Difference between revisions of "High-Risk Items"

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These are items that are often desired by [[traitor]]s for themselves or as an objective for the [[Syndicate]]. Theft of one of these objects is usually enough to warrant a charge of Grand Theft under [[Space_law#Exceptional_Crimes|Space Law.]]
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These are items that are often desired by [[traitor]]s for themselves or as an objective for the [[Syndicate]]. Theft of one of these objects is usually enough to warrant a charge of Grand Theft under [[Space Law#Exceptional Crimes|Space Law.]]


=High-Risk Items=
Note that as per [https://www.paradisestation.org/rules/ rule 7], you should not be stealing these items as a non antagonist.
{| class="wikitable sortable mw-collapsible" style="text-align: center;"
 
! style="width: 150pt; center;" | Item
==High-Risk Items==
! style="width: 150pt;" class="unsortable" | Location
{| class="wikitable sortable mw-collapsible" width="80%" style="text-align: center; background-color: #FFE3B1;"
! style="width: 200pt;" class="unsortable" | Purpose
|- style="background-color:#FFA500;font-weight:bold; color: white;text-align:center;"
! style="width: 450pt;" class="unsortable" | Description
! style='background-color:#FFA500' width:150px;                     |Item
! style='background-color:#FFA500' width:100px;                     |Location
! class="unsortable" style='background-color:#FFA500' width:200px;   |Purpose
! class="unsortable" style='background-color:#FFA500'                |Description
|-
|-
| Hand-Teleporter <br> [[File:tele.png]]
! Hand Teleporter <br> [[File:tele.png]]
| [[Teleporter]] or [[Captain's Quarters]]
| [[Teleporter]] <br> [[Captain's Quarters]]
| Mobile teleportation from one place to the other, without the hassle of going to the teleporter.
| Mobile teleportation from one place to the other, without the hassle of going to the teleporter.
| A miniaturized teleporter that can fit in one's pocket. Has some prerecorded destinations (via beacons) along with a dangerous random teleport option.
| A miniaturized teleporter that can fit in one's pocket. Has some prerecorded destinations (via beacons) along with a dangerous random teleport option.
|-
|-
| Nuclear Authentication Disk <br> [[File:NuclearDisk.gif]]
! Nuclear Authentication Disk <br> [[File:NuclearDisk.gif]] {{Anchor|NAD}}
| [[Captain's Quarters]]
| [[Captain's Quarters]] <br> [[Captain]]
| Authorizing nuclear detonations. This is an important item in the Nuclear Emergency gamemode!
| Authorizing nuclear detonations. This is an important item in the Nuclear Emergency gamemode!
| This disk is required in order to activate both the Syndicate and on-station Nuclear Fission Explosives. Without the disk and nuclear codes, the Nuclear Fission Explosive can't be detonated. The Captain is expected to have the disk on their person at all times, or at the very least kept in a secure location.
| This disk is required in order to activate both the Syndicate and on-station Nuclear Fission Explosives. Without the disk and nuclear codes, the Nuclear Fission Explosive can't be detonated. The Captain is expected to have the disk on their person at all times, or at the very least kept in a secure location. If it leaves the station's Z-level or is somehow destroyed, it will teleport to a random location on station.
|-
|-
| Captain's Spare ID <br> [[File:Id gold.png]]
! Captain's Spare ID <br> [[File:Id gold.png]]
| [[Captain's Quarters]]
| [[Captain's Quarters]]
| Using it as a Spare ID card.
| Using it as a Spare ID card.
