08-14-2017, 06:30 PM
(This post was last modified: 08-14-2017, 06:36 PM by Technature. Edited 2 times in total.)
Nate (3): You make your way to the kitchen to deepfry the Auth. Disk. Unfortunately by the time you get there, you notice you have a hole in your pocket.
That can't be good.
APAR (2): You make your way to arrivals to get a full toolbelt. For once, arrivals seems to have nothing worth taking.
New525 (2): You accidentally grab the atropine instead of the Sarin. Only good can come from this.
Lord Birb (4): The solars are set to okay levels. They're expected to power the station slightly longer than normal. You also successfully retract the air bridge to you.
Awfulworldkid (1): You grab incredibly useless tools and IMMEDIATELY leave the safety of the Nuke Ops station in your specialized pod. All actions against the station -.
Youkcat (5): You equip the belt and grab a kit of grenades. You also come up with a damn good plan to defend the nuke once people discover your presence. Combat success + for all nukeops still there (New525, Youkcat).
Noah (6): You become so good at being unnoticed that no one can specifically target you for any action.
elan_oots (5): You are successfully equipped for a typical day on the station, more than most people in your position. Medical Actions +
Superlagg (4) vs. APERTHEID (2): Superlagg prepares for a typical breakfast, starting with a hilariously unhealthy amount of Coffee tipped off with hot chocolate. Upon placing all the glasses on the floor and consuming them, APER arrives to clean up this horrifying mess. While he successfully stuffs half of it in his trusty cart, Super successfully steals it and runs off with it.
Current situations:
Disk Location: FIND THAT DISK!
Nuke Location: Syndicate Shuttle.
Time til Nuke Explodes: N/A
Fluke Ops Incoming: Awfulworldkid is really bad at this.
Nuke Ops plan of Counterattack: Combat is + in New525 and Youkcat's favor.
Competent Medical Staff: Medical actions + for the station.
That can't be good.
APAR (2): You make your way to arrivals to get a full toolbelt. For once, arrivals seems to have nothing worth taking.
New525 (2): You accidentally grab the atropine instead of the Sarin. Only good can come from this.
Lord Birb (4): The solars are set to okay levels. They're expected to power the station slightly longer than normal. You also successfully retract the air bridge to you.
Awfulworldkid (1): You grab incredibly useless tools and IMMEDIATELY leave the safety of the Nuke Ops station in your specialized pod. All actions against the station -.
Youkcat (5): You equip the belt and grab a kit of grenades. You also come up with a damn good plan to defend the nuke once people discover your presence. Combat success + for all nukeops still there (New525, Youkcat).
Noah (6): You become so good at being unnoticed that no one can specifically target you for any action.
elan_oots (5): You are successfully equipped for a typical day on the station, more than most people in your position. Medical Actions +
Superlagg (4) vs. APERTHEID (2): Superlagg prepares for a typical breakfast, starting with a hilariously unhealthy amount of Coffee tipped off with hot chocolate. Upon placing all the glasses on the floor and consuming them, APER arrives to clean up this horrifying mess. While he successfully stuffs half of it in his trusty cart, Super successfully steals it and runs off with it.
Current situations:
Disk Location: FIND THAT DISK!
Nuke Location: Syndicate Shuttle.
Time til Nuke Explodes: N/A
Fluke Ops Incoming: Awfulworldkid is really bad at this.
Nuke Ops plan of Counterattack: Combat is + in New525 and Youkcat's favor.
Competent Medical Staff: Medical actions + for the station.