Difference between revisions of "Apparel"
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| All [[Scientist]]s start with this. Can hold two items. | | All [[Scientist]]s start with this. Can hold two items. | ||
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! Bio Suit <br> [[file:BioSuit.png]] | |||
| The Bio Suit, short for ''bio''hazardous suit, protects from direct exposure to chemicals and disease. Wearing one increases your immunity and is one more barrier between you and an [[chemist]] | |||
|The Bio Suit, short for ''bio''hazardous suit, protects from direct exposure to chemicals and disease. Wearing one increases your immunity and is one more barrier between you and an [[chemist]] | |||
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! EVA Suit <br> [[file:EVASuit.png]] | |||
| The ExtraVehicular Activity (EVA) Suit is a garment worn to keep a Sentient Being alive in the harsh environment of outer space, vacuum and extreme temperatures. | |||
|The ExtraVehicular Activity (EVA) Suit is a garment worn to keep a Sentient Being alive in the harsh environment of outer space, vacuum and extreme temperatures. | |||
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Revision as of 15:27, 6 April 2021
Jumpsuits
Having a jumpsuit is extremely important. Without a jumpsuit you will not have an ID slot, a belt slot, or any pocket slots. The jumpsuit is also useful in identifying your department at a glance, and so can be used as part of a disguise.
In addition, jumpsuits now have a full suite of sensors that can be toggled and adjusted by right-clicking on it. They can give out data to the bridge including your location, your health, and your mortality. Used by the Chief Medical Officer and other Heads of Staff to locate you in case you go missing.
Depending on how high you set yours, more information will be available to Crew Monitoring Consoles.
- Off: Tells them nothing. You don't even show up on the monitor.
- Binary Life Signs: Tells them if you are alive or deceased. The name that shows up on the monitor is the same one on the ID that is being worn. If no ID is worn, you will show up as 'Unknown'.
- Vital Tracker: Tells them what your vital statistics are. Separates damage by Suffocation, Toxin, Burn, and Brute.
- Tracking Beacon: The maximum level. Tells them what area of the station you're currently in, and your co-ordinate location.
Item | Location | Purpose | Strategy | Description |
---|---|---|---|---|
Jumpsuits |
Everyone starts with one, several more are found in lockers all around the station. | To hide your naked body, also provides a belt slot, ID slot and two pockets for storage. | Just wear it at all times as they're useful and practical. | Jumpsuits are the clothing standard on the station. Everyone starts off with one, which describes which job they do. Additional ones are usually found in the changing room, in the dormitory and most job-specific lockers, such as the engineering locker, mining lockers and so on. In addition, Security Jumpsuits provide minor armor to Brute Damage. |
Tactical Turtleneck |
Many Syndicate operatives use these, including Nuclear Agents and the SIT. | For being part of the badass group who are ready to shatter megacorporations! | You might actually need another article of clothing if you want to disguise. | A nice, fit yet suspicious-looking turtleneck. You look like you're ready to roll out. |
Wizard Robe File:Wizardrobe.png |
The Wizard themselves start with one. | This is needed in order for Wizards to use their full potential. | Wear this, as well as the Wizard Sandals and Wizard Hat to complete the outfit. Unless if you decide to use the No Clothes spell. | An iconic blue magical robe worn by the Space Wizard Federation. Feels soft and magical to the touch. |
External Wear
Exosuits are items that can be worn over your jumpsuit in the Exosuit Slot. Some of them contain additional pockets you can fit small items in.
Item | Description |
---|---|
Suit Jacket |
Looks pretty snazzy and lets people know you mean business. Additionally can hold two items in the suit jacket pockets. |
Lab Coat File:LabCoat.png |
All Scientists start with this. Can hold two items. |
Bio Suit |
The Bio Suit, short for biohazardous suit, protects from direct exposure to chemicals and disease. Wearing one increases your immunity and is one more barrier between you and an chemist |
EVA Suit |
The ExtraVehicular Activity (EVA) Suit is a garment worn to keep a Sentient Being alive in the harsh environment of outer space, vacuum and extreme temperatures. |
Masks
Items you wear on your face. Some of them can be connected to a gas tank for internals.
Item | Location | Purpose | Strategy | Description |
---|---|---|---|---|
Gas Mask |
Inside fire safety lockers. Both types can be found in Engineering and Maintenance tunnels. | Using it to filter out any contaminations in the air as well as it functions as an internals mask. | Without wearing your ID, it will hide your identity and protect your face. | They are favored by the Station Engineer |
Breath Mask |
It is very common for a crewmate to wear a breath mask, since every employee is provided with a complementary Emergency Box | Same as above. But it requires an internal tank for it to work. | Used when people use the Voice Changer Gas Mask. | Unlike gas masks, breath masks must be attached to an air tank in order to have any benefit. |
Sterile Mask |
Medbay, on Medical Doctor | Same as above. But it requires an internal tank for it to work. | Internals provide the same disease blocking benefit as these. | It's lupus. |
Muzzle |
Medbay. | Wearing it prevent you talking, you can only make muffled noises. | Use it to make crazy people shut up. Or people who are screaming for help. | It's a muzzle. |
Bandanna |
Wardrobes | Adds style points. | Use it to hide your face, or wear it around your head like a hat. | these can be worn on your head as well as your face. If worn on your face they can hide your identity. |
Headgear
For all your head covering needs.
