[UK] Malia's GM Application

yoru~

Well-known Member
Jun 21, 2024
12
2
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What server are you applying for: SCP:RP UK
Your Username: yoru~
Your SteamID: STEAM_0:0:144977319
Discord Username: yoru555
Age: 19
What's your current playtime: 7d V-Time over the last month, been on the server since late May 2024.
Do you have a mic: Yes.
Your characters name: Malia (The character you will see me on the most, is MTF O-1 CPT 'Shrimp')
List all the names of the characters that you use (Foundation, Civilian, e.t.c.): F - 'Shrimp'/Twig/Malia (Kiran), CI - Ash Winters, GOC - Mali 'Shrimp', Civ - M. 'Lore'
Is this the first application you made? If no, link all previous applications: First GM/staff application! Other apps I've done are; SCP-096, SCP-22415, and OSA.
Have you received any kicks/warns/bans, and if so, why: None.
How many hours can you be on everyday: 2-10, depends on uni really. Knowing me, probably average of 4h.

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Do you have any previous experience as a Gamemaster/Event Manager in a community:
Not an Event Manager per say, and not related to GMod, but during my time as a Head Admin on an SCP:SL Server I ran events for the community on the fly. These were things such as 939 Hide'n'Seek, TDM, MTF Vs. Juggernaut, and others. Whilst this was over 4 years ago, and the hard skills aren't exactly transferrable to GMod or this community, I did learn how to take feedback and act on it rather than crashing out or getting defensive in addition to other soft skills. That is a valuable skill that applies to everything.
Why would you like to become a Gamemaster:
Being a Gamemaster is something I have wanted to go for for a while now. I have been part of amazing events hosted by the incredible GM team, and it has inspired me to finally submit an application. It has been a blessing to have partaken in those events that genuinely send chills down my spine, or have me splitting my sides in laughter, and I really want to be able to give that same feeling to other players. The server has lost a lot of the mystery and aura around it - mostly because I am a lot more comfortable with everyone - but I want to be a part of giving that sense of wonder and mystery to other players now that it's lost its initial spark to me. I haven't been in the server for years, like some other people have, but I believe I have truly found a passion for RP. Being a Gamemaster would enable me to explore other avenues and characters in RP that have been locked behind game mechanics or the limitations of my roles and share the enjoyment and wonder with other players.
What do you think you would be able to help us with on the server? Why are you special over the other applicants:
Much similar to my previous answer, I would love to be a part of the team that brings these amazing events to the server. It's a nice change from the monotony of general RP loops. I am a creative person, my University degree is Game Design in fact! I believe that I can bring good RP into the GM team, and I have an in depth fascination with the SCP wiki so I believe that I can bring some high-quality, lore-accurate events to the server. Hell, I've been hyperfocused on SCP as a whole for months now, and I yearn to be able to bring more quality events to the server. I have a passion for this server and it's potential. I want to be able to show a different side of SCP that perhaps hasn't been shown before - there are a lot of GOIs that have amazing potential, as well as many many SCPs that can be a fun (or serious!) addition to server RP. While I don't have any previous knowledge of the tools Gamemasters use, I am a quick learner and can be extremely inventive with whatever I have! I am already teaching myself PAC. I have even assisted with a couple events, and been important parts of others, which helps with my understanding of how Events are run from a Gamemaster's POV.

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Please List 3 small event ideas (Which would involve at least one side of the server):

Do you believe in Fairytales? - SCP-1762 Event
The belief in the fantastical, the whimsical, is a rare commodity nowadays despite all of the anomalous entities and phenomenon. Recently in Site 65, a whisper has been carried through the halls on a small breeze, "Do you believe in Fairytales?". The breeze carries the responses elsewhere, out of view. Little by little, that belief is getting stronger. To those that responded with a "Yes", it isn't long before an origami dragon is seen floating the halls, attempting to play with them. These dragons fly lopsided, some of them having singed tails and nibbled wings - like they've been in a war. Some seasoned Researchers may even recognise them as a known "neutralised" anomaly. It's up to Foundation personnel to track down the source of these origami creatures, and to keep them from disappearing once more.
OOC Perspective: This would heavily rely upon the use of PAC3 for both the box and the dragons. There is a model on the steam workshop that would work wonders for this, although I have yet to attempt to put it into a PAC. 1 GM per dragon. Shouldn't need more than 1 or 2 dragons really, the event will interact with only a couple of people at a time. The dragons would communicate through a combination of /me and /it, given that they don't have any way of verbally communicating. To kick the event off and gather targets, a GMSwep (and/or /its depending on the tools available) would be utilised for the "message on the breeze". It would conclude a couple different ways. RSD could find the "Here Be Dragons" box and contain it. If people attack the dragons, or if they don't have enough belief in fantasy (shown through their interactions with the origami dragons) then the dragons will attempt to keep them away from the box as a measure of self-preservation. If the box is found, it will burst into flames and disappear, not to be seen for a long, long time.

