-
Posts
2,631 -
Joined
-
Last visited
-
Days Won
15
Everything posted by TullyBBurnalot
-
I was never a fan of this, since, technically, we've all been working for NT for long enough to know these people/monsters/things/whatever. However, reworking "Corp Enemy" so it doesn't give everyone a legal "out" to just execute all antags on the spot would be appreciated.
-
There is RPing knowing what that means. There is RPing trying to find out what that means. And there is acting braindead and """"RPing"""" as someone so stupid that they couldn't recognize a gun as a threat. I shouldn't have to state why the third one is bloody awful. Personally, I believe not recognizing an arcane tome is perfectly reasonable. If you inspect IC, all you get is a bland book full of scribbles. Kinda hard to figure out anything from it. Failing to recognize A RUNIG SIGIL SMEARED ON THE GROUND IN BLOOD THAT'S FREAKIN' GLOWING is just incredibly stupid, especially considering that, IC, the Cult of Nar-Sie is supposed to be a known enemy of Nanotrasen.
-
We could hold bets on whether the nuke ops would win or lose.
-
As much as I enjoy re-purposing the Assembly Line, I'm going with what Fj said. We have enough problems with people pestering/breaking into Engineering without a casino in there to ramp up civvie traffic. Next thing we know we have a bunch of angry betters trying to take it out on us. Unless, of course, we can add a permabrig-style N2O system to it! Then it'd be awesome.
-
my first round as a traitor EVER
TullyBBurnalot replied to Siserith's topic in Stories of NSS Cyberiad
I... wow, I have no clue what to say. -
Do you also use the tiny interrogation room and start pulling "bad cop"? Because that is SO MUCH FUN.
-
As far as I'm aware, SecHUDs were removed from the Detective's arsenal because SOME PEOPLE couldn't keep themselves from being detectivecurity. And shit detectivecurity at that. From an RP perspective, I agree, though. Forces you to keep aware of everyone that's wanted rather than having a shining red icon over their heads. That's for the plebs in the red shirts.
-
I didn't want to bring up the revolver because, technically, we're not supposed to be pumping 7 shots into someone's head most of the time.
-
Adding to what Plotron said above, here are a few DONT'S of being a Captain: Barging into a department and doing their work for them. Bonus negative points if you remain silent throughout the whole process; Being Security during Green/Blue/Red. Unless your Security force happens to be extremely shitty, stay in your office; Not using your headset's full capabilities. There's nothing worse than a Captain that's only tuned to Command; Refusing to speak with people. Trust me when I say that the most ANNOYING AND IRRITATING thing is a Captain that never speaks a word in the Common channel. You are not so important that you can't speak to the plebs; Firing people because they disagree with you; Firing people because they insulted you; Firing people because they dared to call you on your BS Anyone else, feel free to add to the list.
-
Pretty much what it says on the tin. I've come to agree with the changes to the Detective's access level and item distribution, but I still fail to understand why shouldn't be given what is, in essence, a flashlight. Yes, I understand that it's a flashlight that can easily bash someone's skull in, but with the recent lighting changes, giving the Detective a Seclite would be incredibly useful. PDAs are barely worth using as lamps nowadays.