Item | Location | Purpose | Strategy | Description |
---|---|---|---|---|
Space Helmet |
EVA. | Prevents damage in a place where there are no pressure (Read: A breached area). | Protection from flashes and welding, not needed if you have a suit since you don't get cold enough. | Not as cool looking as a RIG helmet. |
Welding Helmet |
Engineering, Primary Tool Storage. | Protects you from eye damage whenever you're using Welding Tools. | This can also protect you from flashes from handheld flashes and flashbangs. As well as the Screwdriver's blinding attack. | You can flip it up out of your face to see better, but you won't be protected whilst doing so. |
Shoes
Items you wear on your feet. If you step in blood your shoes will get dirty, leaving noticeable bloody shoeprints.
Item | Location | Purpose | Strategy | Description |
---|---|---|---|---|
Shoes |
Lockers. Most roles start with one. | Protecting your feet from glass, making you walk faster. | Wear them. Don't take them off unless you're changing them for another pair. | Come in many shapes and sizes, and are all functionally equivalent except for those listed below. |
Janitor's Galoshes |
The Custodial Closet. The Janitor starts with one. | They prevent you from slipping on everything but Chemist lube. | Other crew members will often seek these out to avoid falling victim to excessive mopping. | Yellow boots that go up to your knees. |
Magnetic Boots (Magboots) |
Chief Engineers Office, EVA | Preventing you from moving unintentionally in space. | Make sure you toggle them on via their icon above the HUD for them to work. | Prevents unintentional movement whilst EVA and slows you down greatly for careful, deliberate movement. |
Wizard's Sandals |
Wizard | This is needed in order for Wizards to use their full potential. | Wear this, as well as the Wizard Robes and Wizard Hat to complete the outfit. Unless you decide to use the No Clothes spell. | A seemingly magical pair of sandals. Fitted for a wizardy individual. |
Gloves
For when you don't wanna leave fingerprints lying around, and to keep your hands warm.
Item | Location | Purpose | Strategy | Description |
---|---|---|---|---|
Black Gloves File:BGloves.png |
Cargo bay, most of Security and some other places in the station. | Completing a outfit. Also fire resistant. | While these gloves are fire resistant, they're also good for leaving no prints, only fibers. | A standard-issue pair of one-size-fits-all gloves. Prevents the wearer from contaminating evidence with their fingerprints. Also come in finger-less styles. |
Forensics Gloves |
The Detective's Closet | Preventing evidence contamination. | Leaves no fingerprints nor fibers. The Detective should always have these on. | A special pair gloves that are for the Detective. Totally prevents the wearer from contaminating evidence with their fingerprints. Detectives are always required to wear this during investigations. |
Krav Maga Gloves |
The Warden's Locker | Learning the art of Krav Maga | Krav Maga can be used to deal with unruly prisoners without having to draw your baton. Whenever you want to learn Krav Maga or not, these gloves are High-Risk Items, so be sure to carry them anyway. | 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. |
Nitrile Gloves |
Medbay. | They prevent most diseases caused by viruses or bacteria, you need these for surgery! | Also good for leaving no prints as well. | Nitrile gloves are blue and thin. It seems to have more resistance than latex gloves. |
Botanist's Gloves |
Botanists start with these. | Holding some special plant types. It may also provide fire resistance. | Not much, but you can hold dangerous plant types and use them against other people. Like other gloves, they only leave fibers. | A pair of useful gardener gloves that are suited for handling some plants. |
Boxing Gloves |
Near the Fitness Room | Practicing and sharpening hand-to-hand combat. | While they don't really have much practical use, they're good for boxing matches. | Padded boxing gloves that are ready to rumble. |
Captain Gloves |
The Captain starts with one. More gloves are inside the Captain's Locker. | Not a lot, but they do fit in with the Captain's jumpsuit and hat. | Again, not a lot. They're only fire resistant. But since this is one-of-a-kind, it may be a bad idea to use these when murdering someone. | A pair of one-of-a-kind gloves issued to Captains. |
Insulated Gloves |
Found in Engineering, Supply Crates, Technical Storage, and rarely in electric toolboxes. | Protection from electrical shocks. | It's good to have a pair on hand for when you're preforming electrical repairs, or more nefarious deeds such as hacking doors or vendors. Assistants will do almost anything to get their grubby hands on a pair. | Out of all the gloves people wear this is one of the most important ones do to its insulation properties and rarity and if your planning on hacking doors then you need this. |
Belts
Items you can wear on your belt slot for additional storage.
Item | Location | Purpose | Strategy | Description |
---|---|---|---|---|
Utility Belt |
Engineering, Primary Tool Storage or in Maintenance, and due to updates found in engineer's hands instead of a toolbox. | Utility belts can hold some kinds of tiny items, most commonly tools | They are worn as a belt and hold the same amount as a toolbox, though they are less useful as weapons. | Can hold: Crowbar, Screwdriver, Weldingtool, Wirecutters, Wrench, Multitool, Flashlight, Cable coil, Scanner, Analyzer. |
Medical Belt |
Medbay. | Holding medical items. | Like the Utility Belt, but for holding medical items only. | Think of these as your medkit- but on a belt. Can hold: Health Analyzer, DNA-Injector, Dropper, Beaker, Bottle, Pill, Syringe, Dispensed-beaker, Zippo lighter, Cigarette packet, Pill bottle, Medical box, Penlight. |
Security Belt |
Brig | Holding Security Items. | Like the Utility Belt, but for security items. | For easy transportation and use of weapons during an emergency. See Security Items for a list of items that you can hold on your Security Belt. |