Contraband/Old
Assigned to:CrAzYPiLoT, Cotux, Keroman
NEEDED FOR NEW SPACE LAW
Note: This is a WORK IN PROGRESS and is not official. Yet.
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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. Possession of any 1 of these items is considered a breach of the Possession of Contraband (311) law. 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). These items are also considered to be part of the Contraband (C) category for determining whether someone is in possession of multiple Contraband items. |
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). These items are also considered to be part of the standard Contraband (C) category for determining whether someone is in possession of multiple Contraband items. |
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 | 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 | 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 | 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 | 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 | 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 | 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 | 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. | |
Syndicate Soap | It's a bar of evil looking soap. | NC | About as useful as a regular bar of soap! | |
Adrenal Implant | An implant injected into the body, and later activated using a bodily gesture to inject a chemical cocktail, which has a mild healing effect along with removing all stuns and increasing his speed. | C | Contraband, but not necessarily evidence of a Syndicate traitor as these types of implants can be produced by R&D. | |
Advanced Pinpointer | A pinpointer that tracks high-value items and crew on the station. Specifically, the PDA has 3 modes: 1) You can set X;Y co-ordinates and have it point you out in that direction. 2) You can locate the nuclear disk or other common objectives for traitors ( like hypospray, medals of captaincy, etc. ) 3) You can input a crew member's DNA strand to find them. You'll probably need to either get a medical crew's PDA or access to a medical logs computer for this. | C | If you confiscate this consider trying to find out what it was pointing at (with the Head of Security's approval, of course.) If it's pointing at a crew member alert them to the potential danger. If it points at a high-value item try see if there is evidence that the person with the Pinpointer attempted to break in. | |
Artificial Intelligence Detector | A functional multitool that turns red when it detects an artificial intelligence watching it or its holder. Knowing when an artificial intelligence is watching you is useful for knowing when to maintain cover. | C | Harmless aside from being able to show when the AI is watching via one of its many cameras. | |
All Amunition | File:Placeholder.png | Any type of ammunition that can be produced from the autolathe, protolathe, or gained via any other means including .357, .38, 9mm, 10mm, or any type of shotgun or autorifle ammunition. | C | Only crew with weapon permits should be handling ammunition. The exception to this rule is Science so long as said ammunition is kept within the Research department or being transported between Research and Security for the purpose of handing it off to the Warden or other Security personnel. NOTE - The amount and type of ammunition is irrelevant. A backpack full of .357 speedloaders and 10mm Magazines is still only a single charge of Possession of Contraband. |
Banana Grenade | A grenade that explodes into HONK! brand banana peels that are genetically modified to be extra slippery and extrude caustic acid when stepped on. | C | "Why does that clown have a grenade? The horror! The horror!" Can be found on the crashed clown ship. | |
Binary Translator Key | The key must be attached to an regular non-department headset. This tool will allow you to access, and speak, on the robotic talk channels. Keep in mind, this will alert the AI, and all cyborgs that you are using a contraband device if you speak on their channel. Very handy for hearing if the AI is rogue, or is out to arrest you. Speak on the channel with a ':b' before your text (e.g. say ":b Beep boop.") | C | Though this is not proof of being a traitor it's still extremely rude to eavesdrop! | |
Boozey Shotgun Shells | A box containing 6 shotgun shells that simulate the effects of extreme drunkeness on the target, more effective for each type of alcohol in the target's system. | W | If properly identified these are considered Contraband like any other ammunition. | |
Chameleon Jumpsuit | You can change to any other jumpsuit by right-clicking the jumpsuit itself. If your job is to sabotage the station, then combining this with a voice changer means that you can assume any identity you please. An EMP blast will make this temporarily turn into a psychedelic suit, which is good for parties, but completely awful for stealth. | C | Harmless really, it's a jumpsuit that can change it's look but it's still considered contraband technology. | |
Chameleon Stamp | Activate it to change the stamp type. You can make it into most types of stamps, even the Captain's or the NT Representative's. Most players in big positions are willing to go the extra mile for you if you provide paperwork and seem like a trustworthy person. | C | Could potentially allow a crewmember access to items they shouldn't have access to by forging forms. A good Cargo Tech always makes sure the relevant signature accompanies the stamp of a Department Head! | |
DNA Scrambler | Gives you a fresh start. | C | Crew who have used this will not be listed on the Crew Manifest under their new identity. | |
Freedom Implant | If you inject yourself with this, you can get out of handcuffs a limited number of times (Usually 1-2, maybe 3) by selecting and then using an emote (*nod, *blink, etc). | C | Contraband, but not necessarily evidence of a Syndicate traitor as these types of implants can be produced by R&D. | |