-
Age: 35 Gender: Male Race: Human Blood Type: O- Heart Iteration: 16th (?), possibly higher. General Occupational Roles: Forensic Technician Detective; (Fuck your protocol) Surgeon; Blueshield Biography: Born in a large city on Mars, Jonah Bright was an unassuming child who grew up to be an unassuming teenager who grew up to be an unassuming trainee in his local police academy. Armed with his Master's Degree and not much else, Jonah would eventually be transferred to his precinct's Forensics Department, where he would spend most of the following years meticulously combing over crime scenes, signing off on autopsies and killing his lungs with his persistent smoking. Slowly becoming bored with his job, and yearning for a bigger paycheck, Jonah would contact Nanotrasen on his 27th birthday, almost immediately being accepted for service aboard the NSV Luna. It was here that Jonah would discover his personal penchant for getting parts of himself blown off, losing both his arms and one of his legs. During his time aboard the NSS Rama, he would lose his other leg and several internal bits and bobs. By the time his contract ended and he was transferred to the Cyberiad, all prior loyalty to Nanotrasen had long since vanished, with the final nail in the coffin coming with the controversial ban on Nanotrasen's Loyalty Implants. Still, he continued to serve NanoTrasen's Security personnel with his particular set of skills, most notably against the Cult of Nar-Sie and regular Syndicate infiltration. He does, however, have a worryingly short fuse when it comes to his superior's behaviour, and is currently considered too much of a liability to be handed any position of authority. Having lost proper count of how many hearts he's gone through, and with his Security career essentially gridlocked into sporadic Detective duty, Jonah has since swapped over to the Medical Department, where his attention to detail is put into practice helping other crewmembers make it through the day, rather than throwing them in a cell. Ocasionally, he takes up the Blueshield's coat, which he refers to as "paid sitting on my ass". He prefers keeping to himself, and most of his coworkers only really know his name. Quick to annoy, he is incredibly protective of his personal space and belongings. Thanks to prior encounters, he absolutely loathes changelings, and would much rather they were thrown in the incinerator than even so much as addressed as sentient beings. As of late, he has completed his medical training and is currently employed as part of the Cyberiad's medical staff, most often as a surgeon. He has noticeably mellowed out when compared with his previous behaviour under the Red Threat, but maintains a lasting cynicism and disdain for anyone wearing a red jumpsuit, and Geneticists that hulk out. Qualifications: Master's Degree in Forensic Criminology; NanoTrasen Intensive Course on Field Medicine NanoTrasen Company Degree on Human Anatomy; NanoTrasen Intensive Course on Cultural Sensitivity (near fail); NanoTrasen Intensive Course on Space Law Employment Records: 2 years aboard the NSV Luna --- Reassigned after contract expiration; 3 years aboard the NSS Rama --- Reassigned after contract expiration; Currently serving aboard the NSS Cyberiad Security Records: Several altercations with Security forces over disagreements with Standard Operating Procedure and Space Law; Several counts of Assault perpetrated against Heads of Security and Wardens; Currently considered too volatile for a permanent Security position, on mandatory leave Security Status: STANDARD Medical Records: Congenital heart disease --- Heart replaced with mechanical substitute; Both arms lost following altercation with changeling --- Bishop Cybernetics prosthesis applied; Left leg lost following disagreement with a wizard --- Bishop Cybernetics prosthesis applied; Right leg lost during civilian uprising aboard the NSS Rama --- Bishop Cybernetics prosthesis applied; Eyes rendered unusable following altercation with a slime --- Eyes replaced with mechanical substitutes; Near death following encounter with a changeling, all limbs lost --- Replacement prosthesis applied, "plug jack" variant utilized; Several mechanical heart failures from EMPs --- Currently on 7th 16th heart, closest estimate Other Notes: Suspected [REDACTED] with religious [REDACTED]. No substantial evidence found. Recently declared Class Delta Threat for [REDACTED] weeks following an encounter with a Shadowling. Has since been dethralled.
