What server are you applying for: SCP-RP USA
Your Username: VortexPit
Your SteamID: STEAM_0:1:68764325
Discord Username: @VortexPit
Age: 25
What's your current playtime (type !time in-game): Total Playtime 14d, 16h over the course of about 2 and a half months
Do you have a mic: Yes
Your characters name: Walter Smoth [Foundation] | W. Cortex [Civ/MC&D]
List all the names of the characters that you use (Foundation, Civillian, e.t.c.): Walter Smoth [Foundation] | W. Cortex [Civ/MC&D]
Is this the first application you made? If no, link all previous applications: Yes, This if my first GM Application, although I have previously submitted a Inspector Application that was accepted
Have you received any kicks/warns/bans, and if so, why: Yes, NLR in my first few weeks on the server as I did not fully understand the rules | FearRP for pulling a gun out as a parawatch when a member of the Foundation had me at gunpoint

How many hours can you be on everyday: 3-6 hours daily
Do you have any previous experience as a Gamemaster/Event Manager in a community: No experience for a community, however I manage, plan, and design DnD campaigns within a couple of small online groups.
Your Username: VortexPit
Your SteamID: STEAM_0:1:68764325
Discord Username: @VortexPit
Age: 25
What's your current playtime (type !time in-game): Total Playtime 14d, 16h over the course of about 2 and a half months
Do you have a mic: Yes
Your characters name: Walter Smoth [Foundation] | W. Cortex [Civ/MC&D]
List all the names of the characters that you use (Foundation, Civillian, e.t.c.): Walter Smoth [Foundation] | W. Cortex [Civ/MC&D]
Is this the first application you made? If no, link all previous applications: Yes, This if my first GM Application, although I have previously submitted a Inspector Application that was accepted
Have you received any kicks/warns/bans, and if so, why: Yes, NLR in my first few weeks on the server as I did not fully understand the rules | FearRP for pulling a gun out as a parawatch when a member of the Foundation had me at gunpoint

How many hours can you be on everyday: 3-6 hours daily
Do you have any previous experience as a Gamemaster/Event Manager in a community: No experience for a community, however I manage, plan, and design DnD campaigns within a couple of small online groups.
Why would you like to become a Gamemaster: Becoming a GM would be beneficial for me as I much prefer and enjoy the RP side of things within the server as opposed to the combat scenarios. As such I would like to assist the current GM team in creating more fun and enjoyable RP scenarios across both surface GOIs and Foundation personnel. I have taken part in many different events held on the server and have seen some very fun scenarios being held, although I do feel as though there could be more variety of events as there have been a fair amount of repeating and similar events held.
What do you think you would be able to help us with on the server? Why are you special over the other applicants: I feel that my experience with designing DnD campaigns would assist greatly in creating a variety of different events. My passion for RP would allow for greater enjoyment from other players across the server who are also looking for more roleplay scenarios to participate in, especially allowing for more events outside of the usual ones that focus on the research department. I would not like to discredit the current GMs however as I feel there have been a lot of excellent events, I would just like to assist in creating a bit more variety with these events, bringing in some of the more lesser known SCP instances for example.
What do you think you would be able to help us with on the server? Why are you special over the other applicants: I feel that my experience with designing DnD campaigns would assist greatly in creating a variety of different events. My passion for RP would allow for greater enjoyment from other players across the server who are also looking for more roleplay scenarios to participate in, especially allowing for more events outside of the usual ones that focus on the research department. I would not like to discredit the current GMs however as I feel there have been a lot of excellent events, I would just like to assist in creating a bit more variety with these events, bringing in some of the more lesser known SCP instances for example.
[Not So Funny Fruit] Due to a mishap with Site-65's produce shipment, a bowl of normal looking, albeit not so normal tomatoes has been shipped to our cafeteria. The bowl has been placed on one of the cafeteria tables by 'Chef Jordan', with a label stating 'Tell a good joke!' As foundation personnel are made aware of this, I'm sure some would be inclined to do as the sign says and start telling jokes. As jokes are being told, any personnel who give a joke that is too corny or otherwise perceived as a bad joke, would be thoroughly punted by one of the tomatoes flying at them at extremely high speeds, resulting in harm ranging from mild to lethal dependent on how bad the joke is deemed. Site staff are free to handle this bowl of tomatoes as they see fit.
[GM Materials] The only necessary materials for this event to take place would be one GM acting as the chef to set up the bowl of tomatoes, at which point they would be able to leave the scene and act as the fruit itself as needed to judge and damage foundation personnel. A couple of props or pac3 assets will be needed to create the bowl of tomatoes and subsequent sign.