Achievement unlocked! - Non-descript Entity Event
It seems like a normal day to most of the Researchers stationed at Site-65. One might even say it was quiet. There hasn't been a breach in a while, and things were settling into their usual place. Seemingly out of the blue, a member of staff gets chills down the back of their spine and a headache. A robotic voice booms in their head. NEW OBJECTIVE: SURVIVE. Immediately afterwards, the Foundation alarms call out that two containment chambers have failed. This mysterious voice follows the staff, giving them objectives and achievements based on what they do. Occasionally, an unlocked achievement will grant them a useful (or not so useful) item. Where are these objectives coming from? Who's setting them?
OOC Perspective: A GM, noclipped, will follow a chosen player and periodically hit them with a GMswep that gives them some funky effects and text in their head oh the different kinds of objective/achievements they have completed. This could be anything from "New Objective: Compliment someone" to "New Objective: Find the Deepcover", although, these would have to be thought through to make sure it doesn't give them an entirely unfair advantage against someone by permitting metagaming. There would be a good number of these Objectives and Achievements created before the event starts, so that the GM has something to work with, but they should also change based upon the situation at hand which would be up to the GM's adaptability. Utilising a Scranton near the affected individual causes them to experience a static effect, and then the Objectives and Achievements no longer appear for them, as it cuts off the connection between them and the "game". Eventually, achievements start being unlocked by doing "random" things. Each of these achievements have a single letter in them. Some people get multiple of them, others get only 1. These letters will spell out a location. Upon that location being searched, Site Staff will find a suspicious looking vent. On entry to this vent they discover someone holding a games controller watching a TV intently. They don't seem to mind (or notice at all...?) the intruders, and keep complaining to themselves that going for 100% on this game is "ridiculously hard" and then they complain about having to do certain things to get achievements - all of which are something that the Site Personnel did to unlock an achievement or complete an objective. When the intruders make themselves known, the individual speaks in a very casual way. They yap to them for a little bit, before saying commenting that they have more games to play and shooing them out. When the site personnel leave, the vent disappears, and they no long get set these weird objectives.

Mayday, mayday - Valravn Event
A brokenly transmitted message has been picked up by multiple anomalous organisations in the Saskatchewan area. MAYDAY. MAYDAY. SEEKING ASSISTANCE. The source is not identifiable, but the organisations can tell that it isn't a normal broadcast. Shortly after receiving the transmission, a cloaked figure arrives in Pinewood, limping. Pulling out a very-nearly-shattered radio, another transmission is broadcast. MAYDAY. SEEKING ASSISTANCE. CAN MAKE IT WORTH WHILE. Once taken in by a GOI in the area and stabilised, she starts to reveal who she is. A Valkyrie from Valravn who has gone "rogue" due to being abused at the hands of the Ravens. Stranded in the cold taiga of Saskatchewan, she escaped from her last skirmished badly injured. When pressed for more information, she reluctantly reveals that she suspects she was followed by a team dispatched by Valravn to retrieve their missing Asset. Should her saviours choose to turn her in and avoid a gunfight, she would understand. Should they fight to keep her, she will be eternally grateful, and offer her services and information should they ever require it.
OOC Perspective: An event character, using PAC to appear as a different faction Valravn Operative (yet to be made, but I have some ideas!), wanders into Pinewood. Using open comms, they transmit a plea for help over commonly utilised frequencies by anomalous organisations in the area. The first ones to scoop her up and take her to their base will win her favour. Once patched up, she can give some details of her backstory. How she left Valravn, how she became what she is, and how she can repay the kindness shown to her. This will be the opening event to a line of later ones, where the faction that saved her can call in a favour from her in the future. Whilst she may have left Valravn behind her, the Valborg Queen and her legion of original Valkyries will stand with their sister, so a favour from her will be worth a lot. This favour from the rogue Valkyrie will be supported by the Valborg Queen, as mentioned. The Valkyries themselves have enhanced strength, endurance, and speed, affinity to thaumaturgy, low-level Akiva Radiation and Elan-Vital Energy, and the ability to perform as a psychopomp (I forgot to link it earlier, but they are classified as SCP-8503). This favour from them could be for knowledge, weaponry, or medical care, but should they be asked for combative assistance they must be very carefully nerfed so that they do not give an unfair advantage. The kind of nerf rather depends on what they are asked to do, but if possible the favour will lean towards the aforementioned ideas - information, gear, medical aid. A condition of said favour would also be a wee bit of a "heads up", as it would need a decent couple GMs to play the Valkyrie legion.