-
Toxins - Land of Excellence
TullyBBurnalot replied to TullyBBurnalot's topic in Stories of NSS Cyberiad
That's because most people have no clue how to use those Departments, and those that do stay away because, frankly, they're not that useful for anything but highly specific circumstances. -
Toxins - Land of Excellence
TullyBBurnalot replied to TullyBBurnalot's topic in Stories of NSS Cyberiad
Alternatively, reinforce the walls of the Mixing Room so they don't blow up so easily. -
As a dedicated Atmospheric Technician, I have come to hate Toxins and anyone who sets foot inside it. Don't get me wrong, I know that it's possible to be competent, hell, even good at it, but it always looks like the one department with carte blanche to make bombs attracts all the idiotic chucklefucks. Gee, I wonder why. This particular shift, I knew for a fact I'd be in for a treat. Barely 5 minutes in, midway through the renovations in the piping system, I see the little green circle in my alarm computer turn red. Slightly worried, as the system wasn't properly set up yet, I rush to the central computer to check for the alert. Precisely one red triangle. 5 minutes in. In the Toxins Mixing Room. I sigh, and click the triangle, only to cringe when I see the meter indicate the room has a plasma spill. I proceed to verbally castigate whoever was in there, only to then kindly point out that medbay should probably look into it. I select the Cycle option, hoping to scare off whoever was in there, and go back to working in the piping. All's well for about twenty more minutes, and I not only completed the setup, but also cleared away everything I didn't need (including the internal windows), making the Atmospherics room look quite spacious and much, much better looking. I stock up on metal and glass, pick up a pipe freezer, and am halfway to my chair when I see another alarm go off. I start praying that it isn't Toxins. But it is. And, even better, it was yet another plasma spill. At this point, I cease caring, and just panic siphon the room, intent on permanently locking away whatever idiot kept releasing plasma into the atmosphere. When the room's pressure dropped to around 10 KPa, I shut off all the vents and scrubbers and call it a day. The shift went on without a hitch, with Science oddly quiet about me essentially locking away one of their departments. This, of course, was the Universe's way of telling me to fuck off, because at the one hour mark everyone can hear a massive, echoing explosion. With everyone else scrambling to figure out what happened, I check the alert computer and see no new breaches. On a hunch, I check Toxins, and find that it's dropped to 0 pressure. I grabbed my axe and set off, hoping to see a small hole, only to then realize that literally the whole Toxins Mixing Room was gone. Pretty much everything from the SE solars to the main Science department was empty space, with the launch room floating a way's away. Gibs all around. I stare. I feel like crying. 10 minutes later, I'm leaving the scene, having spent all my metal in making a string of walls blocking off the hole, duly ignoring everyone else as they desperately tried figuring out what had just happened. No more atmos alerts happened that shift. It was a good day.
-
OH GOD IT'S LOOSE - Guide to Singularity Safety
TullyBBurnalot replied to Citinited's topic in Guides
Really, Singuloth is only unsafe when around incompetent engineers or destructive antags. Which is exactly why it's such a liability. -
Be warned now, this job runs solely on self-satisfaction. It'll be a cold day in hell before you do anything useful for the station. Then again, SCIENCE! Stage 1: Your Living Space Like Virology, you're mostly separate from the rest of the station. Like Virology, you're safely tucked away behind several airlocks. Unlike Virology, however, if your containment is breached, the results are a hell of a lot more immediate. Go on ahead and open the wiki to get a good grasp on the overall look. Here's what you get: 6 Containment Pens: Each one should contain ONE slime, unless you're breeding (see below). Every pen comes equipped with an emergency lockdown button and a disposal outlet that lets you send slime food (monkeys) in without having to step in yourself. Also good for pushing down rogue slimes. The bottom right pen contains a separate button that opens it up to space, allowing you to effectively get rid of anything you put in there; Several Biohazard closets: Technically, these are worthless, since they won't protect you against a raging adult slime. They look cool, though! One empty gray