What server are you applying for: SCP-RP USA
Your Username: Montythemole3
Your SteamID: STEAM_0:0:559131820
Discord Username: Monty_2.0
Age: 17
What's your current playtime (type !time in-game): 8 Days, 2 Hours on the Month.
Do you have a mic (optional): Yes
Your characters name: ‘Archer’
List all the names of the characters that you use (Foundation, Civillian, e.t.c.): I only FREQUENTLY use my Foundation character, and occasionally my Civilian character.
Is this the first application you made? If no, link all previous applications: For GM, yes.
Have you received any kicks/warns/bans, and if so, why (type /warnings in-game): RDM [A], Failrp/Fearrp, RDM, all expired.
How many hours can you be on everyday: ~ 4 on average, usually a tad more.
Do you have any previous experience as a Gamemaster/Event Manager in a community: I do not.
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’d say I’m proficient in dupe creation, for example, I used to build Prop hunt maps all the time for me and my buddies when we got bored of all the ones in the workshop. I also used to be somewhat proficient in PAC.
Your Username: Montythemole3
Your SteamID: STEAM_0:0:559131820
Discord Username: Monty_2.0
Age: 17
What's your current playtime (type !time in-game): 8 Days, 2 Hours on the Month.
Do you have a mic (optional): Yes
Your characters name: ‘Archer’
List all the names of the characters that you use (Foundation, Civillian, e.t.c.): I only FREQUENTLY use my Foundation character, and occasionally my Civilian character.
Is this the first application you made? If no, link all previous applications: For GM, yes.
Have you received any kicks/warns/bans, and if so, why (type /warnings in-game): RDM [A], Failrp/Fearrp, RDM, all expired.
How many hours can you be on everyday: ~ 4 on average, usually a tad more.
Do you have any previous experience as a Gamemaster/Event Manager in a community: I do not.
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’d say I’m proficient in dupe creation, for example, I used to build Prop hunt maps all the time for me and my buddies when we got bored of all the ones in the workshop. I also used to be somewhat proficient in PAC.
Please list one RP Enhancement for a Foundation Department/MTF:
A sentient SCP, normally contained, begins moving freely through HCZ while remaining completely invisible, detectable only through subtle environmental clues and footsteps echoing down hallways, doors shifting slightly ajar, faint whispers and objects nudged out of place. E‑11 is tasked with tracking, documenting, and containing the anomaly, relying on observation, deduction and coordination rather than the usual method for breaches. The SCP responds randomly with cryptic remarks referencing staff, past events, or hidden facility details, leaving the team unsettled and uncertain. Until the SCP abruptly stops, delivers a single enigmatic statement, and allows itself to be recontained, leaving E‑11 to reflect on its motives and the strange interactions that just occurred.
A sentient SCP, normally contained, begins moving freely through HCZ while remaining completely invisible, detectable only through subtle environmental clues and footsteps echoing down hallways, doors shifting slightly ajar, faint whispers and objects nudged out of place. E‑11 is tasked with tracking, documenting, and containing the anomaly, relying on observation, deduction and coordination rather than the usual method for breaches. The SCP responds randomly with cryptic remarks referencing staff, past events, or hidden facility details, leaving the team unsettled and uncertain. Until the SCP abruptly stops, delivers a single enigmatic statement, and allows itself to be recontained, leaving E‑11 to reflect on its motives and the strange interactions that just occurred.
Please list one RP Enhancement for a Non-Foundation Group:
An anomalous figure appears at the Chaos Insurgency cell without warning, they are calm and composed, carrying a quiet and deliberate presence that draws immediate attention. They speak softly and carefully to CI's command, phrasing sightings and questions in a way that feels almost conversational, even as they reference sensitive missions, covered up mistakes, and details no outsider could know. Their tone is patient and measured, almost like they're weighing each word before speaking, and occasionally they pause, letting silence hang in the air before continuing. There is a subtle curiosity in the way they listen, a feeling of comfort in their voice that makes the interaction feel oddly human despite the unsettling knowledge they reveal. As the conversation grows tense, the figure abruptly cuts themselves off mid sentence, offers a polite nod, and steps back, in an instant, they vanish, leaving behind only a lingering sense of unease, the faint echo of measured words, and the impression that someone remarkable, both human and impossibly strange had briefly shared the room.
An anomalous figure appears at the Chaos Insurgency cell without warning, they are calm and composed, carrying a quiet and deliberate presence that draws immediate attention. They speak softly and carefully to CI's command, phrasing sightings and questions in a way that feels almost conversational, even as they reference sensitive missions, covered up mistakes, and details no outsider could know. Their tone is patient and measured, almost like they're weighing each word before speaking, and occasionally they pause, letting silence hang in the air before continuing. There is a subtle curiosity in the way they listen, a feeling of comfort in their voice that makes the interaction feel oddly human despite the unsettling knowledge they reveal. As the conversation grows tense, the figure abruptly cuts themselves off mid sentence, offers a polite nod, and steps back, in an instant, they vanish, leaving behind only a lingering sense of unease, the faint echo of measured words, and the impression that someone remarkable, both human and impossibly strange had briefly shared the room.
