Bill Pill

SCP Group Manager
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Everything posted by Bill Pill

  1. This is basically just a copy and paste of the old ISD suggestion (except I removed facescanner). I like the idea of ISD acting as informants to Heads of Departments, we did something slightly similar when working with ECM, though it wasn't done a lot. I like the idea of ISD watching over certain jobs/individuals, but I'd still want them to watch over all personnel, as I wouldn't want them limited to watching over certain jobs/individuals. I can see them prioritising watching over certain jobs/individuals, and the rest would be secondary. Since CSB is removed now and I assume Nu-7 is getting Military Police, I believe that ISD has even more reason to come back. Although, I'd probably rework it with Edward, as he said he'd come back if ISD got re-added. I understand people wanting it to be a passive job that just watches over people, but that's boring as fuck, no offense, the job should be more passive than it was previously, I agree with that, but it should also have some gimmicks that make it fun. I know some people disliked ISD being able to just walk into a raid and use their CSI swep on CI. This would likely be one of the things I'd change if ISD gets re-added. I'd probably limit them to using their CSI swep on CI when they're infiltrating and not doing a raid.
  2. +1 isd no disguise challenge
  3. RP Name You Will use on CI: Bill Pill Playtime: Warnings: 6/7 of these warnings are from 2019 or 2020. SteamID: STEAM_0:1:103669717 Age: 17 Do you have any prior experience in CI? I joined the Chaos Insurgency on September 4th 2020 as a trial Delta. I passed my Delta trial early. I did this by assassinating two O5 Council Members in a single day. The first O5 was Houston Benton and the other was Gordon Black. I also managed to get away with both of the assassinations. Since then, I was in the Chaos Insurgency until server closure for V7. I have also survived multiple purges in the Chaos Insurgency. I became a CI reserve then came back and eventually became apart of CI management. I was the last CI Manager before server closure. Describe what the CI's Goals Are: I will now describe the Chaos Insurgency's goals. The Chaos Insurgency's goals are to capture anomalous objects and entities. They aim for anomalies that they can use to their advantage. They research these anomalies and then weaponize them to use against their enemies, mainly the Foundation. Why do you want to join CI?: My experience in the Chaos Insurgency has been a good one. I wish to come back, once the server re-opens, and play as a member of the Chaos Insurgency in version 7. I thoroughly enjoyed infiltrating the Foundation as a CI Cell Director, Delta or Infiltrator and causing chaos inside the site. I also enjoyed the combat and working with certain members of CI.
  4. Marshall, Carter and Dark. Overview of the Group A mightily exclusive and unique club(s), fully proficient in the acquisition and auctioning of the limited anomalous of the world, providing their members with the most posh, lavish, and extraordinary experiences available. Centered and established in London, with agents all over the world, seeking and retrieving items for them so they may better provide mentioned experiences. Unlike any other underground anomalous organizations, MC&D consists of the best of the best, solely selected from the most apt and gifted of those who have applied to join the group. Many of them have connections to other groups that deal with objects of interest, such as the Foundation, The Serpent’s Hand, and the Church of the Broken God. Full loyalty is strongly expected despite these exquisite connections, any sign of deviance will be heavily punished. A brief list of missions of the Marshall, Carter and Dark: Acquisition. Auctioning. Manipulation of the World Economy. Usual Criminal Activities. And anything that can bring them more money. Potentially the most powerful GOI, the Foundation included, but they just don’t do anything since they already make buttloads of money. Due to the fact they don’t waste ample resources to the containment or termination of the anomalous, they have essentially unlimited resources and possibly more advanced than the Foundation, GOC and others. Detailed Description From SCP Wiki Why do rich people care about making money? The poor, certainly, need to care about doing so. When one's resources are only enough to scrape by, money is all that matters. It is important for the middle class as well. Looking after their spouses, their children; there is a culture of dependence that weighs them down. The rich want to make money because they can always become richer. There is always another echelon of wealth to rise above, some degree of opulence that is beyond their grasp. They drive to even further heights, seeking to slake their thirst for coin. They care about making money simply because they can. To do so, the rich exploit people far below them on the social ladder, the poorest of the poor. To the oil magnate, to the harsh dictator, to the kings and queens and lords and ladies, the common people are specks of dirt. To Marshall, Carter and Dark, the rich are unto ants. People, regardless of social standing, are all the same. The poor may spend their savings on worthless yet treasured trinkets, sold by the middle class. The salaryman may splurge on a pretty ring for his wife, the profits of which go into the pockets of a wealthy mining boss. In the same way, the gullible rich will burn millions of dollars on a single impossible object. Everyone is willing to waste their precious, precious money on something out of the ordinary. But value is artificial. The poor spend their pennies on mass-produced china, convinced that it has some worth to it. The rich convince the middle class that diamonds are rare and valuable, despite the stones being retrieved in Africa by the billion. Marshall, Carter and Dark convince the rich that the impossible is invaluable, while