closet: Useful for carrying around dead slimes/monkeys for processing/recycling. Spares you the trouble of individually dragging each and every one, and lets you "save up", rather than processing every time you breed; One Water Tank: Used to fill up extinguishers; Fire Extinguisher closets: If I have to explain what these do, you're in the wrong department; One Monkey Recycler: Drag dead monkeys into this. 5 recycled monkeys equal one monkey cube; One Slime Processor: Works much like the Food Processor in the Kitchen. Drop dead slimes in it, activate, and reap the benefits; One Extract Fridge: Like a chemical fridge, but for slimes. Processed extracts go here; One grinder and 100u worth of plasma: Place the plasma in the grinder and activate it. Used for triggering slime core reactions; Box of Syringes and Box of Beakers One pair of latex gloves: Pointless, but pretty; Monkey Cube Boxes: AKA, Slime Food; The Boombox: Will keep you sane Stage 2: Slime Breeding First of all, grab a fire extinguisher. Slimes are pretty much impervious to everything but water, and killing them is the only way you'll ever get anything done. In order to do so effectively, drag the slime into the small "airlock" space between the main room and each of the pens. It focuses the extinguisher blast, making it more powerful. You start with two gray slimes. Technically, you only need one, so go ahead and kill the other one. Since they're still hostile to you at this point, grab a monkey cube from the boxes and send it down the disposal pipe. When the slime is busy eating the monkey, drag them both out, kill the slime and dump the monkey in the other slime's pen. Afterwards, process the gray slime and put the extract in the fridge. IMPORTANT NOTE: ALWAYS KEEP AT LEAST ONE GRAY EXTRACT IN THE FRIDGE. FAILURE TO DO SO CAN LEAD TO YOU RUNNING OUT OF SLIMES. AND A JOB. To explain the above: gray slimes are your last resort for when you run out of supplies. Injecting blood into a gray core gives you three unwrapped monkey cubes (allowing for a full breeding cycle), while injecting plasma into one gives you a friendly baby gray slime. Remember: you can order monkey cubes. Not slimes. Typical slime breeding goes like this: Monkey thrown down chute; Baby slime sees monkeys; Baby slime glomps and eats monkey; Baby slime turns into adult slime; Second monkey thrown down chute; Adult slime sees monkey; Adult slime glomps and eats monkey; Adult slime splits into 4 baby slimes of different or same colours As is obvious, this poses a population control problem once all six pens have slimes in them. Therefore, it is recommended you don't breed more than 2 slimes at once, or you'll have a massive workload on your hands. Also note, if a slime goes without food for too long, it'll revert back to a baby, and will take more than 2 monkeys to split. The full splitting possibilities are accurately detailed in the wiki under Slime Genealogy 101. However, keep in mind the entire process is RNG based, so you can go a whole round without seeing purple slimes (which is incredibly frustrating). However, sticking to the graph is useful if you're hunting for specific slimes. Keep feeding. All in all, you should start by identifying what slime types you're going after. When you've managed to breed one, isolate it in a pen and proceed from there. As such, you should have a maximum of 6 slimes, one per pen. It's good to always leave one empty in case you want to experiment with new slimes. And alternative method, employed by... people of a certain mental persuasion... involves not using the pens at all, and instead breeding "free-range" slimes. This is a terrible idea. Don't do it. Slimes are hostile to everyone but the person that fed them, or anyone there at the time. The process resets at splitting, so imagine this: RD steps in as you are feeding a baby slime and watches as it turns into an adult; Adult slime is now friendly to Xenobiologist and RD; RD steps out as the adult slime splits; You now have 4 baby slimes that hate the RD Also, those bastards are deceptively fast. And they aggro on monkeys. Do the math. Stage 3: Slime Core Effects Injecting plasma, blood or water into the processed slime cores produces a whole host of effects, also fully detailed in the wiki (have I mentioned the wiki? Great source of information, *wink wink*). Here's a list of the useful slimes, and what injecting their cores does: Gray Slimes: Injecting plasma creates a baby gray slime. Injecting blood creates 3 unwrapped monkey cubes; Metal Slimes: Injecting plasma creates metal and plasteel. Yes, you're making plasteel from