Please list one Event idea for the United Nations Global Occult Coalition:
A hostile roaming anomaly is reported just outside the GOC outpost prompting a quick response team to attempt capture. During the engagement the entity makes contact with a GOC Officer and instantly transports them to an unknown location. The team has no way of knowing where the officer went whether to another dimension, a distant part of the wilderness, or somewhere far beyond. but they are presumed dead. This forces the team to retreat back to the base. With the anomaly still circling the perimeter and intermittently attacking equipment and patrol routes command orders remain the same. The team is to maintain field pressure through repeated sweeps tracking attempts and controlled engagements aimed at weakening the anomaly until the unit can safely contain it using ADBs.
A hostile roaming anomaly is reported just outside the GOC outpost prompting a quick response team to attempt capture. During the engagement the entity makes contact with a GOC Officer and instantly transports them to an unknown location. The team has no way of knowing where the officer went whether to another dimension, a distant part of the wilderness, or somewhere far beyond. but they are presumed dead. This forces the team to retreat back to the base. With the anomaly still circling the perimeter and intermittently attacking equipment and patrol routes command orders remain the same. The team is to maintain field pressure through repeated sweeps tracking attempts and controlled engagements aimed at weakening the anomaly until the unit can safely contain it using ADBs.
Please list one Event idea for the Chaos Insurgency:
A mysterious note is discovered taped to the outside of the bulkhead, warning that the Chaos Insurgency terror cell will be riddled with anomalous activity in the coming hours. The writing is precise but unfamiliar, hinting at knowledge of the cell’s routines and past actions that no outsider should have. Over time, additional notes begin appearing throughout the base, each describing a different SCP that will later manifest or influence the cell. Some of the notes offer cryptic instructions, others contain vague warnings, and a few reference personal details or past mistakes of individual members, creating a growing sense of unease. As the hours pass, the members read, react, and discuss each new note, the tension quietly building with every cryptic message that appears in unexpected corners of their own base. As tension rises, a final humanoid SCP is found in the cell's HCZ. It lingers, not speaking, it's expression is blank. The SCP delivers a cryptic message itself, leaving operatives wondering if it will return, yet it never does.
A mysterious note is discovered taped to the outside of the bulkhead, warning that the Chaos Insurgency terror cell will be riddled with anomalous activity in the coming hours. The writing is precise but unfamiliar, hinting at knowledge of the cell’s routines and past actions that no outsider should have. Over time, additional notes begin appearing throughout the base, each describing a different SCP that will later manifest or influence the cell. Some of the notes offer cryptic instructions, others contain vague warnings, and a few reference personal details or past mistakes of individual members, creating a growing sense of unease. As the hours pass, the members read, react, and discuss each new note, the tension quietly building with every cryptic message that appears in unexpected corners of their own base. As tension rises, a final humanoid SCP is found in the cell's HCZ. It lingers, not speaking, it's expression is blank. The SCP delivers a cryptic message itself, leaving operatives wondering if it will return, yet it never does.
Please list one Event idea for the SCP Foundation:
A sealed crate arrives with almost no information, just a warning that the writing inside doesn’t just confuse people, it pulls their attention in. Anyone who sees even a little of it becomes stuck on the text, staring at it for far too long, mumbling questions, or trying to “solve” patterns that aren’t actually there. The longer someone looks, the more fixated and irritable they become, insisting the text is “almost making sense” even though it’s random symbols. A few staff became territorial over the crate, refusing to let others near it. Because of this, MTF Tau-9 “Bookworms” is called in. They arrive with visors and simple visual filters that break the symbols into harmless shapes, along with note-takers who track behavioral changes. Tau-9 interviews affected staff, checks for lingering fixation, and performs quick glance tests to see how fast the obsession forms. The SCP doesn’t physically harm anyone, but it induces a growing compulsion to decode it, creating agitation, possessiveness, and tunnel-vision focus. The RP centers on Tau-9 helping the site secure the crate, calm down anyone still drawn to it, and figure out how to contain something that becomes dangerous simply because people can’t stop looking at it.
A sealed crate arrives with almost no information, just a warning that the writing inside doesn’t just confuse people, it pulls their attention in. Anyone who sees even a little of it becomes stuck on the text, staring at it for far too long, mumbling questions, or trying to “solve” patterns that aren’t actually there. The longer someone looks, the more fixated and irritable they become, insisting the text is “almost making sense” even though it’s random symbols. A few staff became territorial over the crate, refusing to let others near it. Because of this, MTF Tau-9 “Bookworms” is called in. They arrive with visors and simple visual filters that break the symbols into harmless shapes, along with note-takers who track behavioral changes. Tau-9 interviews affected staff, checks for lingering fixation, and performs quick glance tests to see how fast the obsession forms. The SCP doesn’t physically harm anyone, but it induces a growing compulsion to decode it, creating agitation, possessiveness, and tunnel-vision focus. The RP centers on Tau-9 helping the site secure the crate, calm down anyone still drawn to it, and figure out how to contain something that becomes dangerous simply because people can’t stop looking at it.
