Nathan Dixon

The Global Occult Coalition

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Global Occult Coalition

GOC-Logo-v4.png.dab3058010639fe4831444f8d90471ef.png

Survival. Education. Destruction. Protection. Concealment.

Spoiler

The GOC was created in the aftermath of WWII, from the remnants of defecting occultists, psychics, priests, and scientists from Nazi, Soviet, and Allied states, brought together and formed by the Allies. As the world stage broadened, so too did the number of countries that had their hands in the GOC, until it became what it is today.

The GOC are a largely political force, seeing themselves as the police of the paranormal world. They pride themselves on destroying supernatural entities, and make use of the most high-tech experimental technology possible, obtained from their benefactors. Many potential SCPs have been destroyed by them before the Foundation could obtain and contain them.

They have been both on the side of the Foundation and against it at times, depending on the situation. They largely hold the Foundation in contempt for their use and containment of SCP items rather than their out-and-out destruction. The GOC has respected the Foundation's formidable might enough to leave it mostly alone, although there have been some questionable incidents with which the GOC have strictly denied involvement.

Agents of the GOC are to be treated with suspicion.

 

Spoiler

The GOC's primary job in-game is to destroy all anomalies that spawn or people who have anomalous abilities and to eliminate any GOIs which pose a threat to that goal. They are hostile with most GOIs, yet neutral to the foundation and friendly with the police force. They can raid known hostile GOI bases if they have an anomaly (or pose a big enough threat), if they are scouted out or found out. They can also raid foundation if they anger them enough - for example kidnapping an agent for some bizarre reason- but most of the time should stay on neutral-friendly terms. They should mainly stick to the task of destroying anomalies instead of wasting their time on GOIs which aren't interested in anomalies. 

Spoiler

Diplomatic status with GOIs:

Foundation - Neutral - Can raid at times, but sometimes friendly. Do not trust agents who say they come from the foundation, but if they really need your help and promise they won't keep the anomaly, you can go with them.

CI - Hostile - Don't kill on sight if you know who they are, but stay away from them at all costs if you confirm they are CI. If they have an anomaly in their base feel free to kidnap their agents to obtain the anomaly, or shoot them if they try to stop you getting the anomaly. If a confirmed CI is carrying an anomaly, shoot on sight. They want to use anomalies to their advantage so they are an enemy.

Sarkics - Open combat - Confirmed Sarkics, or anybody who transforms into an anomaly, should be shot on sight in order to destroy it. They threaten the end of humanity and an XK class end-of-the-world scenario.

CoTBG - Open combat - Members of CoTGB should be shot, as they pose a threat to mankind. Any anomalies they posses should be destroyed, and locating their base may be essential to finding the cog anomaly (as they usually have one, seeing as they adore cogs).

TCS - Hostile - They use anomalies and sometimes sell them and the drugs they sell could be considered anomalous. Treat with suspicion at all times, and do not buy anything from them. Anybody who purchases anything anomalous from TCS should be detained and undergo physical and mental analysis before being discharged. 

Spoiler

Loadouts:

GOC PHYSICS Assessment Operative: Purchasable: G36C, Glock 17, Beretta M9, Tac, elastic and police cuffs, hacking keycard, lockpick. Auto-given items: Anomaly detector, Anomaly destroyer SWEP, containment cuffs (incase an SCP makes it to the surface, such as 173, 1048 or 096). Max 2.

GOC PHYSICS Strike Team Operative: Purchasable: L85A2, AUG, Glock 17, Beretta M9, Tac, elastic and police cuffs, hacking keycard, lockpick, flash grenades, smoke grenades. Auto-given items: Anomaly destroyer SWEP. Max 3.

GOC High command: Purchasable: L85A2, AUG, Glock 17, Beretta M9, Tac, elastic and police cuffs, hacking keycard, lockpick, breaching charge, frag grenades. Auto-given items: Anomaly destroyer SWEP, anomaly detector. Different player model. Can administer amnestics, and gives orders to all GOC. Max 1.

Subject to change depending on Admin's decisions.

Spoiler

Application (if its accepted):

OOC info:

In-game name:

Steam-ID:

Screenshot your warnings (!warns), with the playtime and level shown:

IC info:

In your own words, describe GOC's purpose:

CI have the orb anomaly after 4 people touched it. How do you go about it?:

4 Nu-7 (which you know of) begin to raid a CI base and you think they have an anomaly, what would you do?:

PD begin to raid foundation because 'they committed a crime', how would you go about it?:

What would you play more, Assessment operative (finding anomalies and destroying them) or Strike team operative (combat-based):

 

 

 

Edited by LemonArmaggedon
Spoiler

positions which actually matter or mattered to me:

Nu7 former general

ISD former senior (rip)

CI Infiltrator/delta

 

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+1

UIU or GOC is a must on the server in order to counter certain groups instead of leaving it purely to the Foundation or Police to handle. 

Since UIU failed (Although mainly for management reasons in my opinion), GOC would be the best new approach. 

However, the previous GOC was much too passive unless they had someone assisting them or were in a large group size, only staying alive due to events, so my hope is that this new GOC inspires more combat RP. While Passive RP is great, and is absolutely needed, I don't want GOC camping in their base, and acting like FAs, constantly asking for the protection from the Foundation. They need to be independent, so a strong and active management is needed. 

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-1

While I enjoyed GOC before I have to agree that it won't work on the server at all, the latest variant of GOC we had during Ash's time owning it felt like it was on life support, purely dependent on events and wars with Foundation. When Achor/Rie owned it, the group died because that life support ended and all that was done was just making NAP with GOIs which ended in the group not having a thing to do because at that point it consisted of walking around the surface hoping for something cool to happen.

This is just from my perspective on how the group played out last. 

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Denied

Thank you for your suggestion however SMT and a lot of the community do not want GOC on the server at this current time. We originally planned to add GOC alongside Sarkics and Church however poor community reception made us scrap this idea.

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