monkeys. Don't think too hard about it; Silver Slimes: Injecting plasma creates random food. Injecting water creates random drinks. Useful if you never want to leave, ever; Purple Slimes: Injecting plasma gets you slime steroid. Feeding a slime the steroid causes it to produce 3 cores instead of 1. Leading to... Cerulean Slimes: Injecting plasma gets you an extract enhancer. Using the enhancer on a core lets it be used 3 times before being used up. In conjunction with the purple slime's steroid, this'll make slimes be usable 9 times instead of the usual 1. Bonus points if you daisy chain cerulean extracts on other ceruleans for exponential growth; Dark Purple Slimes: Injecting plasma creates solid plasma sheets. Cargo will love you; Pink Slimes: Injecting plasma creates a docility extract that lets you keep one slime as a pet. Literally everyone will love you for this; Adamantine Slimes: Injecting plasma creates a golem rune. Ghosts can activate these to be brought back into the round as an adamantine golem Do note that there are many other slimes, but their effects are either useless (10K power cells, anyone?), destructive (RANDOM XENOMORPH INVASION GO), or just plain insane. To elaborate on the last point: if the only reason you want to do Xenobiology is because "lolz u can turn into slime", please eject yourself out the airlock. You're here to do SCIENCE!, not mad SCIENCE!. In a more serious note, seriously, don't. Yes, it sounds funny that you can run around as a slime, but you're leaving behind a department (and often a partner) and will probably cause a slime infestation, which are a BITCH to get rid of. But really, feel free to experiment with the various slimes. Just make sure to always keep a few dark purples on hand in order to get plasma whenever you're running low, and some grays for when you need more monkey cubes. Stage 4: Antag Xenobio You're pretty much stuck in the ass end of nowhere, and that's your only advantage. The AI rarely looks at you, and your disposal system leads straight to space, making your department a great place to dispose of evidence. A more direct approach involves sticking a bunch of slimes inside a closet, releasing them near your target and praying to the RNG that they target him/her. A more drastic approach would be to use the golden slime cores to spawn random mobs. Admins are a bit finicky with this though, since it has the potential to turn any round into a Xeno round. Or using red slimes for improvised pepper spray. All in all? Be creative. You're at a disadvantage.
-
Convicting a Roboticist for murder when it's crystal clear that the borged individual wanted to be borged borders on anal-retentive obstructive bureaucracy. At best, it removes a brash Roboticist, and at worst it removes one of your station's greatest assets; Abuse of Power should be contemplated in Space Law AND Standard Operating Procedure. Say any of these happen: HoP gives anyone all-access with no question; Captain is a complete and absolute condom with precisely 0 clue on how to run a room full of toddlers, let alone a high-end research station; HoS decides he is Hitler reincarnated into glorious jackbooted form; I'd very much like to see a standardized punishment besides "Demote them and hope they go away"; Is Police Brutality contemplated in Space Law? Because it should be; Dereliction of Duty needs to be more flexible. A Janitor forgetting to put up wet floor signs is one thing. A Chemist making Space Lube and giving it to the Clown is another. Cargo Techs refusing to deliver because "Fuck you, I'm not your errand boy" is yet another. Different departments, different duties, different consequences; Oh, and do please add in Tresspassing on Cordonned Area (works for Police and Engineering tape).
-
Remove it. Frankly, at this point, I have no clue why one of Xenobiology's cells even has that thing, seeing as: You can only get fossils from Xenoarch, and rarely anyone does it; The ones that do never hunt for the small artifacts anyway; Even when they do, it's entirely RNG based, and it's extremely unlikely you'll get enough fossils for it; In the "Oh god what wat" chance that it does happen... it serves literally no practical purpose. "But that's Xenobio in a nutshell", har-har, fine, but at least slimes have some practical use. It's useful merely as a way of getting to Materials 7 without wasting Diamonds, and even then it doesn't warrant wasting a cell. Really, it's a minor thing, but for convenience's sake, that bottom left cell should be like the others. Outlet, pipe, chute, so we don't need to step in and drop a monkey manually.
