Contraband/Old

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This article or section is a Work in Progress.
Assigned to:
CrAzYPiLoT, Cotux, Keroman
Please discuss changes with assigned users. If no one is assigned, or if the user is inactive, feel free to edit.

MAY BE NEEDED FOR NEW SPACE LAW

Note: This is a WORK IN PROGRESS and is not official. Yet.


Quick Reference for use while editing:

NC - Donk Pockets, Syndicate Soap, No-Slip Shoes, Smuggler's Satchel, Surgery Duffelbag, Space Suit, Toolbox, Briefcase, Cards, Balloon

C - Safety Scissors, Boozey Shotgun Shells, Poison Bottle (nonlethal), Voodoo Doll, Meat Cleaver, Pickpocket's Gloves, Banana Grenade, Stimulants, Stechkin Pistol, All Ammo, Dart Pistol, Univ. Suppressor, Chameleon Jumpsuit, Chameleon Stamp, DNA Scrambler, Military Belt, AI Detector, Binary Key, C4, PDA Pinpointer, Thermals, Freedon/Adrenal/Compressed Matter Implant

W - Safety Scissors, Boozey Shotgun Shells, Voodoo Doll, Meat Cleaver, Radiation Laser, Telegun, E-Sword, Chainsaw, E-Bow, .357 Revolver, Stechkin Pistol, EMP Kit, E-Dagger, Dart Pistol

E - Syndicate Bomb, C4, Detomatix Cartridge, Pizza Bomb, Minibomb

S - Chef's Sauce, Power Gloves, Proximity Mine, Radiation Laser, Telegun, E-Sword, Chainsaw, E-Bow, .357 Revolver, EMP Kit, Minibomb, Holoparasite, E-Dagger, Dehydrated Space Carp, Detomatix Cartridge, Pizza Bomb, Sleepy Pen, Agent ID Card, Camera Bug, Chameleon Projector, Blodd-Red Hardsuit, Syndicate Translator Key, Hacked AI Module, Power Sink, Emag, Singularity Beacon, Syndicate Bomb, Sleeping Carp, Explosive/Mindslave/Uplink Implant


Category Explanation
NC Items that are legal to possess despite dubious origin. Possession of these items is not a crime nor can they be confiscated upon arrest unless it can be proven the item was used in the process of committing a crime.
C Items that are illegal to possess but not necessarily traitor items. Having 2 or more of these, or using any one of these items to commit a crime, automatically classifies you as an Enemy of the Corporation (404).
W Items that can be used as a weapon, in the true sense of the word, lethal or otherwise. Anyone in possession of these items can be charged with Possession of a Restricted Weapon (304).
E Explosive items which can deal structural damage to the station and harm crew. Anyone in possession of these items can be charged with Possession of Explosives (305).
S Syndicate items fall under this category. Having at least one of these classifies you as an Enemy of the Corporation (404).

Is it Contraband?