Please list a Major Event or Map Change idea (Involving all sides and the entire server):
Axiom Horizon is a mysterious private military contractor that seemed to materialize out of nowhere, but early intel hints they may be the remnant of an old black budget program that went dark decades ago, something built from former GOC operators, ex-Foundation researchers, and disillusioned MC&D contractors who all vanished around the same time. Their ideology is simple and terrifying: they believe the anomalous is a parasitic force shaping humanity’s future, and the only way to “correct the timeline” is to erase every anomaly and silence anyone who understands them. They move like ghosts, using compact jump-drive tech and disruptive comms systems that mimic Foundation and GOC signatures, allowing them to strike fast, confuse response teams, and disappear before anyone can mount a defense. Wherever they attack, they don’t capture anomalies, they destroy them using strange stabilizer charges and high, energy nullifiers that look too advanced to be fully man-made. They also abduct select personnel alive, interrogating them with unsettling precision, like they already know who’s important and why. Their blend of off-the-books military doctrine, experimental tech, and cold, surgical efficiency forces the Foundation, GOC, and CI into an uneasy alliance as they race to protect their own assets, rescue missing operatives, and stop the PMC’s mobile command unit before the group can trigger whatever “final correction” they believe will save humanity, even if it means burning the anomalous world to the ground.
Axiom Horizon is a mysterious private military contractor that seemed to materialize out of nowhere, but early intel hints they may be the remnant of an old black budget program that went dark decades ago, something built from former GOC operators, ex-Foundation researchers, and disillusioned MC&D contractors who all vanished around the same time. Their ideology is simple and terrifying: they believe the anomalous is a parasitic force shaping humanity’s future, and the only way to “correct the timeline” is to erase every anomaly and silence anyone who understands them. They move like ghosts, using compact jump-drive tech and disruptive comms systems that mimic Foundation and GOC signatures, allowing them to strike fast, confuse response teams, and disappear before anyone can mount a defense. Wherever they attack, they don’t capture anomalies, they destroy them using strange stabilizer charges and high, energy nullifiers that look too advanced to be fully man-made. They also abduct select personnel alive, interrogating them with unsettling precision, like they already know who’s important and why. Their blend of off-the-books military doctrine, experimental tech, and cold, surgical efficiency forces the Foundation, GOC, and CI into an uneasy alliance as they race to protect their own assets, rescue missing operatives, and stop the PMC’s mobile command unit before the group can trigger whatever “final correction” they believe will save humanity, even if it means burning the anomalous world to the ground.
What elements can make an event unenjoyable? Include one example, avoiding the typical answers if possible :
Events really start to fall apart when there is barely any communication or direction, because if staff cannot explain what we are actually supposed to be doing, where we are going, or what our roles even are, everything just turns into confusion. You end up spending more time standing around trying to figure out what is happening than actually playing. It gets even more frustrating when the event feels unfair, like when a whole group gets wiped instantly or event characters show up with ridiculous advantages that no normal player can compete with. At that point it does not feel like roleplay anymore. It just feels like we are watching staff act out their own private scenario while some are just left wondering why they participated in the first place. There have been events I’ve seen with no direction, what I’ve seen happen to originally fun events is that they slowly turn into events that just go back and forth focusing between things that aren’t related at all.
Events really start to fall apart when there is barely any communication or direction, because if staff cannot explain what we are actually supposed to be doing, where we are going, or what our roles even are, everything just turns into confusion. You end up spending more time standing around trying to figure out what is happening than actually playing. It gets even more frustrating when the event feels unfair, like when a whole group gets wiped instantly or event characters show up with ridiculous advantages that no normal player can compete with. At that point it does not feel like roleplay anymore. It just feels like we are watching staff act out their own private scenario while some are just left wondering why they participated in the first place. There have been events I’ve seen with no direction, what I’ve seen happen to originally fun events is that they slowly turn into events that just go back and forth focusing between things that aren’t related at all.
And finally, what do you wish to achieve by becoming a Gamemaster? :
Frankly, I don’t really wish to achieve much for myself rather than others, other than that I’d love to get more experience and skill with making, or helping with events. But other than just getting more experienced, I’d also love to make, and participate in things that people genuinely enjoy. Gameplay loops can get boring, and I’d like to help people occasionally deviate from them. Even if RP isn’t THAT planned, it can still make someone's session just a tad more enjoyable.
Frankly, I don’t really wish to achieve much for myself rather than others, other than that I’d love to get more experience and skill with making, or helping with events. But other than just getting more experienced, I’d also love to make, and participate in things that people genuinely enjoy. Gameplay loops can get boring, and I’d like to help people occasionally deviate from them. Even if RP isn’t THAT planned, it can still make someone's session just a tad more enjoyable.
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