-
Standard Operating Procedure overhaul
TullyBBurnalot replied to Streaky Haddock's topic in Wiki Development
Actually, I'm all for not demoting the Chief Engineer in case Almighty Singuloth gets released. Yes, he's the boss. Yes, he's supposed to be in charge. Then again, all it takes is one idiot/antag Engineer and Almighty Singu-chan is on his way to devouring the station. Technically speaking, you're there to babysit the department, but you should be able to expect a basic level of competency from your crew. That said, if a culprit can't be found, the CE is free to take the blame if he so desires, but firing a Head of Staff for the actions of one of his underlings seems excessive. As for proposed additions: During Directive 7-10, Security should cease all activies and focus on fighting the blob (getting tired of trying to saw my way to the core while Shitcurity is off arresting the clown for slipping someone with a banana peel); If the station's reason for calling Code Red is 100% confirmed to be dealt with (ie, all antags are dead/loyalty implanted), station should be called down to Code Green, not Code Blue, as all threats are dealt with (pretty minor, but still); Trials should not be called for offenses that carry a sentence below 20 minutes, period (I've seen Magistrates pull trials for, among other things, petty theft, as a way to stave off boredom); Any Head of Personnel that hands over all-access to anyone without consulting with Command/Captain first should be demoted and/or terminated; During Code Red, Medbay should be guarded by at least one Security Officer; During a viral outbreak, the AI must maintain Medbay's front doors open, and only institute a Virology lockdown. Furthermore, the AI should actively allow infected personnel in, while keeping the ones inside out (because apparently common sense isn't a thing and AIs just lock down Medbay with all the infected outside); In the aftermath of a meteor shower, Engineering and Atmospherics should be granted emergency access to the affected areas; I agree that bolting down areas like EVA is frankly pointless. The AI has motion alarms anyway: Suit Sensors should always be maxed out, regardless of the current Code, because the station is dangerous enough without someone actively trying to murder us; During Code Red, Security Officers gain emergency access to most of the station (barring Head Offices, Command locations and the AI Core); During Code Gamma, Security Officers gain emergency all-access (if they're even alive at this point); Either the ERT or the Shuttle gets called, not both; Barring active sabotage, the Evacuation Shuttle should not be recalled. Special exception can be made for when the threat is suddenly eliminated via previously unthought-of methods; When a Code Gamma is called during Directive 7-10, the area furthest from the blob can be used to evacuate remaining crewmembers before the nuke is detonated; During Code Red, the Captain may overrule anyone's decision regarding anything, provided said decision is within the bounds of sanity/reason. As a result, CentComm will hold the Captain personally responsible for everything that happens during Code Red -
If this gets implemented, please antag ban N.Y.M.P.H. from Wizard, or else we'll all choke to death on magical, gene-spliced, mutated spess vines.
-
Might've been, I stopped keeping track of insane shit going on aboard the station ages ago.
-
That's his brother, James.
-
Alright, so you want to be a Janitor! ... What the ever living hell is wrong with you? Step 1: Your Equipment Nanotrasen is so kind as to provide most of what you'll need for your custodial duties. Inside your office (don't listen to anyone that calls it the "janitor's closet") you'll find the following: One Level-3 Biosuit: Useful for whenever Virology fucks up (again) or if a random space virus somehow shows up on the station. Complement this with galoshes and a gas mask and you're pretty much immune to any pathogen. Plus it looks cool as heck. One pair of galoshes: These will prevent slipping, as well as provide an extra layer of defense for blood-borne viruses or any nasties that spread via fluid. One trash bag: Most junk fits in it. Strap it on you cart, then dump trash into it. Make sure to regularly check if its full, and dump the contents into a disposal chute whenever it is. One mop: Self-explanatory. One light replacer: You might have to manually insert lights into it, but it has the magical property of disregarding whatever is inside it. Just stick 20 lights into it, use it on a broken light, and it'll replace it instantaneously. One Holographic Sign Projector: Projects a holographic "wet floor" sign. To remove it, click on it again with the projector. A few physical "wet floor" signs: Disregard, see above. A flashlight: Keep this on AT ALL TIMES. One bottle of Space Cleaner: Your bread and butter. Usable on pretty much anything, scrubs away pretty much anything. Can be refilled at the Space Cleaner dispenser. Three cleaner grenades: When activated, will release a vast sea of cleaning