[Tea Boxing] An MC&D Salesman shows up to the foundations gate, requesting to speak with a high clearance member of the Medical Department. Upon given an audience, the salesman will attempt to sell a box of teabags to the medical personnel, stating that they can 'cure any illness' in a fashion similar to SCP-500, albeit for a much cheaper price. Upon acceptance of the deal the foundation will receive the tea bags, whilst on refusal, the salesman will give a spiel about how useful they will be, and leave the personnel with a free 'sample', a box containing 5 tea bags. The box clearly states that the tea bags have an expiration date of 'Tomorrow' to ensure that they are utilized quickly. Upon brewing and drinking of tea made with these bags, the illness of the patient will manifest in a physical, humanoid form. A bell will ring signifying the start of a fight as both the illness and the patient are made to pull out their fists and ensue in a boxing match. In the event that the patient wins the brawl, the symptoms of the illness will dissipate, no matter what illness they were facing. However, in the event that the illness wins the brawl, the patient will continue to show the symptoms of their illness.
[GM Materials] A GM will be needed in order to play both the MC&D salesman, along with playing the Illness when medical personnel utilize the tea bags. A small box prop will need to be spawned in order to act as the box of tea bags. 'Fists' Swep will be given to the patient upon consumption of the tea, and the patient will need to be cured of any ailments in the event that they come out victorious in the fight.
[Enticing Playground] A playground appears just outside of pinewood. Upon any sentient being coming within earshot of the swing set and slide, they will feel enticed to play on the equipment. The number of people currently playing on the playground directly correlates to the strength of the desire of nearby onlookers to want to play. Continued play on the equipment for ~60 seconds will cause the individual to 'vanish' from reality. Playground may be dismantled and contained by any foundation or GOI personnel utilizing Scrambles or Reality Bending personnel who would be resistant to memetic effects.
[GM Materials] A GM will be needed to observe any players within range of the playground and utilize /it or other commands to show the player that they are enticed to play on the equipment. Props will be utilized to spawn the playground. The GM in charge of the event will also be responsible for making the players 'vanish' after playing on the equipment long enough [Kill the player so they may respawn]
[GM Materials] The only necessary materials for this event to take place would be one GM acting as the chef to set up the bowl of tomatoes, at which point they would be able to leave the scene and act as the fruit itself as needed to judge and damage foundation personnel. A couple of props or pac3 assets will be needed to create the bowl of tomatoes and subsequent sign.
[Tea Boxing] An MC&D Salesman shows up to the foundations gate, requesting to speak with a high clearance member of the Medical Department. Upon given an audience, the salesman will attempt to sell a box of teabags to the medical personnel, stating that they can 'cure any illness' in a fashion similar to SCP-500, albeit for a much cheaper price. Upon acceptance of the deal the foundation will receive the tea bags, whilst on refusal, the salesman will give a spiel about how useful they will be, and leave the personnel with a free 'sample', a box containing 5 tea bags. The box clearly states that the tea bags have an expiration date of 'Tomorrow' to ensure that they are utilized quickly. Upon brewing and drinking of tea made with these bags, the illness of the patient will manifest in a physical, humanoid form. A bell will ring signifying the start of a fight as both the illness and the patient are made to pull out their fists and ensue in a boxing match. In the event that the patient wins the brawl, the symptoms of the illness will dissipate, no matter what illness they were facing. However, in the event that the illness wins the brawl, the patient will continue to show the symptoms of their illness.
[GM Materials] A GM will be needed in order to play both the MC&D salesman, along with playing the Illness when medical personnel utilize the tea bags. A small box prop will need to be spawned in order to act as the box of tea bags. 'Fists' Swep will be given to the patient upon consumption of the tea, and the patient will need to be cured of any ailments in the event that they come out victorious in the fight.
[Enticing Playground] A playground appears just outside of pinewood. Upon any sentient being coming within earshot of the swing set and slide, they will feel enticed to play on the equipment. The number of people currently playing on the playground directly correlates to the strength of the desire of nearby onlookers to want to play. Continued play on the equipment for ~60 seconds will cause the individual to 'vanish' from reality. Playground may be dismantled and contained by any foundation or GOI personnel utilizing Scrambles or Reality Bending personnel who would be resistant to memetic effects.