any artist on a street can twist a die into a hypercube. The methodology of such a scheme is quite simple, but the critical step is to gain a market monopoly. If you are the only seller in town, you can set the price at any level you desire, so long as you can drum up demand. In this regard, Marshall, Carter and Dark have the advantage: for hundreds of years, they were the only peddlers of anomalous wares in the world. They had the time to gain the capital, and with that capital they can now outprice even the most competitive upstart. While organizations such as the Foundation, the GOC, and the Horizon Initiative resent the company's existence, they are unable to deal with such an unassailable economic powerhouse. With a glance, Marshall, Carter and Dark could level a city, bankrupt a country; with a single call, they could plunge the planet into a thermonuclear war. Yet, to the eternal relief of all, they are the least volatile players in the anomalous field. After all, if the veil of secrecy were to break, their trinkets would become worthless; their business would crumple and dissolve. While this may cause some to think of Marshall, Carter and Dark as a massive, faceless corporation, their workforce numbers at most in the order of one hundred personnel. Their operations are directed and streamlined, maximizing efficiency and minimizing cost. Further manpower, if necessary, is outsourced from other organizations. Those in the highest positions of power are perhaps the most mysterious. Wild stories abound on the subject: depending on the source, they may be ghosts or demons, old men sending messages from beyond the grave, faceless monsters from another world, or even shapeshifting lizardmen. A major part of their operations is establishing supply lines between various anomalous groups. Marshall, Carter and Dark purchase directly from groups such as Doctor Wondertainment and The Factory, reselling their goods at exorbitant markups. Prometheus Labs gladly supply the group with their latest research, in exchange for samples of exotic and complex anomalies. They often host art exhibitions, exerting notable control of the artistic marketplace. Similarly, they host various social functions for the most rich and powerful people in the world. With hooks throughout Europe, America, Russia and China, there is never trouble finding a market for a given item. They are, of course, willing to sell to any buyer; groups such as the Chaos Insurgency are some of their most valuable clients. Perhaps the organizations most opposed to Marshall, Carter and Dark are the Manna Charitable Foundation and the Serpent's Hand. Manna Charitable often attempts to sabotage their operations, due to their restrictions of anomalous goods to the upper class. However, their limited range and resources makes them more irritating than threatening. The Serpent's Hand, meanwhile, are directly and openly antagonistic: caring neither for the veil of secrecy or the company's continuing practice of anomalous human trafficking, and impossible to economically intimidate, they represent the only pervasive threat to the group's operations. Without question, Marshall, Carter and Dark are one of the most important pieces on the chessboard of the anomalous world; occasionally putting other players into check, but never into mate. For Marshall, Carter and Dark, the planet is an intricate network they have secured safely beneath their thumb, where winning and losing are meaningless terms. There is no need to move pieces when you can move the board. When you can end the match at any time, there's only one reason to continue. It's all about playing the game. Code of Conduct Every member of Marshall, Carter & Dark is expected to abide by the server rules and regulations. All forms of minging and disrespect is highly restricted and will result in severe punishment. Communication is essential for the group. Ensure that you are either in the Teamspeak channel or frequently communicating in-game with other members. Be respectful to anyone, acknowledge the good people and do your best. Always strive to achieve greatness and success through teamwork. A shortcoming of one player is the shortcoming of the whole team, work together to better yourselves. As a MC&D member, competence, discipline, maturity and determination is expected from you. Any forms of disobedience or immaturity are highly prohibited as a member, you represent the whole group in most situations. Do not dishonor the name of MC&D. Ensure that Marshall Carter and Dark LTD is kept quiet, if need be you may execute the imposter who has attempted to betray our trust. If one of our allies does this, inform their next in ranking they will be dealt with. Your actions must be logically justified, do not act foolishly and get others in trouble, this will lead to severe punishments. Do not cause drama; deal with your problem privately or reasonably. Do not break the Code of Conduct(Job Rules), or you will be severely punished for your actions. Permissions of the Salesman May sell drugs, anomalies and weapons. May demote an agent or bouncer. May order lower ranks. Lead the Group. Interact and manage relations. [Consult to Management] Defend the Club. Expand and manage the business. Application Template Common Roleplay Name: Steam Name: SteamID: Your Current Playtime(3 days minimum): Your Current Warns (10 warn limit, take a screenshot. Exceptions may be made.): Why do you want to join MC&D?: What do you know about MC&D?(50 words minimum): Why is MC&D different to any other GOI?: Someone has revealed that you are MC&D, what do you do and why?: An agent is disobeying your orders, you warn him not to do it again, yet he continues to do so, what do you do?: You have 3 bouncers and 2 agents, they are currently doing nothing, what tasks would you assign them?: Have you read the job rules (In the Rules thread) and the Code of Conduct/Permissions in this thread?(One word is not a valid answer):
  5. what server are you even trying to get unbanned from?