agent, essentially scrubbing every surface it can reach. Also trips everyone not wearing galoshes and is great for taking down traitors and out-of-control civilians. One janibelt: Holds small janitorial items, excluding the light replacer. One Space Cleaner dispenser: Holds a gigantic amount of Space Cleaner. You can refill your bottle here, you'll probably never need to ask Chemistry for a refill. One bucket and one water tank: Refill your cart here. The Cart. AKA, the Pussy Wagon: You'll drag this around at all times. It can hold the trash bag and Space Cleaner bottle, as well as 100 units of water. Simply wet the mop on the cart and you're good to annoy literally everyone on the station. As a personal recommendation, which will be explained afterwards: Tool Belt and Tools: You can get these from the various Tool Storages between Arrivals and the station proper, or from Engineering if they're feeling particularly generous; Insulated Gloves:Might want to run to grab these (or, again, just ask Engineering), you never know when you have to use them. Better you than any of those Civilians, am I right? Step 2: Your Job You're the Custodial Technician. The Janitor. The guy everyone expects to do his job when literally everything else fails. AI malfunctioning? Blob? Nuke Ops? As long as the station's dirty, these should present no obstacle to your mission. Remember, you have a license to clean. And with it, comes an entirely separate level of existence. To explain. The tools and the tool belt are there for one reason alone: hacking into everywhere. Your skeleton key is the Test Wire, and your backup plan the Bolt Wire. Find these two wires, and you have access to literally everywhere on the station. And the best part is, most of the time you'll get away with it. And you know why? Because you're the Janitor. No one expects the Janitor to be anything but the lowlife they imagine we are. So long as you keep your head down, your mouth shut and you parrot the words "Just doing my job", any intrusion can be forgiven. Hell, often you need only ask and you'll gain free access to literally anywhere on the station. So long as there's something there to clean, of course. Because, really, that's what you're there to do. The AI and crew have more important things to deal with than opening doors for you. Just come in through Maintenance, clean up the place and leave the same way you came in. Make sure you close the access panel on the door, and you're golden. No one will ever know you were there. When cleaning public areas, it's good form to use Space Cleaner, since it cleans vast areas quickly and efficiently, you have a bunch of it in reserve and, most importantly, it doesn't slip people. If, however, you need to use the mop (or you want to use the mop, for whatever reason), make sure you drop wet floor signs. That way, when people complain, they won't have a point. Do remember that vertical surfaces can only be cleaned via mop, and the same goes for under tables (unless you dismantle the table). Remember, efficiency is the key. The cleaner grenades are your most valuable asset, and you really should not use them unless absolutely necessary. As a rule of thumb, use the cleaner 'nades whenever the mess you're dealing with occupies most of the room you're in (such as bar fights that leave the whole bar covered in blood). It's not necessary, but yelling "FIRE IN THE HOLE!" before throwing is legally considered due warning. Technically. Step 3: Traitor Janitor Probably one of the easiest when it comes to stealing things. As mentioned before, very few people bat an eye when they see the Janitor anywhere. Just loiter around enough until no one's watching and walk away with your booty. As for assassination, cleaner grenades. No one else but you (and the Janitorial ERT) have the equipment needed not to slip on them. Pull the pin, throw, enjoy several seconds of complete free reign over your target. Just make sure to run afterwards, those things are LOUD and very noticeable. Optional Step: Hero Janitor The absolute hardest to pull off. When the station is in disarray and everyone is dying left and right, it falls to the Janitor to make things right. AI malfunctioning? Grab an EVA suit, go around the southern edge of the AI Core Minisat destroy the SMES, two walls, second SMES, build tables to provide cover and either destroy or card the AI. Nuke Ops not finding the nuke and Command is dead? Break into the Captain's office and pray that the spare ID is there so you can call the shuttle. If not, go the HoP's office and pray you can find his ID. I did once managed to pull this off, saved about ten people. Blob and no one has the slightest clue what to do? Grab an emitter from Engineering Secure Storage, a bundle of wires, and pray to whatever god you believe in that it's not too late. Xenos? Well, son, you're doomed. Regardless, the point of the Hero Janitor is to be the ultimate backup plan. When all else fails, the Janitor springs into action and does his best at damage control. Just make sure you don't look important.
