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Ghosty's Gamemaster Applications


Ghosty33

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In-game name: Ghosty
Age: 18
SteamID: STEAM_0:0:630603844
Warns: none
Timezone: CST
Playtime: 54D 6H 12M
Do you have access to a microphone?: Yes
Do you have the ability to record Garry's Mod videos?: yes
Referral(s): [What administrator recommended you to apply?] Quads, Discreetian
Past experience as a Game Master: 
GMx5 times on multiple forgotten names

H.GM on Cryogen
Staff manager on both starfall and cryogen
Head Developer on light in the dark and syndicate
Executive on syndicate

Moderator on 6xservers that i dont remember names of

Owner of both Proxium and Aether
Server manager on Quantum

Why should we choose you over other applicants? I am very active and have loads of experience within the GM, Mod, and management teams for gmod as well as others. I feel my activity helps tremendously with being available to help anyone who needs it, as well as take anything that needs to be claimed. And by seeing how the gm team is right now I'm pretty sure my activity and determination will help greatly.
Have you ever been banned or punished on any server? If so, Include details: not right now atleast
How much time do you have to contribute to the role?: all of it

In your own words, what are the responsibilities of a Gamemaster?: provide assistance for any one who requires help with trainings or tryouts or anything. also providing fun and enjoyful events and missions for everyone.

 Describe how you would contribute to RP as a part of the Gamemaster team: i would provide medical rp and engineer rp as well as eod rp and much more rp not just for certifications.

Explain your single most creative idea for contributing to the RP environment of the server: adding more of a background or information on the ec's you use to help progress their situations better.

Please list and explain 5 unique event ideas of any scale: [Aim to write at least 1 paragraph (~4 sentences) per event idea, anything less is most likely not detailed enough. Be sure to include any additional context that may be necessary to your explanation.]


Operation Title: Operation Silent Echo
Ordinance: No Equipment, No vehicles, No explosives.
Description:

Operation Silent Echo begins after Republic intelligence intercepts a weak distress signal coming from a long-dead Separatist communications array on a remote moon. This signal contains outdated Republic encryption, hinting at a possible missing Jedi or clone operative still transmitting from within. The Senate authorizes a rescue team to go extract and investigate this signal. The goal: infiltrate the facility, identify the source, and extract intel without alerting the enemy.

The mission begins with a shuttle drop into a valley beneath the array. Visibility is low, and enemy patrols—mainly B1s and probe droids—have erratic patterns, suggesting malfunction or a trap. The clones must move undetected using terrain and night vision. Midway through the facility, the squad discovers the remains of a captured clone squad that had been used as bait. Before they can exfil, an automated defense system activates, locking the facility and deploying experimental stealth BX commandos. This forces a high-tension escape sequence, where strategy and team communication are vital.

The event concludes with the clones reaching the surface as an LAAT extracts them under fire. The retrieved data includes coordinates of a secret Separatist R&D base—setting the stage for a follow-up campaign event.




Operation Title: Heart Of The Forge
Ordinance: All equipment allowed, no vehicles
Description:

The Republic has identified a critical Separatist droid factory deep in the volcanic forges of Mustafar. Intelligence confirms the facility is manufacturing a new type of hybrid B2 droid using scavenged Jedi tech. The mission is to strike hard and fast—disable power cores, destroy production lines, and extract the prototype data. The event is divided into three objectives, each increasing in difficulty.

The drop zone is surrounded by volcanic rock, narrow metal bridges, and geysers of lava vapor. Engineers must cut through security panels to open blast doors, while the front line holds off waves of B1s and turrets. Clones navigate moving conveyor belts, overhanging catwalks, and maintenance tunnels filled with unactivated droids. RP opportunities include engineers discovering Jedi tech embedded in droid CPU cores and medics dealing with extreme heat damage.

Once inside the core production chamber, a unique boss fight is staged: the droid AI takes control of factory machinery, turning the environment against the clones (e.g., giant arms, presses, flamethrowers). The clones must work in teams to plant charges while avoiding mechanized hazards.

As the factory collapses, a frantic escape ensues with magma rising and droids still activating in the chaos. The clones barely make it out via emergency shuttle. A holo-recording is recovered, showing Count Dooku overseeing the factory months earlier—hinting at more hidden projects.



 

Operation Title: Echoes Of Umbara
Ordinance: Everything Allowed
Description:

Set post-occupation, the Republic sends a recovery unit to Umbara to locate several missing ARC troopers last seen investigating a rogue signal from a former Separatist outpost. The twist: the outpost is broadcasting Republic-friendly signals—but no one alive is answering. The entire mission is plagued with hallucinations, distorted comms, and enemy tactics that suggest someone is studying the clones from within.