Military Belt | A robust seven-slot red belt made for carrying a broad variety of weapons, ammunition and explosives. | C | The belt itself is contraband as are most of the items capable of being stored inside it. | |
Pickpocket's Gloves | A pair of sleek gloves to aid in pickpocketing, while wearing these you can see inside the pockets of any unsuspecting mark, loot the ID or pockets without them knowing, and pickpocketing puts the item directly into your hand. | C | Indistinguishable from regular black gloves. Test them out to make sure they're really Pickpocket's Gloves before confiscating them! | |
Poison Bottle (nonlethal) | A bottle that contains one of many different illegal chemicals. The contents of the bottle could be anything from a paralysis drug like ketamine to something incredibly lethal like cyanide. | C (See below for lethal poison) | Nonlethal chemicals: Pancuronium, Sodium Thiopental, Coniine | |
Stimulants | A highly illegal compound contained within a compact auto-injector; when injected it makes the user extremely resistant to being incapacitated and greatly enhances the body's ability to repair itself. | C | Easily mistaken for an autoinjector! The stimulants have black-and-white stripes rather than the green-and-yellow of regular autoinjectors. | |
Storage Implant | Once injected this implant creates a bluespace pocket capable of holding two medium-sized objects (i.e. two undetectable pockets that can hold anything that fits into a regular backpack.) | C | While not capable of being produced by R&D as some other implants are this item is not considered anything more than contraband. Anyone with a used Storage Implant in their possession should be taken to surgery for implant removal. If the items that were stored in the implant are also contraband the person should be charged as an Enemy of the Corporation (404). | |
Surgery Dufflebag | The Syndicate surgery dufflebag is a toolkit containing all surgery tools, a straitjacket, and a muzzle. | C | If the dufflebag contains a Syndicate MMI (with or without a brain in it) see the entry for Syndicate MMI below in the S-category items list. | |
Thermal Imaging Glasses | A special set of sunglasses. It can see warm bodies through walls, including cyborgs, xenos, humans, monkeys, and the AI due to their similar warm organic body parts. | C | Useful for scouting targets but not necessarily harmful unto themselves. Still, these vision-enhancing glasses should be confiscated! | |
Universal Suppressor | Fitted for use on any small caliber weapon with a threaded barrel, this suppressor will silence the shots of the weapon for increased stealth and superior ambushing capability. | C | Though not a weapon unto itself make sure you search the it's owner carefully for a weapon that it can be attached to! | |
Composition C-4 | 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. | E | Capable of obliterating a single tile and causing minor damage to everything in a small radius. | |
Dart Pistol | A miniaturized version of a normal syringe gun. It is very quiet when fired and can fit into any space a small item can. | W | Functionally identical to a regular syringe gun except that it is a small item which can be more easily hidden. | |
Meat Cleaver | A mean looking meat cleaver that does damage comparable to an Energy Sword but with the added benefit of chopping your victim into hunks of meat after they've died and the chance to stun when thrown. | W | A deadly weapon that should not be in the possession of any lawful crewman. A kitchen knife is a much safer option for chopping meat. | |
Safety Scissors | A pair of scissors discretely sharpened to dangerous levels. Using these on a person will give the illusion you are cutting their hair for a few moments before you slice the victim's throat, causing lots of bleeding, 30 oxygen damage, and 18 brute damage. Each additional slash does 18 brute damage, similar to an energy dagger. | W | A deadly weapon that should not be in the possession of any lawful crewman. A regular pair of scissors, or even a razor, are a suitable alternative for a law-abiding crewman. | |
Syndicate Pistol | It's a gun. Click on someone and you shoot at them. Does 30 brute damage per shot on an unarmoured target. Can be outfitted with a silencer. Takes 10mm ammo, can be printed from a hacked autolathe. | W | Can occasionally be found in maintenance tunnels with a single bullet in the chamber. If extra ammunition is discovered in the search or if the pistol is outfitted with a Universal Suppressor the person is eligible to be convicted as an Enemy of the Corporation (404). | |
Voodoo Doll | The voodoo doll can be used to mess with a target in various ways once it has been linked to them. Hold something on fire to the doll to raise the victim's temperature or poke it with something sharp to weaken them. See what your target sees by selecting the doll's eyes or make them say what you want by targeting the doll's mouth. Be warned that the victim may be alerted to the location of the voodoo doll when you are performing any of these actions. | W | Can occasionally be found on the mining asteroid. Linking the doll to any crew member is grounds for being prosecuted as an Enemy of the Corporation (404) regardless of whether or not the doll was actually used to manipulate the victim in any way, shape, or form. |
Syndicate Gear
Name | Item | Description | Notes |
---|---|---|---|
Revolver | 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 | 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 | Found in thre varieties - that of a heavily modified radio, a PDA and a headset. The radio can easily be identified, but the PDA and headset variants must be unlocked by the owner with a code. Not useful on its 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 | 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. |