Please List an map change event idea (Involving both sides and the entire server):

Temporal Trouble: An Echo of Things Past
Map: Any old version of Site-65, preferably a couple big reworks ago - for example, rp_site65_civilnetworks_7a
Some cartographer has been messing with her gear a little too much. In an attempt to make longer, more stable travel through dimensions, she has uncovered something a lot more potent. Travel through time. Racing through the hallways of Site-65 to boast about her discovery, she stops dead in her tracks. Down the corridor, she sees herself already engaged in a conversation with a Director of Research. With the kind of dawning horror you only see in movies, she realises in her haste she left her modified portal open. With a yelp which garnered the attention of both her other self and the Director, she scrambled backwards towards the Lecture hall which housed her equipment. Upon arrival at the hall, the portal is thrice the size it should be. It seems like space itself is distorting around the void. In a last ditch attempt to close it, she lunges in the direction of what she assumes to be the portal apparatus. Fumbling in the midst of the portal, her hands clasp a metallic structure. A sense of hope, she guides her fingers towards a button and hits it. The portal disappears with a soft whump. Breathing a sigh of relief, she turns around, sheepishly meeting the gaze of her Director. "I can exp-" she begins. Before she could finish her sentence, the apparatus behind her hums and the portal reopens - much much bigger than before... and growing. With a final whump, the portal expands past the limits of the room.
The final thing the rest of Site-65 and the surrounding area sees, is a solid wall of darkness enveloping the facility. With everyone blinking to adjust to the change in light, the first thing they notice is that they are unharmed. Not a hair on a single on of their heads is misplaced. The second thing they notice, is that they haven't changed locations. Everything around them seems... normal? No, hold on. HCZ didn't always look like this. Or, more accurately... it hasn't looked like this in a very long time.

OOC Perspective: A failed experiment by a cartographer leads to Site-65 and the surrounding areas to be caught in a time fluctuation. The site is transported back in time, leading new players to experience the old S65, and old players to have a trip down nostalgia lane. This would last about a day, with RSD being tasked to reverse-engineer the modified portal setup, as unfortunately the person who created it was the only one to pass away in the portal expansion. Most RP would be unaffected, aside from the map being different. RSD would have to find a way to reverse the change, being breadcrumb trailed by GMs. This side of the RP would involve RSD, ET&S, and possibly GOC if Foundation wishes to seek them for help. In order to spice it up a bit, time distortions like this tend to attract unwanted attention. The longer this distortion is active for, the more distorted the SCPs held on site get. They shift between a "current" time period, and a past one. It almost appears like the SCPs have reverted in time as well, with SCP-912 becoming armed with very old-fashioned weapons such as a musket instead of it's usual gear, SCP-682 becoming almost infant-like - before it's hatred for humans settled in, and SCP-9000's seem a lot less "infected" - perhaps they are also capable of speech at this regressed stage of infection... It's possible that the Research Department will ask to remain in this fluctuated state in order to learn about these SCPs in a way that wasn't possible before. But, then again, there's a high chance that they will get overruled by those who value what little "normalcy" Site-65 has left. The SCPs in their "past time period" state will most likely be played by GMs, who have the abilities to model/use PAC to really enforce the younger versions of them.
After feedback from Niox and a better understanding of map change events in general, I have decided to rewrite this before it's even posted. I've kept this in as bonus cut content, so to speak.