The clones encounter abandoned equipment, blood trails, and distorted messages from the missing ARCs. As the team progresses, they are engaged by strange enemy types—shadow-like Umbarans using guerrilla tactics and fake clone armor to confuse the team.

During the event, players will experience timed psychological effects (optional RP emotes or scripted triggers), like hearing friendly voices calling for help, or brief flashes of clone brothers that aren’t really there. Officers must work hard to maintain order and calm. Moral decisions, like choosing to destroy the base vs. risking a deeper search, give weight to the RP.

Eventually, the ARC troopers are found dead, having been cloned or mimicked by advanced Umbaran tech. The team extracts under fire, but one clone NPC is “left behind”—possibly still alive, allowing for a campaign later on.

 

Operation Title: Siege of Varnak-9
Ordinance: Everything is allowed
Description:

Varnak-9 is a remote listening post monitoring Separatist fleet movements near the Hoth sector. When all communications go dark, the Republic dispatches a clone battalion to reinforce the position. Upon arrival, the clones discover the base in ruins and immediately come under heavy fire from a full droid invasion force, including spider droids, tanks, and waves of infantry. The event centers around holding the outpost for as long as possible before executing an orderly retreat.

The defense is split into phases: first the outer snowfields, then fallback to inner trenches, and finally a last stand at the comms control tower. Each fallback is triggered by player decisions or preset wave timers. Engineers and heavy troopers play vital roles by deploying turrets, and calling out siege points.

Amid the chaos, a secondary objective is introduced: an LAAT carrying wounded clones crashes behind enemy lines. A volunteer team is sent out during a wave lull to rescue survivors, adding tension and giving support roles a major spotlight. Morality comes into play—can you risk holding longer to save more brothers, or do you cut your losses?

The finale includes an orbital bombardment initiated by the Republic as evacuation ships arrive. Players extract while dodging artillery, with enemy droids still pouring in.

 

 

Operation Title: Shattered Accord
Ordinance: Nothing is permitted via equipment or vehicles
Description:

The Republic battlegroup is deployed to Karnaris IV, a politically neutral Outer Rim world known for its mineral-rich cliffside cities and isolationist traditions. The ruling House of Karnaris has sent an official request for negotiations, offering access to strategic hyperspace lanes in exchange for Republic protection. The mission is classified as high-level diplomacy—strictly no weapons drawn unless ordered. Jedi generals, clone officers, intel units, and select troopers accompany the delegation to a summit in the palace's open-air forum.

The event begins with rich RP: negotiations, translator-based interactions, culture shocks, and ethical questions about Republic involvement. The locals, dressed in elaborate armor, seem hesitant but civil. Tensions rise when one Karnari noble voices support for the Separatists. Still, talks proceed—until an unexpected power surge cuts out the lights, and explosions rock the cliffs below. Suddenly, hidden Separatist-aligned forces strike from underground tunnels, revealing that the Karnari were divided—and this meeting was a trap.

As the city is thrown into chaos, players must respond in character: Jedi protecting the diplomats, clones defending extraction points, medics treating wounded locals and brothers alike. The battle becomes a multi-phase engagement. First, the clones defend the summit square, then fight their way through narrow cliffside alleys under sniper fire and spider droid assaults. Officers coordinate retreat while engineers blow bridges to slow the enemy. RP continues through comms chatter, evac plans, and protecting VIPs.

At the climax, the team reaches the LAATs just as the Separatist reinforcements arrive by air. In the aftermath, players face an RP debrief: the mission failed diplomatically, but the intel gathered reveals a Separatist foothold in neutral territory. The Republic must decide whether to retaliate, impose sanctions, or attempt another peace initiative.

 

I may have accidently submitted this twice 😛

Edited by Ghosty33
  • Agree 1
  • MilitaryRP Management Team

known ghosty for a while now. was always a great member in my reign of CG. Great events, amazing past experience. I know he just came back, but if I could give him a referral I would give him 5. Major +1

  • Like 1
  • StarWarsRP Management Team

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ACCEPTED

After deliberation with the StarWarsRP Gamemaster Leadership Team, we have decided to accept your GM Application. This is largely in-part to some, but not limited to, the below reasons:

 

Positive Community Feedback
Good Referrals
Good Event Ideas

 

Welcome to the StarWarsRP Gamemaster Team! We're looking forward to getting you trained and having you on board! 

Please do not use any commands/permissions until you have been trained

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