Name Item Description Category Notes
Balloon SyndicateBalloon.png A useless red balloon with the syndicate logo on it, which can blow the deepest of covers. NC Harmless yet excellent at drawing attention!
Briefcase Full of Cash Moneycase.png A secure briefcase containing 5000 space credits. Useful for bribing personnel, or purchasing goods and services at lucrative prices. The briefcase also feels a little heavier to hold; it has been manufactured to pack a little bit more of a punch if your client needs some convincing, dealing 15 brute damage on hit. NC Bribery isn't covered by Space Law! (Yet...)
Donk Pockets DonksBox.png A box of highly specialized Donk pockets with a number of regenerative and stimulating chemicals inside of them; the box comes equipped with a self-heating mechanism. NC A delicious snack with a surprising kick!
No-Slip Syndicate Shoes SyndicateShoes.png A pair of brown shoes. When examined it says they are 'A pair of brown shoes. They seem to have extra grip.'. These shoes are nonslip but without the speed penalties the janitor's galoshes have. NC They're just plain old brown shoes, what's the big deal?
Playing Cards Syndicate Playing Cards.png A special deck of space-grade playing cards with a mono-molecular edge and metal reinforcement, making them lethal weapons both when wielded as a blade and when thrown. Does about 10 damage when thrown on an unarmored target. You can also play card games with them. NC Be careful when you cut the cards, they might cut you back!
Smuggler's Satchel Smuggler's Satchel.png The satchel has 5 slots and can be worn on your back or carried in your backpack. This satchel is thin enough to be hidden in the gap between plating and tiling, great for stashing your stolen goods. Comes with a crowbar and a floor tile inside. NC Can occasionally be found on the mining asteroid.
Space Suit SyndicateSuit.png A complete, red space suit and helmet. This suit's movement penalties are fewer than an EVA space suit! Useful if you need to hide in a vacuum. They can also hold a wide selection of items in suit storage . Nanotrasen crewmembers are trained to report red space suit sightings. NC Can occasionally be found out in space around the station.
Surgery Dufflebag DuffleSyndiMed.png The Syndicate surgery dufflebag is a toolkit containing all surgery tools, a straitjacket, and a muzzle. NC The dufflebag might not be contraband but making use of the items inside it is likely to get you in trouble if caught!
Syndicate Soap SyndicateSoap.png It's a bar of evil looking soap. NC About as useful as a regular bar of soap!
Safety Scissors Scissors.png Ordinary scissors, but with a twist! With these, the user can smartly disguise themself as a station barber. Because of the metal composition of their blades, they can be easily used as a lethal weapon. C Contraband, but not necessarily a traitor item. Look exactly the same as normal scissors (not barber's).
Poison Bottle Poison.png A bottle. Containing poison. C, S under special circumstances A syndicate item if containing lethal chemicals. Otherwise, contraband.

Weapons

Name Item Description Notes
Dart Pistol DartPistol.png A miniaturized version of a normal syringe gun. It is very quiet when fired and can fit into any space a small item can. Functionally identical to a regular syringe gun except that it is a small item which can be more easily hidden.

Explosives

Name Item Description Notes
Composition C-4 C4.gif This pack of explosives can detonate and destroy anything it is set on, after any chosen amount of seconds. It takes 10 seconds to set this, and requires you to be un-interrupted. You can click it to set the timer. Capable of obliterating a single tile and causing minor damage to everything in a small radius.

Syndicate Gear

Name Item Description Notes
Revolver SyndiRevolver.png It's a gun. Click on someone and you shoot at them. Does 60 brute damage per shot on an unarmored target and around 30 on a normally armored one. If you're out of bullets you'll just hit them with your gun which does 5 brute damage. Careful, the revolver's pretty loud and nearby people will hear it. Also keep in mind there's only 7 shots. Takes .357 ammo which can be printed at a hacked autolathe. This firearm is known to be a favorite of Syndicate agents.
Chef's Sauce File:Sauce.png A special mix of condiments, gathered from natural and synthetic sources makes this sauce lethal when ingested in a sufficient dose. Stings like chili! Well, it's kinda lethal.
Cryptographic Sequencer Emag.png Also known as an emag. Capable of doing a variety of interesting and practical things to anything electronic, usually to evil ends. Everyone wants one of these. Only obtainable as a traitor, however if someone were to get hold of it they may not have given it over to security-take possession of an emag as strong evidence to being a traitor rather than proof. Also be aware there are a variety of toys that resemble an emag, but are legal to possess.
Syndicate Uplink Station Bounced Radio.png Found in two varieties- That of a PDA, and that of a heavily modified radio. The radio can easily be identified, but the PDA variant must be unlocked by the owner with a code. Not useful on it's own, but syndicate agents use this to acquire their gear using telecrystals. Possession of this item implicates the holder as an agent, and no toys available on a standard Nanotrasen station resemble it. Syndicate item. Obviously.
Syndicate Bomb Syndicate Bomb.png An explosive device teleported from a remote location by a beacon. Once teleported and armed, a manually set timer begins the countdown, before exploding in a large radius. Possession of such a beacon, or being seen activating the bomb is evidence a syndicate agent. Once armed it can be disarmed, however this is a gamble and evacuation is likely the better option depending on bomb placement. Once again, an obvious syndicate item.