Bookworms
Map name: gm_jungle_operation
All stories have a start, a middle, and an end. Even the story of this. All of this. A large Class-W gateway (colloquially knows as a Way) has appeared in the Amazon, and unlike usual Ways, it hasn't closed. In 2 weeks. The trees are changing into living bookshelves, the Librarians are venturing out of the Library, and the Hand is welcoming this "new chapter" in with open arms. The rest of the anomalous world are scrambling, trying to find a way to stop this advance of the Library. Under Project Fusillade, the SCP Foundation and the Global Occult Coalition have teamed up to secure the anomaly and, if possible, terminate it. They must fight off the swathes of Librarians and Serpent's Hands in order to research and close the Way, lest everything they have done for humanity be put in jeopardy.
OOC Perspective: Loosely based on SCP-6000. Less written lore introduction for this one, as the beefy part of it will be in this OOC section, and it's hard to tailor the lore/ic explanation to one viewpoint, as all factions will be involved here. The map this is on isn't the hugest unfortunately, but it was the best fitting one I could find within a reasonable timeframe. It also lacks quite enough space to pull off what I am hoping for, but with any luck, it should be doable by crafty use of props. It has two "military" bases, and a small camp, based within a medium sized forest. The larger of the two bases will be the base location for the FxGOC team, Facility-57. The GOC will be reformatted alongside the Foundation. The vast majority of them will be part of GOC Strike Team 9842 "Probable Cause". They will be tasked with gaining access to the Library and ascertaining the situation from inside it, by fighting past the Librarians. The other choice for them, will be GOC Strike Team 2209 "Steelheads". They will be focused on combating the Serpent's Hand alongside the Foundation. The higher ups in the GOC will be encouraged to play PSYCHE characters like Attaches, as well as other non-combative GOC being free to help out around base as PTOLEMY roles.
Foundation will be split into a couple different factions. RSD, Medical, and ET&S will remain mostly the same. They will be stationed on base, working together with PTOLEMY to figure out a way to contain SCP-6000. They will have a GM or two working around them to help direct their flow of research and keep them engaged. The Foundation MTF will be split into two different forces. E-11 and A-1 will be
MTF Sigma-3 "Bibliographers" tasked with dealing with the Librarians and assisting GOC Strike Team 9842 to infiltrate the library. O-1 and Nu-7 will be merged into MTF Tau-9 "Bookworms" tasked with combating the Serpent's Hand alongside GOC Strike Team 2209 and giving Strike Team 9842/Tau-9 a chance to get into the Library. GSD will be tasked with protecting Facility-57 rather than corralling D-Class.
CI have an interesting part to play. They will be stationed at the opposing military base, and playing as the
Serpent's Hand. I understand this is a very "CI will play the bad guy" move. CI's RP also isn't the best, but the SH wouldn't need all too much RP from them. They are in this event as a push back, as a resisting force against F and GOC stomping the Librarians (because, let's be honest, a good round of ERT/AA and they can euthanise SCPs pretty effectively). The RP that will be expected of them will be mostly the same that CI usually have (not particularly exciting, I am aware) however the Serpent's Hand not only liberates anomalies, but recruits them too. CI will NOT get another TB, but they will be allowed a non-combative thauma job, as well as being able to utilise small reality bending and magic feats in interrogations/passive RP that they do partake in. They will have a different weapon sets as well. I, unfortunately, know about as much about guns as a fish does climbing. SH would have mostly mid-range loadouts for their jobs, with one long range job. Again, very similar to how CI usually works. They will be working with the Librarians and have much the same raid rules as normal CI would have. Their objective is to disrupt Project Fusillade as much as possible through kidnapping key Researchers and leaders stationed on the Facility, as well as preventing the FxGOC forces from pushing their target. The source of the Way will be their P1, if GOC/F manage to get in then they can be considered as having "lost". The Librarians will be the SCP roles, and mainly played by GMs. These will partake in approximately every other raid, and weaker Librarians will also roam around the jungle during downtime.
This event would last around a couple hours, permitting enough time for all sides to experience the raids have have sufficient RP around finding out a "solution". Eventually, it is hoped that FxGOC teams manage to infiltrate the Library (a dupe under(?) the map), where they will meet the Original Serpent. This will also be played by a GM, and the FxGOC team must find some way of appeasing/bargaining/scaring the Serpent into halting the Library's subsuming of the planet.


List an example mission for each of the following (O-1, A-1, Nu-7, E-11, CI, UNGOC, & Foundation Staff):

The Cover got a little too Deep - Omega-1 Event
Omega-1 operatives have been tasked with infiltrating a Foundation research site. The Commanding Officer team has suspicions that the Site Administration team there has put the mission statement behind them in order to further their own goals - power. They have garnered a loyal following of staff within their site which are all working together to create the next big paratech weapon without a care for the consequences it has on Class-D personnel or the rest of the Foundation. Two of the best infiltrators Omega-1 has to offer, have been under the guise of loyalists for the last year, uncovering the entire operation and feeding back information to Omega-1 Command. The issue? The last broadcast received form them went as follows: THE NEW AGE IS DAWNING. LET THE WHITE STAR SHINE. Until further notice from Omega-1 Command, they have both been designated as COMPROMISED. Omega-1 must get to the bottom of this, lest it undermine the mission statements and become a much bigger problem.
OOC Perspective: This will be the first of two events. Omega-1 COs would lead this, after having been notified of the operation by a Dawn FM operative. Up to 4 specialists would be sent in to the Site, which would be a dupe+PAC3 scene on the GM plane. They will be tasked with gathering intel, identifying the previous infiltrators, and figuring out what happened to cause them to lose contact with Command. This will require a lot of people to act as the Site staff, as well as two individuals to play as the Omega-1 operatives. The story behind this is that the Loyalists are under a memetic's influence, and once the Omega-1 were exposed to it they gained the same goals and philosophy as the group they were sent to infiltrate. They now work under the SA of that Site, who were the first ones exposed. It will be a stealth focused mission - hence Specialists being the ones sent in. They will work to learn the story behind what happened, which will be aided by GM objectives and the GM running the event with /its. The exact way they choose to deal with it will be up to them, but their main goal is to learn what they can and then RTB. The layout will be designed for infiltration, with less-treaded paths suitable for moving in the shadows, and quiet rooms suitable for kidnapped individuals to be interrogated in.
This event will lead into others. The information the Specialists bring back will be vital for the next stage. Depending on what they know, they can storm the building to clear it out and supposedly deal with the whole situation. If they gain enough information, they will slowly piece together that this is likely the first of many raids. After all, you can kill a man, but you can't kill an idea. This is not the only influence the memetic has, and Omega-1 may have to find that out the hard way. There is a chance that the specialists may become compromised as well, if they proceed to fast without the proper precautions. This will prolong the event, causing them to slowly sympathise more and more with the loyalists, and to start hating Omega-1 and the Ethics Committee outside of the GM plane and original event.