[GM Materials] A GM will be needed to observe any players within range of the playground and utilize /it or other commands to show the player that they are enticed to play on the equipment. Props will be utilized to spawn the playground. The GM in charge of the event will also be responsible for making the players 'vanish' after playing on the equipment long enough [Kill the player so they may respawn]
[Ambrose Restaurants] A small team of construction workers has been showing activity near pinewood, setting up a perimeter and bringing in various building materials, equipment, and vehicles. Upon further inspection there seems to be a sign stating 'Ambrose Pinewood - Opening Soon'. With the lack of recent activity by UNGOC, Ambrose Corporate have felt that Pinewood, due to the increased anomalies in the area, would be a prime spot to open a new location. CI, along with MC&D have been tasked with ensuring the completion of construction so that Pinewood may have their own Ambrose Restaurant location. The Foundation is tasked with putting a stop to this project as it will make hiding the local anomalies that much more difficult. In the event that CI and MC&D are successful in protecting the construction team over the course of time, a new Ambrose Restaurants location will be added to Pinewood.
[GM Materials] A team of GMs will be needed in order to run the construction crew for the duration of the event, along with props and assets to create the construction zone. Upon the successful completion of CI & MC&D objective, the development team will need to add a small location of Ambrose Restaurants to Pinewood to allow for further scenarios to take place.
[GM Materials] A team of GMs will be needed in order to run the construction crew for the duration of the event, along with props and assets to create the construction zone. Upon the successful completion of CI & MC&D objective, the development team will need to add a small location of Ambrose Restaurants to Pinewood to allow for further scenarios to take place.
[O-1] [Not so Ethical Ethics] Recently, there have been reports of an Ethics Committee Member consistently breaking the Site-65 Code of Ethics, upon further inspection, O-1 can find that the ECM claims they are following the 'newly updated' CoE sent to them directly by the Committee Chairmen 'Peter Johnson'. The ECM will hand the 'new' CoE over to O-1, and upon inspection they can see plenty of flaws, and issues that show this document is fake. Further investigation by O-1 will allow them to find that the ECM has been kidnapped by an external GOI recently and drugged, returned to the Foundation with the new belief of this non existent Chairman and fake code of ethics. It is up to O-1 to fix the discrepancies in the ECM's memories and return them to follow the proper procedures once again.
[GM Materials] A GM will need to play the part of this ethics committee member and spread the reports to O-1. The fake CoE will need to be created with errors and holes that would allow for easier discovery of the other party.
[A-1] [NEUROPHAGE] A-1 has been briefed by O-5 of a mission they need to handle. During a routine audit of Research Wing, A-1 found documentation from a thaumatologist who recently defected from the foundation. The document had information about a parasitic anomaly that causes the infected to slowly lose their sense of self, becoming one with a hivemind and consolidating power to further the development of the anomaly. According to the document the parasite is currently dormant, but has been planted inside of the Site Director. If the patient becomes aware of the parasite it will release its dormancy and take control of the Director's body. Alpha-1, under orders of O-5 must retrieve the Site Director and bring him to medical under guise of a 'routine checkup' in order to have the parasite surgically removed. Any mishaps during surgery or improper handling of the parasite could cause progression of the degradation of the Site Directors sense of self, or the parasite may move hosts if not handled properly after surgery. Failure is not an option.
[GM Materials] A GM will play the part of O-5 to hand out the report and subsequent orders to Alpha-1. After that the GM will only need to follow and play the part of the parasite as needed, watching the surgery and handling how the surgery is performed.
[Nu-7] [The Hole] Reports have come in to Nu-7 of a strange cult forming in the heart of Pinewood. Onlookers report that the cult is worshipping something they refer to as 'The Hole'. The whole seems to be a bottomless pit, roughly 5 feet in diameter, with whispers and whistling originating from the hole. The cultists state that the hole houses their god, and they occasionally throw offerings into the hole to appease their god. Nu-7 must investigate this whole and find some way to deal with the cultists and contain, or fill the hole to prevent further issues.
[GM Materials] The GM will need to gather civilians, or other GMs, to participate as cultists surrounding the hole. An Nu-7 Private will announce over comms that during a patrol they noticed a group of hooded civilians tossing the body of a dog into the hole, and chanting for 'forgiveness'. It is up to Nu-7 to decide ultimately how to handle the situation, taking a violent approach may cause the cultists to anger and lash out. The hole may be closed by apprehending all of the cultists and throwing an active scranton anchor into the hole.
[E-11] [Living Door] A door has appeared in delta. The door seems normal in appearance, however approaching the door it seems like it's, breathing? Upon any personnel opening the door, they instantly disappear, returning roughly 10 seconds later. Personnel upon return would seem to be in a dilapidated mental state saying they 'felt death'. The door brings them to a scene where they experience their own death, the pain, the visuals, everything, before being returned at full physical health. E-11 has been tasked with securing the area and finding a way to contain this door.