-
Name: Felix Winston Baxter Age: 35 Gender: Male Race: Human Blood Type: O+ General Occupational Role(s): Surgeon;Coroner; Chemist; Virologist Biography: Felix was born into a medium-class family living on Mars. He likes to dismiss his childhood as having been entirely boring, most of his time spent in between classes and additional study groups. After enrolling into medical school at age 18 and nearly dropping out from chronic stress a record number of fifteen times, he comes out third in his class and immediately transfers to his teaching hospital's surgical department for his internship and residency. There, he would pick up most of his later habits, such as a near-pathological need for cleanliness and shouting at people when they interrupt whatever it is he's doing. With his residency finished, Intensivist Felix Baxter was unceremoniously kicked out of the hospital after a dispute with the Dean regarding parking spaces that, somehow, escalated into a full-on brawl. Struggling to find a job due to his reputation as a temperamental hothead, he would end up signing a contract with Nanotrasen to become one of their on-site surgeons. Hopping between a few stations for a few months at a time, he would finally settle on the brand new NCS Cyberiad, where he has remained ever since. His dedication to his work and less than stable personality have left little room for a romantic life, and Felix very much prefers if the subject isn't brought up. Regardless, he can be incredibly friendly if his buttons aren't pushed, and has often considered quitting in order to take up teaching himself. Qualifications: Ph.D in Medicine;Fully qualified Intensivist; Master's Degree in Applied Chemistry; Nanotrasen Field Course on Virology and Epidemiology Employment Records: NSV Luna --- 2 months, reassigned after altercation with on-site bartender;NRV Sirius --- 3 months, reassigned after altercation with co-worker (co-worker found guilty and terminated); NRS Seraphim --- 5 months, reassigned after disagreement with payment plans (on-site Chief Medical Officer found guilty of tampering with records); NCS Cyberiad --- Present Security Records: Several charges pressed for disorderly conduct, hateful speech and theft, so far found innocent;Highly skeptical of Nanotrasen, suspected ties with Syndicate via uncle's second cousin twice removed; Two counts of Assault and Battery; One count of Medical Negligence Medical Records: Congenital heart disease, currently in experimental trial;Occasional migraines; Chronic insomnia Other Notes: More often than not alienates those who work with him, but the few that stick out and get through his outward facade vouch for his skill at the surgery table and rock-solid work ethics.
-
Alright, so, every person who's ever played surgeon for a long period of time will tell you that the current tool disposition inside Surgery leaves much to be desired. Not only do you need to stand in a corner in order to reach everything without having to constantly move, but no matter how you place the tools it's always a hassle to get the mouse pointer directly on the item sprite, particularly when it comes to the Hemostat (really thin), Retractor (weird-ass sprite with lots of holes) and the Cautery (when underneath pretty much anyting). Now, I'm not saying this stops you from doing surgery properly. However, having the tools just strewn out on a table like that looks incredibly... odd. More like a showcase than any sort of surgery room. As such, I suggest the Surgery Trolley! Something along the lines of the Janitorial Cart that would let us store all our tools in one place, while at the same time being capable of keeping the menu open during surgery and easily swap out tools when we need them! Not to mention, you could also lock it so unauthorized personnel can't barge into Surgery and steal your saw the millionth time. That way, instead of constantly clicking the tables and hunting for the right pixels, you can click the trolley, leave the menu open, and then just select the tools you desire as you so need them! Convenience for medical magicians!