Who's Assistant is that? - Alpha-1 Event
Scranton Reality Anchors work by siphoning reality out of other dimensions and using it to supplement the current one. Typically, they select dying or dead universes. What do you think would happen, if a SRA got confused as to which reality it was supposed to take from? A SRA placed on Floor 3 seemed unassuming at first, it did it's job. Closed a hume bubble. However, upon it's deactivation, a tremor shook the ground in the administrative sector. Alpha-1 sweep the floor, finding nothing of interest. The Assistants are safe in their office, the Overseers are accounted for in Restricted Hallway. Classing it as a general tremor of no significance, Alpha-1 go on with their duties. Not too soon after, one of the Assistants starts acting... odd. Suddenly, their personality changes. They cannot recognise any Alpha-1, they do not recollect any ongoing projects or orders, and - most worryingly - they do not recognise the Overseers. Within a couple minutes, they are back to their usual self. Nothing shows up in any amnestics checks, their psyche seems fine - albeit a little disoriented, but their humes are off the scale. The Assistant starts to see ghostly versions of someone that looks incredibly similar to them watching them from afar. These apparitions get closer and closer until they start whispering in their ear. Alpha-1 must figure out what has occurred, and reverse it if possible.
OOC Perspective: A Scranton malfunction leads to two realities getting pulled much closer than they should be. This causes an Assistant from the other reality to partially phase into ours, but instead of taking their physical form with them, their consciousness partially merges with this reality's version of them. This is what causes the ghostly apparitions that only the Assistant can see, as well as the change in personality and memories. The two consciousnesses fight for control, one of them seeking to protect themselves, the other seeking to dominate. The reality where the opposing Assistant is from is not a pleasant place, and they are a product of their surroundings. They seek to gather as much power and influence as possible, not caring who they step on in the process. The Assistant will experience splitting headaches, and the feeling of being torn apart at the seams, as well as having humes that bounce from high to low. All signifiers that something is incredibly off with them. The ghostly counterpart will speak to the Assistant, drip feeding them information about their home reality which is how they will come to realise what has happened.
This event can be run in one of two ways. Way 1, is an actual Assistant is the main focus of the event. GM tools (GMsweps, /its, the like) are utilised to create a hume bubble on F3 (they do not spawn there naturally) and they spice up the Scranton placement a little. Not much though! Then mostly GMsweps and /me (with the GM disguised as the Assistant so it seems like it's coming from them) will be used to guide the Assistant to have a different personality. It could even go so far as to switch out the Assistant with the disguised GM so that they can fully play the correct role. It is worth noting that the Assistant must not be simply left in a corner or something. They should still have something to do - such as being stuck in their "consciousness" (a dupe on the GM plane). This is unlikely to be pulled off smoothly enough to justify it however, so instead the Assistant will be trusted to follow the /mes. Even if they don't go in the direction the GM hopes, the GM should still be able to cook with it! The "ghostly figure" will be a PAC that only the Assistant can see, that looks identical to the Assistant. Way 2, is an event Assistant. This way, they will be able to play the personality change much more effectively, however it doesn't have quite the same feel for the players to get involved.
The way this event ends is a little ambiguous. I'd personally like to see how Alpha-1 and the Assistant handle the event before picking a concrete ending, but there are a few options. Alpha-1 could enlist the help of a cartographer, or likewise dimensional-wise individual, to attempt to reverse what the Scranton has done. They could try to simply wait it out. They could attempt to completely drag the Assistant into their dimension - although this certainly won't end up too well for the individuals involved. If nothing ends up being done, then eventually the intruding consciousness will slowly subside after being as much of a pain in the arse as possible.

A Back-Alley Auction - Nu-7 Event
DEA has received intel that MCnD is hosting an auction in a neighbouring town. Usually, this wouldn't be anything of note. Perhaps some operatives would be dispatched to sniff around the goods, see if anything is worth the Foundation stepping in for, but it wouldn't garner the attention of anyone higher. Usually. Except, the thing is, part of what is being sold at this auction, is very very key information about Foundation architecture. There are the entire blueprints to Site-65, along with several other facilities across Canada and Europe. The Foundation cannot let this slide. Nu-7 will be dispatched in order to secure these documents, through any means necessary. The Agent has informed S-65 that MC&D has hired help. There are foreboding characters wandering past the stalls, positioned at key points throughout the auction. This will not be easy. The mercenaries stand tall, their watchful gaze piercing the shadows. Security is particularly tight around the main event - the Foundation Site plans. It will be a tough mission for Nu-7, good thing Site Administration has authorised extra firepower to ensure they complete their objective. Do not fail. Strike hard, strike fast.
OOC Perspective: This will start off as a surface mission, including Nu-7, DEA, and an event MC&D. DEA will receive a tip from an embedded agent at the auction over comms mentioning the situation that they find themselves in. Requesting aid, the DEA Agent will give them instructions on how to find the auction. This will lead them to a GMObjective located either somewhere near a corner of the map, by lakehouse, or in Pinewood. This will then teleport them to a dupe in the GM plane, where they will have a small area to form up before they storm the auction. The DEA Agent mentioned that the auction has some big guns keeping an eye on things, so Nu-7 should be expecting a fire-fight. There will be multiple event characters staged as both MC&D and the mercenaries they hired (Valravn). Depending on how large scale this event will be, CI could be asked to play as the Valravn mercenaries. As another bonus, genuine MC&D players could station at a stall and be a part of it, although this would depend on their RP and willingness to partake. Each event character will be killable. Beefy, but killable. They will have a weapon set that is built for mid-quarters, as well as a first aid kit, a smoke grenade, and a pistol. The event MC&D will have usual MC&D gear, in addition to having ~200 health. This will be a combative focused event, with the main part of the event being the raid. The aftermath will be Nu-7 recovering the documents they need (and any other shiny items that catch their eye). Should Nu-7 take any hostages, they will be able to be interrogated for information on how they got the plans, which can lead into more raids on MC&D facilities, or the RP could be opened up to DEA to try and bargain the blueprints out of the merchants' hands.

