I would also utilise my GM abilities to play whisper noises for the victim, and turn their vision red by utilising the effects GM's have access to. For the bodies, i would utilise a ragdoll and use decals to put blood all over the floor.

Map Used: https://steamcommunity.com/sharedfiles/filedetails/?id=1101882373&searchtext=snowy+town
This event would start with an emergency report being made to Site-65, ordering the mobilisation of all available combatives, including: MTF Omega-1, Alpha-1, AMTF-NU7 and MTF-E11, as well as available GSD personnel to a remote district, North Canada. It would state that SCP-610, known as “The flesh that hates”, has breached its designated containment area in Russia, due to Chaos insurgents' attempts to secure an instance for their own twisted reasons. However due to the extremely dangerous nature of SCP-610, the helicopter it was transported in crashed, posing an extreme risk to the citizens of the district and potentially causing the creation of hundreds of new instances. Due to the possibility of anomalous entities being spotted and reported to news outlets by civilians, all communication lines in and out of the district have been cut off. So once they arrive, they cannot call for support.
The chaos insurgency would also be notified about the capture of the entity, but also receive black box recording from the cockpit, and the moments before chaos insurgents from Tesca-3 lost contact with the helicopter. Due to the importance of the anomaly to chaos insurgent research projects, Sierra 7 is mobilized to retrieve it.
After some time, both the foundation and Chaos insurgency would arrive at the location, both looking for the crash site. However due to the danger of SCP-610, as mentioned before, countless civilians have already been infected. The foundation would be tasked with eliminating all entities if possible, and preventing anyone from leaving the district and entering. While chaos insurgents are to try and recover the data from the crash site, and successfully extract with an SCP-610 anomaly. The foundation and CI will most likely encounter eachother, and will have to survive on limited ammunition and supplies.
If the foundation or Chaos insurgents are struggling to try complete their objective, they will have the opportunity to re-purpose an abandoned radio station, and try to re-establish a secure communication line with foundation command or chaos insurgency cells in the area for support. If attempts are successful, deployment of CI supplies and men can be dropped into the area, or if foundation is successful AMTF NU7 could be provided with vehicles, such as tanks or even air support, from foundation command. It is also possible that the distress signals could be picked up by Global Occult Coalition members, relaying back to the 225th arctic F.O.B, who could mobilise to protect and safely extract civilians, while utilising para technology, such as orange suits, and advanced explosive arms to help neutralise all Known threat entities in the area.
Depending on the decisions of those deployed, they could choose to focus on terminating the other hostile GOIs, before attempting to eradicate SCP-610 instances or vice versa. Depending on the outcome of the performance and abilities of the players, there could be multiple endings.
One possible ending for the event is that the chaos insurgency eliminates all site 65 combatants, and take SCP-610 to spread against sites or places of their choosing, or letting the anomaly remain in the environment it has landed in, potentially spreading throughout Canada.
Another ending could be all SCP-610 instances being repelled and area secured by foundation or GOC, causing CI to exfil.
If all fails, comms lines will be established again, with immediate orders for foundation forces to exfil the area. As well as GOC. And prepare for eradication of threats, and SCP-610 entities, via nuclear warhead.
This event would start with an emergency report being made to Site-65, ordering the mobilisation of all available combatives, including: MTF Omega-1, Alpha-1, AMTF-NU7 and MTF-E11, as well as available GSD personnel to a remote district, North Canada. It would state that SCP-610, known as “The flesh that hates”, has breached its designated containment area in Russia, due to Chaos insurgents' attempts to secure an instance for their own twisted reasons. However due to the extremely dangerous nature of SCP-610, the helicopter it was transported in crashed, posing an extreme risk to the citizens of the district and potentially causing the creation of hundreds of new instances. Due to the possibility of anomalous entities being spotted and reported to news outlets by civilians, all communication lines in and out of the district have been cut off. So once they arrive, they cannot call for support.
The chaos insurgency would also be notified about the capture of the entity, but also receive black box recording from the cockpit, and the moments before chaos insurgents from Tesca-3 lost contact with the helicopter. Due to the importance of the anomaly to chaos insurgent research projects, Sierra 7 is mobilized to retrieve it.
After some time, both the foundation and Chaos insurgency would arrive at the location, both looking for the crash site. However due to the danger of SCP-610, as mentioned before, countless civilians have already been infected. The foundation would be tasked with eliminating all entities if possible, and preventing anyone from leaving the district and entering. While chaos insurgents are to try and recover the data from the crash site, and successfully extract with an SCP-610 anomaly. The foundation and CI will most likely encounter eachother, and will have to survive on limited ammunition and supplies.
If the foundation or Chaos insurgents are struggling to try complete their objective, they will have the opportunity to re-purpose an abandoned radio station, and try to re-establish a secure communication line with foundation command or chaos insurgency cells in the area for support. If attempts are successful, deployment of CI supplies and men can be dropped into the area, or if foundation is successful AMTF NU7 could be provided with vehicles, such as tanks or even air support, from foundation command. It is also possible that the distress signals could be picked up by Global Occult Coalition members, relaying back to the 225th arctic F.O.B, who could mobilise to protect and safely extract civilians, while utilising para technology, such as orange suits, and advanced explosive arms to help neutralise all Known threat entities in the area.
Depending on the decisions of those deployed, they could choose to focus on terminating the other hostile GOIs, before attempting to eradicate SCP-610 instances or vice versa. Depending on the outcome of the performance and abilities of the players, there could be multiple endings.
One possible ending for the event is that the chaos insurgency eliminates all site 65 combatants, and take SCP-610 to spread against sites or places of their choosing, or letting the anomaly remain in the environment it has landed in, potentially spreading throughout Canada.
Another ending could be all SCP-610 instances being repelled and area secured by foundation or GOC, causing CI to exfil.
If all fails, comms lines will be established again, with immediate orders for foundation forces to exfil the area. As well as GOC. And prepare for eradication of threats, and SCP-610 entities, via nuclear warhead.
What elements can make an event unenjoyable? Include one example, avoiding the typical answers if possible.
-Repetition between events, having recurring themes and RP loops.
-Not giving multiple people the opportunity to interact with the event.
-Not allowing peoples RP actions to affect the event and lead to unique outcomes.
-Providing only combative aspects to an event, with minimal RP.
-Doing the bare minimum and leaving the event completely in the hands of the players, can sometimes be unenjoyable.
-Interrupting ongoing RP, in a negative way.
One example of an unenjoyable event would be:
Hostile NPCs spawned in Floor 3 lobby, due to unexplained spacial anomaly.
This would be a bad event because it first off is purely combative based, secondly it targets only A-1 and most importantly has no real RP explanation. This could also interfere with RP thats already taking place.
And finally, what do you wish to achieve by becoming a Gamemaster?
The reason I want to become a Gamemaster is to be able to be a part of more immersive RP scenarios and provide people with fun and entertaining events, especially those who are newer to the server. I believe that being a game master can help me with providing a great experience to new players, giving them a positive time on the server and hopefully engage in more RP than is already provided with their job roles, as well as being able to make RP scenarios that occur on the fly, be more immersive.