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Spaceman Skill Scoring
#2
Hellburns: C+. I know how it works on a conceptual level, it's mainly just a matter of me never really getting around to doing it.

Bombs: D. I haven't really experimented with the toxins lab at ALL, nor have I partaken in pipe bombs, but I can whip up a MEAN chem-grenade if the situation calls for it.

Chemistry: B+, hindered only by the fact that I haven't so much as touched the ChemiCompiler. With the help of some lab partners, I've been able to whip up explosive mixtures that can send someone hurtling to their flaming demise in a little under half a minute, with twelve seconds being the personal record. I don't play the research jobs very often nowadays, but if I can get some lab time, I can cook some NASTY stuff. I also know almost every secret chemical there is to know, and pretty much have the effects of the majority of chemicals memorized. And like I said before, I make a really mean chem grenade.

Telescience: A-. The only reason why this isn't an A is because there are just a few things (looking at you, Biodome sliding walls and Ice Moon pinging puzzle) that still give me trouble on occasion, but I know just about all of the maps and important items like the back of my hand, I can determine the coordinates in a flash with a GPS and still just fine without it, I've been slowly honing my skills with the relay command, I've run mission control for countless successful expeditions and Solarium activations, and I'm also the probably-official lorekeeper of the #sol team.

Botany: C+. Eh. I know how it works, I just never really find it very appealing.

MechComp: C+. I actually updated the MechComp guide over on the wiki (pre-rework, of course) and have built a few contraptions, but I have yet to really MAKE much of anything with it.

Robustness: B-. I'm definitely not the best at hand-to-hand combat, but I've found that I've been pretty damn good at consistently aiming shots at people, though that could just be luck on my part. Most of my robustness lies in the element of surprise and defeating my opponents quickly enough to render the rest of the fight a non-issue through surprise attacks or taking advantage of existing chaos, but as far as prolonged, one-on-one melees go, I've definitely seen better days.

Artifact Research: B. If an artifact doesn't activate after testing from all of the artlab machines and maybe a shotgun blast if I can snag one off of the Barman or wherever, I usually just ignore it. Unfortunately, that's the place where most artifacts end up being. It's luck of the draw, really.

Medicine: A-. As mentioned before, I've damn near memorized just about every chemical in the book, and I've also memorized all of the surgical procedures there are to know. I just need to get back in the swing of actually PLAYING as a medic, which I used to do quite a lot back in the day.

Genetics: A. As the premier researcher for the Genetic Combination Map, it's safe to say that I'm very well-versed with the genetics system and how to crank out mutations on the fly.

Silicons: A-. It's safe to say that AI is EASILY my favorite role on the station, one that I have very strong thoughts towards and do my best to play with the utmost of my ability. I wrote the current iteration of the AI's Guide to the Chain of Command, I'm extremely well-versed with how much leeway an AI has in different situations, and with my recent endeavors in telesci and fondness for messing with the station intercoms, I do everything I can to make sure that the crew knows the power behind that supposed "glorified doorknob." The one thing setting me back here is that I don't usually play cyborgs, they just lack the same sense of...agency, I suppose you could call it.

Dollar Dollar Bills Y'all: D-. I make my money by stealing other people's money.

Loaf Science: N/A. Yeah no, I ain't touching that yet.

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Some suggested categories:

Traitoring: B-. As a traitor, I frequently become far too overwhelmed by possibilities to formulate very complex and grandiose plans, so I usually just pick modest and subtle traitor gear and attempt to hijack other people's antics, score some kills where I can, and do my best to retain a good public image. Derringers and sleepy pens are easily some of my favorite traitor weapons because of their wonderful combination of easy concealment, severe lethality, and pure stylishness.

Greytiding: C+. How good you are at thriving as a lowlife on the station, be it through cunning thievery and hacking, audacious acts of vandalism, or just being an opportunistic bastard. I've recently started playing as a staff assistant with the Illegal Immigrant and Puritan traits, and of the two rounds I've been able to land so far, both have been absolutely wonderful experiences. I even murdered a changeling with the barman's shotgun!

Changeling...ing: A-. I haven't had enough rounds yet to be comfortable giving myself an A, but pretty much every round I can remember playing in as a DNA-stealing alien has been a good one, with one recent round resulting in me depopulating pretty much the entire station, racking up a total of 18 DNA absorptions, and completely avoiding public notice the entire time until I went Horror Mode on the escape shuttle and proceeded to devour everyone there.
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