Sites within Doors within Windows - E11 Event
Dimensional Site-62 has undergone a severe breach of containment. An reality bender much stronger than Type-Green has infiltrated the facility and taken it, along with it's occupants, hostage. The last message sent out from Site-62 is a single, shakily handwritten letter pleading for the Foundation to kill whatever is in the facility. When a shift change happens, a Researcher about to enter the site finds the letter and attempts to open the door with the correct key, only to have to barge it open. Upon entry, he discovers the facility has been melded into a twisting mass of corridors and rooms, where no door leads dead ahead. Hallways disappear around corners, only to reappear at 90 degree angles behind you. Potted plants grow their leaves inside-out, and writing on documents wriggles off the pages onto the surface it rests on. It seems the entity derives some sick enjoyment from watching humans loses their minds in a place that was never meant for them. It is well known that the Epsilon-11 squadron stationed at Site-65 are the most battle-hardened, seeing as they deal with breaches on a practically daily basis. The CO team of E-11 receive a scramble request from C.A.S.S.I.E to respond to the breach. They will be going in basically blind, but with their track record, it is hoped that they can not only save the site, but contain the anomaly to prevent it from wreaking any more havoc. They will have to navigate the non-euclidean dominion of the entity to salvage what they can, and kill what they can't.
OOC Perspective: The reality bender's abilities are dimensional and temporal based. It is the supposed god from another dimension who was the origin point of many dimensional anomalies that the Foundation has in their possession. It is most displeased upon learning that the Foundation has taken one of it's favourite creations - the doors which open unto Nowhere - and made it a Foundation facility. During it's dominion over the site, the Researchers and staff have been trying everything they can think of to subdue it before they finally lost their minds. They have left small notes and test logs scattered around the place. E-11 upon their incursion have a couple options to deal with the anomaly. Either, they can attempt to find the information on the anomaly left behind by the site staff and utilise it to come up with a method of containment. Or, they can full send it and go guns blazing once they locate the anomaly.
It will be a 2 stage event. The first stage will be where they navigate through the anomaly's maze. This will be a very large dupe on the GM plane, made to be very trippy and not make sense. PAC can be used to have moving parts/more visual attraction, but it is not entirely necessary. Optimisation must also be good as the second half of this will be a combative focused part. Speaking of, the second half of this event will be a boss fight, where it is brains that are important, not just brawn. Unfortunately, as unfamiliar as I am with the tools available to GMs, I am unable to adequately explain the details of the logistics behind this.
The boss will have reality-bending abilities (not instakill because those SUCK) and will use GMSweps to enhance these and add cool effects to them. Since he is an egotistical, self-proclaimed god he will fight alone. Using this discussion, and the point made by Modern_Erasmus, this reality bender would be a Class-4 in their home dimension, and a Class-3 in ours. The boss should have PAC used to make it feel a lot more different to our reality - think uncanny valley, or just moving odd. PAC can also be used to spice up the animations and have small "cutscenes" so to speak. The boss would have a stagger stage, in which (if E-11 have the correct information) they can be captured/terminated, or they will have a monologue and then slip away into their home dimension. Should the E-11 fail to end the anomaly, similar missions will happen in other sites, revolving around other dimensional anomalies, until they learn enough to successfully deal with it once and for all.