| This is the backup ID card of the Captain in an event if the original NT-Issued Captain's ID is lost.
| This is the backup ID card of the Captain in an event if the original NT-Issued Captain's ID is lost. It is "completely indestructible".
|-
|-
| Captain's Deluxe Jetpack <br> [[File:Jetpack black.gif]]
! Captain's MODsuit <br> [[File:Mod Magnate.png]]
| [[Captain's Quarters]]
| [[Captain's Quarters]]
| Traversing the void of [[Space]].
| Traversing the void of [[Space]].
| A jetpack to provide stability and direction in the vast darkness of space. This one is a special one that is used for the Captain.
| A [[MODsuits#Plating_Types|MODsuit]] that provides good protection and no slowdown. This one is specialised just for the Captain.
|-
! Captain's Saber <br> [[File:Captain Saber.png|50px]]
| [[Captain's Quarters]] <br> [[Captain]]
| Self defence in style.
| An ornate sword, stored in an equally ornate sheath. Not just for show, the sword deals 15 brute damage with a whopping armour penetration of 75. Additionally, it has a 50% chance to block melee attacks. The actual sword is the high risk item, not the sheath.  
|-
|-
| Medal of Captaincy <br> [[File:capmedal.png]]
! Nuclear Fission Explosive <br> [[File:Nuke.gif]]
| [[Captain's Quarters]]
| [[Vault]]
| Proving to be worthy of a Captain.
| Atomizing the station in the case of a major emergency.
| A NT-Issued Medal that represents someone authorized of being the Captain of NSS Cyberiad. The Syndicate often sends agents to retrieve these simply to annoy or otherwise embarrass NT.
| A high-yield nuclear fission explosive designed to destroy the station and reduce all its inhabitants to dust in the case of a serious emergency such as a biohazard outbreak.
|-
|-
| NT Classified Documents <br> [[File:Documents.png]]
! Medal of Captaincy <br> [[File:capmedal.png]]
| [[Locations|Around the Station]]
| [[Captain's Quarters]] <br> [[Captain]]
| Information only viewed for the eyes of Nanotransen.
| Proving to be worthy of being a Captain.
| These are sensitive and highly valued information only kept by the eyes Centcom officials.
| A NT-Issued Medal that represents someone authorized of being the Captain of the [[Nanotrasen#Epsilon Eridani Holdings|station]]. The Syndicate often sends agents to steal these simply to annoy or otherwise embarrass NT.
|-
|-
| NASA Voidsuit <br> [[File:Voidsuit.png]]
! NT Classified Documents <br> [[File:Documents.png]]
| [[Telecoms Satellite|Red locker located in Telecom Satellite teleporter room.]]
| [[Vault]]
| Red locker located in Telecom Satellite teleporter room.
| Information only to be viewed by the eyes of Nanotrasen.
| A replica model of an old NASA spacesuit. Largely redundant and mostly kept around because Nanotrasen didn't feel like spending money on new spacesuits.
| These are sensitive and highly valued information only for the eyes of CentCom officials, locked within the safe contained in the vault.
|-
|-
| Functioning AI <br> [[File:IntelliCard.png]]
! Functioning AI <br> [[File:IntelliCard.png]]
| [[AI Satellite]]
| [[AI Satellite]]
| Keeping the AI for safe keeping or for extreme emergencies. The AI must be inside of the IntelliCard to complete objectives.
| Managing the station's systems and opening doors for the crew.  
| The station's highly valued silicon. While the AI cannot be kept inside of its on core, it can be kept inside of an IntelliCard for emergency situations.
| The station's highly valued silicon. In an event the AI cannot be kept in its core, it can be stored inside of an IntelliCard, generally in emergency situations. Additionally, a dead AI can be carded to have its integrity restored using the console in the [[Research Director's Office]]. The camera can be covered with tape roll.
