Difference between revisions of "High-Risk Items"
Jump to navigation
Jump to search
Shadeykins (talk | contribs) (Adds nuke. Fixes icons.) |
Shadeykins (talk | contribs) |
||
Line 23: | Line 23: | ||
| 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. | ||
|- | |- | ||
| Captain's Deluxe Jetpack <br> [[File: | | Captain's Deluxe Jetpack <br> [[File:Captainjetpack.png]] | ||
| [[Captain's Quarters]] | | [[Captain's Quarters]] | ||
| Traversing the void of [[Space]]. | | Traversing the void of [[Space]]. |
Revision as of 21:14, 7 January 2018
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.
High-Risk Items
Item | Location | Purpose | Description |
---|---|---|---|
Hand-Teleporter |
Teleporter or 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 |
Captain's Quarters | 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. |
Captain's Spare ID |
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. |
Captain's Deluxe Jetpack |
Captain's Quarters | 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. |
Nuclear Fission Explosive |
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 |
Captain's Quarters and the Captain themselves | Proving to be worthy of a Captain. | 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. |
NT Classified Documents |
Around the Station | Information only viewed for the eyes of Nanotransen. | These are sensitive and highly valued information only kept by the eyes Centcom officials. |
NASA Voidsuit File:Voidsuit.png |
Telecoms Satellite Teleporter Room. | Being a bulkier space suit. | 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. |
Functioning AI |
AI Satellite | Keeping the AI for safe keeping or for extreme emergencies. The AI must be inside of the IntelliCard to complete objectives. | 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. |
Station Blueprints |
Chief Engineer's Office | Creating new room designations in the station. | Highly sensitive schematics for the NSS Cyberiad. Reproductions of the blueprints via a camera are strictly forbidden. |
Plasma Tank File:Plasma tank.png |
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 |
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. |
Reactive Teleport Armor |
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 |
Research Director's Office | For future experimentation. It must not be used in order to complete objectives. | 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. |
Compact Defibrillator File:Defibcompact.png |
Chief Medical Officer's Office, ERT | Easy use of defibrillating bodies. | A portable version of the defibrillator that can be comfortably worn on your belt. |
Hypospray |
Chief Medical Officer's Office or Code Amber or Red Medical ER Members | 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. |
Captain's Antique Laser Gun File:Captaingun.png |
Captain's Quarters | For self-defense 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. |
XO-1 MultiPhase Energy Gun File:Hosgun.png |
Head of Security's Office | 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. |
Krav Maga Martial Arts Gloves |
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 trip, lung punch, and throat punch enemy combatants. |