[GM Materials] The GM will need to utilize props in order to create a fake door that teleports them to a room where they can 'experience death'. Other than that the RP is very open ended on how E-11 decide to handle this situation, do they allow researchers to test on it, or do they instantly contain the area and find a way to move the door, the choice is theirs
[CI] [The Insurgents Amulet] The Engineer has delivered a new SCP object to the CI base in pinewood for use, designated SCP 963-2, is an amulet with a green emerald embedded in the center of it. Upon direct contact with the amulet, subject takes on the persona of CI-D Hal Jackson, a highly trained and specialized CI operative. CI may utilize this amulet as they see fit, what will they do with it? Turn CI-A's into highly trained agents? Or possibly kidnap Foundation Personnel and turn them into CI? Upon no longer touching the amulet, the user will return to their normal persona, albeit a bit mentally disheveled depending on how long they were in contact.
[GM Materials] An amulet will need to be created via prop in CI base with a small documentation residing over it signed by The Engineer. A GM may need to follow users of the amulet in order to explain to them the changes they experience in their persona until the amulet loses its memetic effect.
[GM Materials] A GM will need to play the part of this ethics committee member and spread the reports to O-1. The fake CoE will need to be created with errors and holes that would allow for easier discovery of the other party.
[A-1] [NEUROPHAGE] A-1 has been briefed by O-5 of a mission they need to handle. During a routine audit of Research Wing, A-1 found documentation from a thaumatologist who recently defected from the foundation. The document had information about a parasitic anomaly that causes the infected to slowly lose their sense of self, becoming one with a hivemind and consolidating power to further the development of the anomaly. According to the document the parasite is currently dormant, but has been planted inside of the Site Director. If the patient becomes aware of the parasite it will release its dormancy and take control of the Director's body. Alpha-1, under orders of O-5 must retrieve the Site Director and bring him to medical under guise of a 'routine checkup' in order to have the parasite surgically removed. Any mishaps during surgery or improper handling of the parasite could cause progression of the degradation of the Site Directors sense of self, or the parasite may move hosts if not handled properly after surgery. Failure is not an option.
[GM Materials] A GM will play the part of O-5 to hand out the report and subsequent orders to Alpha-1. After that the GM will only need to follow and play the part of the parasite as needed, watching the surgery and handling how the surgery is performed.
[Nu-7] [The Hole] Reports have come in to Nu-7 of a strange cult forming in the heart of Pinewood. Onlookers report that the cult is worshipping something they refer to as 'The Hole'. The whole seems to be a bottomless pit, roughly 5 feet in diameter, with whispers and whistling originating from the hole. The cultists state that the hole houses their god, and they occasionally throw offerings into the hole to appease their god. Nu-7 must investigate this whole and find some way to deal with the cultists and contain, or fill the hole to prevent further issues.
[GM Materials] The GM will need to gather civilians, or other GMs, to participate as cultists surrounding the hole. An Nu-7 Private will announce over comms that during a patrol they noticed a group of hooded civilians tossing the body of a dog into the hole, and chanting for 'forgiveness'. It is up to Nu-7 to decide ultimately how to handle the situation, taking a violent approach may cause the cultists to anger and lash out. The hole may be closed by apprehending all of the cultists and throwing an active scranton anchor into the hole.
[E-11] [Living Door] A door has appeared in delta. The door seems normal in appearance, however approaching the door it seems like it's, breathing? Upon any personnel opening the door, they instantly disappear, returning roughly 10 seconds later. Personnel upon return would seem to be in a dilapidated mental state saying they 'felt death'. The door brings them to a scene where they experience their own death, the pain, the visuals, everything, before being returned at full physical health. E-11 has been tasked with securing the area and finding a way to contain this door.
[GM Materials] The GM will need to utilize props in order to create a fake door that teleports them to a room where they can 'experience death'. Other than that the RP is very open ended on how E-11 decide to handle this situation, do they allow researchers to test on it, or do they instantly contain the area and find a way to move the door, the choice is theirs
[CI] [The Insurgents Amulet] The Engineer has delivered a new SCP object to the CI base in pinewood for use, designated SCP 963-2, is an amulet with a green emerald embedded in the center of it. Upon direct contact with the amulet, subject takes on the persona of CI-D Hal Jackson, a highly trained and specialized CI operative. CI may utilize this amulet as they see fit, what will they do with it? Turn CI-A's into highly trained agents? Or possibly kidnap Foundation Personnel and turn them into CI? Upon no longer touching the amulet, the user will return to their normal persona, albeit a bit mentally disheveled depending on how long they were in contact.
[GM Materials] An amulet will need to be created via prop in CI base with a small documentation residing over it signed by The Engineer. A GM may need to follow users of the amulet in order to explain to them the changes they experience in their persona until the amulet loses its memetic effect.