Love it. Want it.
Every second round when I play as the warden most of the people that got arrested is from having contraband... Not tazers or fancy E guns but other people ID cards, armor vests and how can anyone forget the fancy cane...
Yet every shift you die in a different way... Kill/murder... Even blowing up is a unique thing, every explosion is a different one. Some say you're in a loop in time... Some say you're already dead and reliving your death in different ways... But the truth is that all of this is a part in a big simulation. In CentCOMM, you and others are taking place on the dip space incident on the station: Space Station 13.
So the people are the same, the same antags, ect.
Name: Apple Merryman
Age: 55
Gender: Male
Race: Hooman
Blood type: O+
General Occupational Role(s):Mostly as RD or a scientist. But now also as the CMO.
Biography: Born on the luna colony. Born into a nice... family that got spaced after an assault on the transport ship that they were on. When he was 16 his uncle raised him in a small cake farm on the Haffar system and when he was 18 he returned to luna to live there and study. When he was 22 a "mysterious" explosion blew half of the moon and destroyed 2/3 of Asia... luckily for him he was studying back on mars, about rocks or something.homeless and cold Merryman was about to give up... and then he say one of NT recruitment papers at the bus stop and decided to apply. he was assigned as a scientist on SS13.
Qualifications: Can do anything that is related to science and medical
Employment Records: Hired in 2549. On the station since 2550.5
Security Records: *ACCESS DENIED*
Medical Records: None
To be honest I don't like the changes about the stunbatons and cuff so I suggest TWO ways dealing with it:
1) leave the cuffs as it is but make the stunbaton that it will stun the person between 1-3 hits. [more logical RP wise]
2) make the stunbaton stun the person between 2-4 hits but revert the change for the cuffs. [makes the takedown more difficult but easy restrainment]