Cogs and Wheels - CI Event
Nobody bats an eye when a new Alpha gets recruited into the Saskatchewan Chaos Insurgency cell. They get new recruits all the time. Nothing is bizarre, or strange about CI-A "Generic Name Here", except the ticking noise that comes from some item on them. They slip easily under the radar, until high members of Delta Command start to go missing. First, a BCOM disappears seemingly without a trace. Next, an MCOM vanishes, followed shortly by a DELCOM. The one thing they had in common? Their last conversation was with this mysterious, ticking Alpha. It's not hard to put two and two together. They are swiftly brought in by the remaining CI in the cell, and interrogated to find out what happened. It's at this point that they realise, the ticking isn't originating from an item on them, its originating from them. Removing their balaclava and vest Should CI remove their balaclava or vest, its revealed that their skin is translucent and where there should be flesh, there are gears and cogs. Where there should be muscles, there are pulleys and brass wheels. With a bright smile, the Alpha taunts them, speaking about their God and it's favour. CI need to find out what has happened to their Commanding Officers and attempt to bring them back in one, biological piece.
OOC Perspective: This new Alpha is a devout follower of the Broken God. Not affiliated with the CotGB, but a idoliser of it. A mind so desperate to be a part of something bigger is always susceptible to whispers of empty promises. This Alpha, before they had joined CI, fell victim to an anomaly that fed their desire to be a part of the Church. It manifested to them as a fragment of the Broken God, saying their infection was a blessing, that they had been chosen to be a messiah. All they had to do in return for these gifts, was give him people. People with information, weak to the human desire for power, influence, control. Upon asking for a word with each CO, to start each conversation off, the Alpha introduces himself and offers a handshake. Should the handshake occur, the CO is transported to an pocket dimension. In this plane, they meet the entity, who tosses riddles and questions at them. He invited them to sit for tea, attempting to create a facade that he isn't as dangerous as he is. The entity speaks with them, trying to find an in to their mind. Something they want, something they need. Something they can use against them. In this strange place, the CI find it hard to resist answering the entity's questions. They must fight its influence and search for an escape.
In order for them to successfully get out, there are a couple ways they can escape. Either, they remain strong mentally and talk to the entity. They can convince it that they aren't worth the effort, that they aren't important, at which point the entity will get bored and toss them back to the cell with a mighty headache, and a strong dose of confusion (not amnestics persay, but just leading them to doubt their memory of events). They could break, letting the entity into their minds and becoming another pawn for it. This will have long-lasting consequences, where they constantly have to fight for dominance in their own consciousness. This leads to a longer storyline within events happening outside this singular one. Best case scenario, the CI back at the cell figure out a way to detach the entity from the Alpha. Without the entity's tether to this place, it has no power. The CI COs slip from it's grasp, materialising back in the cell.
This will require at least 2 GMs, one to play the Alpha, the other to play the entity. The Alpha will use a GMSwep to transport the COs to a dupe on the GM plane, where the GM playing the entity awaits them. The "mental struggle" will be a combination of GMSwep shenanigans and rolls. It will also be affected by the player's choices and how they approach the situation, because nobody likes when things are 100% left up to luck. Most of the event will be carried by the GMs speaking to CI, as well as the interrogation held by CI.


What's in a name? - GOC Event
The Fae have rules: Do not give them your real name. Never eat or drink anything offered to you by the Fae. It is not meant for you. Reserve your words, the Fae are a literal race. They read the fine print for fun. While they cannot not lie, they will twist your words against you, and are masters of dancing around the truth. The GOC aren't on terrible terms with the Fae. In fact, they are allied with most courts. So, nobody thinks twice when a cloaked stranger appears seemingly out of the blue at the 255th Arctic FOB's front gate. This stranger seems polite enough, seeking parley with the individuals here. They mention something about "dropping by" on their travels. Sharing stories about the places they have been, the GOC have no reason to be suspicious of them. Which is why it comes as a surprise when asking for someone's name, an ethereal giggle is heard all around the present GOC. It doesn't take too many more coincidences for the GOC to figure out that their new visitor, is a Fae. Even after the jig is up, the Fae continues to play small tricks on them, finding it all too amusing at the GOC's expense. It is up to the operatives present to either use their silver tongue, or iron weapons, to free themselves of this trickster.
OOC Perspective: An event character wanders over to the GOC base and starts asking for a simple talk. They are quite persistent and (hopefully) they will eventually be let in show knowledge of the GOC and the anomalous world, and express a wish to learn more. With any luck, the GOC will oblige them, if only to find out more. The event character will have a slight backstory, but mostly just improv little stories. When they start being more fae-like, PAC will be utilised for the sound effects of laughter among other things. The small pranks that the Fae will pull will be things like bodyswapping people, changing people to look like SCPs, and giving them random effects (from visual bloom, to being turned to stone). In order to enhance the Fae's effect, GMSweps will be used on the people around the Fae who are the unfortunate victims of their pranks. If someone slips up around them and breaks a fae rule, or (heaven forbid) gives the fae their name, then the fae will turn a lot more malevolent. Their "harmless pranks" will start being "harmful", going so far as to use the person who's name was stolen to control them to do daring and downright dangerous stuff.
The event can end in a couple different ways. Either, the Fae eventually gets bored, and leaves the GOC with a little message ("That was fun! Let's play again soon...") before disappearing into the ether. Or, the GOC get fed up with the Fae's antics and utilise iron weaponry to terminate it. Or, they could end up striking some kind of a bargain with the Fae. Since they can't lie, they too are bound by their word. This can be used against them! It's a very open ended event, which is intended. There is a lot of potential, and GMs can have a lot of freedom with it.