|-
|-
| Station Blueprints <br> [[File:blueprint.png]]
! Station Blueprints <br> [[File:blueprint.png]]
| [[Chief Engineer's Office]]
| [[Chief Engineer's Office]]
| Creating new room designations in the station.
| Creating new room designations in the station.
| Highly sensitive schematics for the NSS Cyberiad. Reproductions of the blueprints via a camera are strictly forbidden.
| Highly sensitive schematics for the [[Nanotrasen#Epsilon Eridani Holdings|station]]. Reproductions of the blueprints via a camera are strictly forbidden (and a photo on which the blueprints are visible, though not carried by someone in their hands, counts for the theft objective).
|-
|-
| Plasma Tank <br> [[File:Plasma_tank.png]]
! Advanced Magboots <br> [[File:Advancedmags.gif]]
| [[Engineering]]
| Used for the Singularity Engine or bomb making. A full tank of Plasma (28 moles) is needed to complete objectives.
| Highly flammable plasma kept inside of a tank. Exposed Plasma is highly dangerous to the station and it must be secured and only used for making the Singularity Engine or for other purposes.
|-
| Advanced Magboots <br> [[File:Advancedmags.gif]]
| [[Chief Engineer's Office]]
| [[Chief Engineer's Office]]
| Providing stability in low-G environments without slowing down the user.
| Providing stability in low-G environments without slowing down the user.
| A specialized pair of magboots that prevents the user from slipping. Unlike regular magboots, these boots don't slow down movement while active.
| A specialized pair of magboots that prevents the user from slipping. Unlike regular magboots, these boots don't slow down movement while active, thus there is no drawback to keeping them on permanently.
|-
| Reactive Teleport Armor <br> [[File:Teleportarmor.png]]
| [[Research Director's Office]]
| Protection of harm and emergency teleportation.
| When active, this armor will teleport the wearer to a random location within ten tiles when they are injured. The vest will be deactivated for a short time afterwards, so it is still possible to catch the wearer.
|-
|-
| Unused Slime Extract <br> [[File:Slimegrey.png]]
! Reactive Armour <br> [[File:Teleportarmor.png]]{{Anchor|Reactive Teleport Armour}}
| [[Research Director's Office]]
| [[Research Director's Office]] <br> Made in [[Research & Development]] using an [[Anomalies#Anomaly_Cores|anomaly core]] and a reactive armour shell.
| For future experimentation. It must not be used in order to complete objectives.
| Protection from harm via [[Anomalies#Reactive_Armours|various effects]].
| A sample of an unused extract of a slime. It's quite delicate and very useful on experiments as long as it's not used.
| When active, the armour can apply various different effects when attacked, such as spontaneous teleporation or combustion. The vest will be deactivated for a short time afterwards, so it is still possible to catch the wearer. It is also disabled by EMP for 5 or 10 seconds depending on the EMP's strength, requiring the user to reactivate it manually afterwards.
|-
|-
| Compact Defibrillator <br> [[File:Compactdefib.png]]
! Advanced Compact Defibrillator <br> [[File:Advanced Compact Defibrillator.gif]]
| [[Chief Medical Officer's Office]], ERT
| [[Chief Medical Officer's Office]]
| Easy use of defibrillating bodies.
| Easy use of defibrillating bodies.
| A portable version of the defibrillator that can be comfortably worn on your belt.
