Difference between revisions of "User talk:Novacro"
(→Items) |
|||
Line 3: | Line 3: | ||
=Wizard Edit= | =Wizard Edit= | ||
The current page for the Wizard is a bit hard to read, with walls of text and a lot of information and a lot of poor spacing. I think it would be a good idea to make it look more similar to the Changeling page. | The current page for the Wizard is a bit hard to read, with walls of text and a lot of information and a lot of poor spacing. I think it would be a good idea to make it look more similar to the Changeling page. | ||
{| class="wikitable sortable mw-collapsible" style="width:100%; text-align:center; border: 3px solid darkred; cellspacing=0; cellpadding=2; background-color:white;" | |||
! scope="col" class="unsortable" style='width:200px; background-color:darkred;'|Spell Name | |||
! scope="col" class="unsortable" style='width:100px; background-color:darkred;'|Cost | |||
! scope="col" class="unsortable" style='width:50px; background-color:darkred;'|Requires Garb | |||
! scope="col" class="unsortable" style='width:50px; background-color:darkred;'|Cooldown | |||
! scope="col" class="unsortable" style='width:800px; background-color:darkred;'|Description | |||
|- | |||
|colspan="5" style="text-align: center; font-weight: bold; background-color:#ffaef2;"| Defensive Spells | |||
|- | |||
!No Clothes | |||
|2 | |||
|N/A | |||
|N/A | |||
|This ability allows you to use all spells without your garments. A great choice if you wish to go undercover. | |||
|- | |||
!Rathen's secret | |||
|2 | |||
|Yes | |||
|50 | |||
|Summons a powerful shockwave around you that knocks everyone down for a moment, forcing all victims to emit a small smoke cloud and defecate their appendix. If you've already taken the liberty to remove the victim of their appendix, they instead take 10 brute damage, with a possibility of breaking their ribs if they are already hurt. (Loud spell) | |||
|- | |||
!Magic Missile | |||
|2 | |||
|Yes | |||
|20 | |||
|This spell fires several, slow moving, magic projectiles at all targets within your sight which stun them, but deal no damage. The stun duration is quite short, but just long enough to slap cuffs on someone if you are right next to them and have the cuffs in one of your hands already. (Loud spell) | |||
|- | |||
!Disable Tech | |||
|1 | |||
|Yes | |||
|40 | |||
|This spell creates an EMP disabling all energy weapons, cameras, radios and most other technology in range. (Loud spell) | |||
|- | |||
!Repulse | |||
|2 | |||
|Yes | |||
|40 | |||
|This spell throws everything around the user away. (Loud spell) | |||
|- | |||
!Stop Time | |||
|2 | |||
|Yes | |||
|50 | |||
|This spell stops time for on a 3x3 grid around you, allowing you to move freely while anyone or anything, including projectiles caught in the sphere will be frozen in place. Lasts 10 seconds. (Loud spell) | |||
|- | |||
!Smoke | |||
|1 | |||
|No | |||
|12 | |||
|This spell spawns a cloud of choking smoke at your location and does not require wizard garb. (Silent spell) | |||
|- | |||
!Forcewall | |||
|1 | |||
|No | |||
|10 | |||
|This spell creates an unbreakable wall that lasts for 30 seconds and does not need wizard garb. (Silent spell) | |||
|- | |||
!Bind Soul | |||
|2 | |||
|No | |||
|N/A | |||
|A dark necromantic pact that can forever bind your soul to an item of your choosing. So long as both your body and the item remain intact and on the same plane you can revive from death, though the time between reincarnations grows steadily with use. | |||
|- | |||
|colspan="5" style="text-align: center; font-weight: bold; background-color:#ffaef2;"| Offensive Spells | |||
|- | |||
!Fireball | |||
|2 | |||
|No | |||
|6 | |||
|This spell fires a fireball in the direction you are looking at and does not require wizard garb. (Loud spell) <span style="color:#FF0000">'''WARNING: Due to the way the game is coded, it's possible (a small chance) to hit yourself with a thing you're throwing, casting, et cetera. Do not cast fireballs the same direction you're walking, or you will possibly fireball yourself!'''</span> | |||
|- | |||
!Disintegrate | |||
|2 | |||
|Yes | |||
|60 | |||
|This spell charges your hand with vile energy that can be used to violently explode victims. This spell manifests in your hand and requires you to touch your target, so you will not be able to use it while handcuffed or stunned. Additionally, all the gear except their shoes, gloves, helmet, mask, headset, glasses and whatever they were holding in their hands will be permanently destroyed. (Loud spell) | |||
|- | |||
!Blind | |||
|1 | |||
|No | |||
|30 | |||
|This spell temporarily blinds a single person and does not require wizard garb. (Silent spell) | |||
|- | |||
!Mutate | |||
|2 | |||
|Yes | |||
|40 | |||