A Biological Villain - ISD/Medical/RSD Event
Medical has had quite a quiet day so far. Not a lot of patients, much fewer D-Class needing ECTs, even fewer outbreaks of influenza and the like. It's almost suspiciously quiet, but none of the medical staff are brave enough to comment. It's so calm, that nobody notices a shadowy figure making a hasty exit from medbay. They whisk past the present staff, disappearing round a corner to LCZ. Soon after, medical personnel start to pick up on a putrid scent wafting out of the quarantine room. Upon closer inspection, they come across a scene straight out of a horror film. In the quarantine room itself, there are entrails strewn across the floor and walls. Blood and viscera is covering the window, smeared against the glass like it's an artwork. By the closed door, there is a smashed glass vial, the contents of which appear to be empty on first glance. Medical do what they can with the remains, trying to find out what happened to the poor soul. Based upon a DNA analysis of what they could scavenge, it appears to be the remains of an "Officer Dylan White". ISD are called over and put the scene in quarantine. They bag the syringe, taking it to RSD to figure out if there are any traces of chemicals left on it. They find a strain of a previously undocumented virus, which causes a dissolution of the bonds that hold together muscle fibres, skin cells, and internal organs. It causes a build up of gas in the abdomen, creating a rather violent end when the subject's body can no longer withstand the pressure. While this is a bizarre one-off occasion, ISD pass it off as a freak accident. Only, a couple minutes later, another report comes in of a very similar thing in EZ maintenance tunnel. Entrails strewn across the walls, viscera piled up on the floor, the skeleton placed in a weirdly ritualistic fashion in the middle of the scene, perhaps to be studied? ISD open an investigation into it - clearly, this is purposeful...
OOC Perspective: A serial murder is roaming site. They've some sick fascination with developing experimental drugs and testing them on... unwilling participants. They have no bias in their targets, seemingly picking those of opportunity, but they are careful in their killings. They leave little trace. The broken vial from the first scene was a slip up. Their first test subject exploded - surprising them, and causing them to leave the area in a hurry. After some slight alterations to the formula, their second victim is in a bit more of a pulled together state - it's actually identifiable what body parts some of the aftermath are. With time, their killing will become more and more sloppy, with them eventually leaving things such as fingerprints and hair behind. This will be 4-5 victims in. The culprit will eventually be a Senior Biohazard Researcher, who found a penchant for poison after one too many 008 tests were denied one of their co-workers snitched to the Ethics Committee about his unorthodox methods of testing, resulting in a formal warning and suspension from testing with D-Class personnel. This co-worker has already met their unfortunate demise in a failed 035 experiment. Without the source of his anger to turn to, his rage was displaced onto the next viable target, the Committee that suspended him. They are attempting to perfect their weapon of choice in order to give the Ethics Committee a painful end... It's nearly a good thing they lost track of their goal when the murder became a hobby, rather than a means to an end. Should ISD manage to figure out who the culprit is and take them in, they are more than happy to brag about their achievement. They wouldn't even be against sharing the recipe, however they might need some encouraging if their captors really want to go down that route...
A couple dupes, pre-made for certain rooms in site, are pasted in when nobody is around. If they aren't found for a while, a csay (is that what it's called?) can be constructed to alert Foundation personnel. They are various levels of a carnage-strewn scene, with GMObjectives that can be interacted with to give a more thorough description. The GM running the event will be close-by in no-clip, controlling the release of information through /its mostly. This same GM will later play the culprit.
This can be tweaked slightly to be a single long-ish event, or multiple smaller events leading to a bigger finale. If it is a small but long event, the scenes won't be that detailed, and ISD will manage to find the culprit in a few hours. If it consists of smaller events spread over a long time period, then much more investigation RP is held per small event, and the finale will have the culprit being a lot harder to track down. In order to permit this, a second GM will possibly be required to assist the culprit evade capture for a while, as ISD will likely be hot on their tail. This way, it can last multiple days, with the small events lasting ~30 minutes to an hour.


Edit: Have received more feedback from Niox in DMs, so am editing to address the points he brought up. Apologies for the slight formatting bug in the last event. I can't seem to find a way to fix it without removing my colours. Edited text will be in this/this colour. I know, I know, I'm a yapper... Also yes, I WILL be hiding a mantis shrimp in all my dupes...
Edit: I forgor like 1 1/2 sentences...
LAST EDITED: 01/04/2025 22:41
 
Last edited:

James Dingle

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Jul 13, 2024
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Big massive fat +support

Well written application and would be an amazing asset to the GM team.

It would also mean that O-1's evil overall goal of having the most Staff / GMs in a regiment would continue to be realised >: )
 
+++++Support
-You can tell shit is cool because I'm typing in blue.

Literally have everything a good GM would require. This application shows good GoI knowledge, good SCP knowledge, good organisation/management knowledge, a good understanding of what makes an event fun and engaging, you took in feedback to improve upon the application even after it was already amazing, you can RP, you've held good RP Leader roles, and you're competent.
Formatting is great, insanely detailed overall, no major flaws. Quite frankly this is like, the best application I've read.

I would say best of luck, but it would be ragebait to not accept this.