| An advanced version of the Compact Defibrillator that can be comfortably worn on your belt or carried in your bag. Works through hardsuits and has an infinite charge that is impervious to [[EMP effects|EMPs]]. Just like a compact defibrillator, its safeties can be disabled with an emag, turning it into a dangerous weapon.
|-
|-
| Hypospray <br> [[File:Hypospray.png]]
! Advanced Hypospray <br> [[File:Hypospray.png]]
| [[Chief Medical Officer's Office]] or Code Amber or Red Medical ER Members
| [[Chief Medical Officer's Office]] <br> [[Emergency Response Team]]
| Immediate injection of chemical reagents.
| Immediate injection of chemical reagents.
| Loaded with 30u of Omnizine by default, the hypospray is the only device on station that can instantaneously inject a crew member with up to 30 units of a chemical.
| Loaded with 30u of Omnizine by default, the advanced hypospray is the only device on station that can instantaneously inject a crew member with up to 30 units of any chemical.
|-
|-
| Captain's Antique Laser Gun <br> [[File:captaingun.png]]
! Captain's Antique Laser Gun <br> [[File:captaingun.gif]]
| [[Captain's Quarters]]
| [[Captain's Quarters]]
| For self-defense in emergency situations.
| For self-defence in emergency situations.
| The Captain's Antique Laser Gun is a self-recharging laser pistol to be used only in extreme emergencies. It's locked in an ID and fingerprint locked case which triggers an alarm when broken.
| The Captain's Antique Laser Gun is a self-recharging laser pistol to be used only in extreme emergencies. It's locked in an ID locked case which triggers an alarm when broken.
|-
|-
| XO-1 MultiPhase Energy Gun <br> [[File:hosgun.png]]
! XO-1 MultiPhase Energy Gun <br> [[File:XO-1 MultiPhase Energy Gun.gif]]
| [[Head of Security's Office]]
| [[Head of Security's Office]]
| A personalized multi-purpose sidearm for the HoS.
| A personalized multi-purpose sidearm for the HoS.
| This is a recreated version of the aging Antique Laser Gun for the Head of Security. Unlike its original version, this version has three firing modes at the cost of its ability to recharge whenever needed.
| This is a recreated version of the aging Antique Laser Gun used by the Head of Security. Unlike its original version, this version has three firing modes (disable, ion, kill) at the cost of its ability to recharge passively.
|-
|-
| Krav Maga Martial Arts Gloves <br> [[File:Kravgloves.png]]
! Krav Maga Martial Arts Gloves <br> [[File:Kravgloves.png]]
| [[Warden's Office]]
| [[Warden's Office]]
| A pair of stylish martial arts gloves.
| A pair of stylish martial arts gloves.
| These gloves bestow the wearer martial knowledge in the arts of Krav Maga through use of advanced cybernetics and nanochips embedded inside them. Issued to the warden, they allow the wearer to trip, lung punch, and throat punch enemy combatants.
| These gloves bestow the wearer martial knowledge in the arts of [[Martial Arts#Krav Maga|Krav Maga]] through use of advanced cybernetics and nanochips embedded inside them. Issued to the warden, they allow the wearer to leg sweep, lung punch, and throat chop enemy combatants in addition to increasing the damage caused by their attacks, and causing disarms to steal the opponent's weapon instead of dropping it on the floor.
|-
|-
! Quartermaster's Engraved Knuckleduster  <br> [[File:NTKnuckledusters.png]]
| [[Locations|Quartermaster's Office]]
| Golden self-defense weapon.
| Forged by the finest craftsmen at the Quartermaster's request, this hard and dense knuckle-duster is designed to deliver bone-crushing blows and damage the internal organs of the unfortunate victim. Can be gripped to ensure it can't be dropped. Can be recycled into a small amount of gold.
|}
|}


[[Category:Objects]]
[[Category:Objects]]

Latest revision as of 11:02, 17 September 2024



These are items that are often desired by traitors for themselves or as an objective for the Syndicate. Theft of one of these objects is usually enough to warrant a charge of Grand Theft under Space Law.

Note that as per rule 7, you should not be stealing these items as a non antagonist.

High-Risk Items

Item Location Purpose Description
Hand Teleporter
Tele.png
Teleporter
Captain's Quarters
Mobile teleportation from one place to the other, without the hassle of going to the teleporter. A miniaturized teleporter that can fit in one's pocket. Has some prerecorded destinations (via beacons) along with a dangerous random teleport option.
Nuclear Authentication Disk
NuclearDisk.gif
Captain's Quarters
Captain
Authorizing nuclear detonations. This is an important item in the Nuclear Emergency gamemode! This disk is required in order to activate both the Syndicate and on-station Nuclear Fission Explosives. Without the disk and nuclear codes, the Nuclear Fission Explosive can't be detonated. The Captain is expected to have the disk on their person at all times, or at the very least kept in a secure location. If it leaves the station's Z-level or is somehow destroyed, it will teleport to a random location on station.
Captain's Spare ID
Id gold.png
Captain's Quarters Using it as a Spare ID card. This is the backup ID card of the Captain in an event if the original NT-Issued Captain's ID is lost. It is "completely indestructible".
Captain's MODsuit
Mod Magnate.png
Captain's Quarters Traversing the void of Space. A MODsuit that provides good protection and no slowdown. This one is specialised just for the Captain.
Captain's Saber
Captain Saber.png
Captain's Quarters
Captain
Self defence in style. An ornate sword, stored in an equally ornate sheath. Not just for show, the sword deals 15 brute damage with a whopping armour penetration of 75. Additionally, it has a 50% chance to block melee attacks. The actual sword is the high risk item, not the sheath.
Nuclear Fission Explosive
Nuke.gif
Vault Atomizing the station in the case of a major emergency. A high-yield nuclear fission explosive designed to destroy the station and reduce all its inhabitants to dust in the case of a serious emergency such as a biohazard outbreak.
Medal of Captaincy
Capmedal.png
Captain's Quarters
Captain
Proving to be worthy of being a Captain. A NT-Issued Medal that represents someone authorized of being the Captain of the station. The Syndicate often sends agents to steal these simply to annoy or otherwise embarrass NT.
NT Classified Documents
Documents.png
Vault Information only to be viewed by the eyes of Nanotrasen. These are sensitive and highly valued information only for the eyes of CentCom officials, locked within the safe contained in the vault.
Functioning AI
IntelliCard.png
AI Satellite Managing the station's systems and opening doors for the crew. The station's highly valued silicon. In an event the AI cannot be kept in its core, it can be stored inside of an IntelliCard, generally in emergency situations. Additionally, a dead AI can be carded to have its integrity restored using the console in the Research Director's Office. The camera can be covered with tape roll.
Station Blueprints
Blueprint.png
Chief Engineer's Office Creating new room designations in the station. Highly sensitive schematics for the station. Reproductions of the blueprints via a camera are strictly forbidden (and a photo on which the blueprints are visible, though not carried by someone in their hands, counts for the theft objective).
Advanced Magboots
Advancedmags.gif
Chief Engineer's Office Providing stability in low-G environments without slowing down the user. A specialized pair of magboots that prevents the user from slipping. Unlike regular magboots, these boots don't slow down movement while active, thus there is no drawback to keeping them on permanently.
Reactive Armour
Teleportarmor.png
Research Director's Office
Made in Research & Development using an anomaly core and a reactive armour shell.
Protection from harm via various effects. When active, the armour can apply various different effects when attacked, such as spontaneous teleporation or combustion. The vest will be deactivated for a short time afterwards, so it is still possible to catch the wearer. It is also disabled by EMP for 5 or 10 seconds depending on the EMP's strength, requiring the user to reactivate it manually afterwards.
Advanced Compact Defibrillator
Advanced Compact Defibrillator.gif
Chief Medical Officer's Office Easy use of defibrillating bodies. An advanced version of the Compact Defibrillator that can be comfortably worn on your belt or carried in your bag. Works through hardsuits and has an infinite charge that is impervious to EMPs. Just like a compact defibrillator, its safeties can be disabled with an emag, turning it into a dangerous weapon.
Advanced Hypospray
Hypospray.png
Chief Medical Officer's Office
Emergency Response Team
Immediate injection of chemical reagents. Loaded with 30u of Omnizine by default, the advanced hypospray is the only device on station that can instantaneously inject a crew member with up to 30 units of any chemical.
Captain's Antique Laser Gun
Captaingun.gif
Captain's Quarters For self-defence in emergency situations. The Captain's Antique Laser Gun is a self-recharging laser pistol to be used only in extreme emergencies. It's locked in an ID locked case which triggers an alarm when broken.
XO-1 MultiPhase Energy Gun
XO-1 MultiPhase Energy Gun.gif
Head of Security's Office A personalized multi-purpose sidearm for the HoS. This is a recreated version of the aging Antique Laser Gun used by the Head of Security. Unlike its original version, this version has three firing modes (disable, ion, kill) at the cost of its ability to recharge passively.
Krav Maga Martial Arts Gloves
Kravgloves.png
Warden's Office A pair of stylish martial arts gloves. These gloves bestow the wearer martial knowledge in the arts of Krav Maga through use of advanced cybernetics and nanochips embedded inside them. Issued to the warden, they allow the wearer to leg sweep, lung punch, and throat chop enemy combatants in addition to increasing the damage caused by their attacks, and causing disarms to steal the opponent's weapon instead of dropping it on the floor.
Quartermaster's Engraved Knuckleduster
NTKnuckledusters.png
Quartermaster's Office Golden self-defense weapon. Forged by the finest craftsmen at the Quartermaster's request, this hard and dense knuckle-duster is designed to deliver bone-crushing blows and damage the internal organs of the unfortunate victim. Can be gripped to ensure it can't be dropped. Can be recycled into a small amount of gold.