|This spell causes you to turn into a hulk and gain laser vision ( You can shoot laser beams while on harm intent, each shot dealing a smashing 30 burn damage ) for a short while. Lasts 30 seconds, which means you can mantain this spell almost constantly as the cooldown starts ticking down even while you're using it. (Loud spell) | |||
|- | |||
!Flesh to Stone | |||
|2 | |||
|Yes | |||
|60 | |||
|This spell charges your hand with the power to turn victims into inert statues for a long period of time. You must touch the target with the spell readied, this will turn them into a stone statue that cannot be moved or harmed for 8 minutes. Cannot be used while stunned or cuffed. (Loud spell) | |||
|- | |||
!Lightning Bolt | |||
|2 | |||
|Yes | |||
|30 | |||
|Throws a lightning bolt at the nearby enemy. Classic. Takes 10 seconds to charge. ( To use this, avoid the UI action button and click the spell in the spells tab on the top right. When you are charging up, press it again to activate. ) | |||
|- | |||
!Lesser Summon Guns | |||
|4 | |||
|Yes | |||
|75 | |||
|Why reload when you have infinite guns? Summons a stream of bolt action rifles, letting you fire 31 times from the moment you cast the spell. You will also automatically drop any items in your other hand when shooting. (Loud spell) | |||
|- | |||
!Curse of the Horseman | |||
|2 | |||
|No | |||
|15 | |||
|This spell triggers a curse on a target, causing them to wield an unremovable horse head mask. They will speak like a horse! Any masks they are wearing will be disintegrated. This spell does not require robes. (Loud spell) | |||
|- | |||
!Curse of the Cluwne | |||
|2 | |||
|No | |||
|15 | |||
|Turns the target into a fat and cursed monstrosity of a clown. This spell does not require robes. (Loud spell) (Cluwnes can be freely killed by crew members and usually are) | |||
|- | |||
|colspan="5" style="text-align: center; font-weight: bold; background-color:#ffaef2;"|Mobility Spells | |||
|- | |||
!Mind Transfer | |||
|2 | |||
|No | |||
|60 | |||
|This spell allows the user to switch bodies with a target. You must be next to the target you want to transfer into, after which you both will get knocked out for roughly 30 seconds. ( Silent spell ) | |||
|- | |||
!Blink | |||
|2 | |||
|Yes | |||
|2 | |||
|This spell randomly teleports you a short distance in a random direction. Produces a loud sound. (Silent spell) | |||
|- | |||
!Teleport | |||
|2 | |||
|Yes | |||
|60 | |||
|This spell teleports you to a type of area of your selection the same way a scroll of teleportation does. After casting the spell, you will also audibly say where you are teleporting to, so if there was anyone nearby to hear you, expect them to try and chase you down before long. (Loud spell) | |||
|- | |||
!Ethereal Jaunt | |||
|2 | |||
|Yes | |||
|30 | |||
|This spell creates your ethereal form, temporarily making you invisible and able to pass through walls. If you are stunned or otherwise unable to move, you won't be able to escape after using jaunt either.( Silent spell ) | |||
|- | |||
!Knock | |||
|1 | |||
|No | |||
|10 | |||
|This spell opens nearby doors and lockers and does not require wizard garb. (Silent spell) | |||
|- | |||
!Greater Knock | |||
|2 | |||
|No | |||
|20 | |||
|On first cast, will remove access restrictions on all airlocks on the Cyberiad, and announce this spell's use to the station. On any further cast, will open all doors in sight. Cannot be refunded once bought! (Loud spell) | |||
|- | |||
|colspan="5" style="text-align: center; font-weight: bold; background-color:#ffaef2;"|Assistance Spells | |||
|- | |||
!Instant Summons | |||
|1 | |||
|No | |||
|10 | |||
|Cast this spell while holding an item to mark it. Cast it again while holding a free item to recall it. If you have marked an item and cast this spell while holding another item, you will remove the original mark, then you must cast the spell one more time to mark something else. ( Silent spell ) | |||
|- | |||
!Charge | |||
|1 | |||
|No | |||
|60 | |||
|This spell can be used to recharge a variety of things in your hands, from magical artifacts to electrical components. A creative wizard can even use it to grant magical power to a fellow magic user. ( Silent spell ) | |||
|- | |||
|colspan="5" style="text-align: center; font-weight: bold; background-color:#ffaef2;"|Rituals | |||
|- | |||
!Summon Guns | |||
|No Cost | |||
|No | |||
|N/A | |||
|Nothing could possibly go wrong with arming a crew of lunatics just itching for an excuse to kill you. Just be careful not to stand still too long! Gives every crewmember a random gun, and awards you 1 point to spend. One use only. Spell goes into effect immediately moment you buy it. | |||
|- | |||
|colspan="5" style="text-align: center; font-weight: bold; background-color:#ffaef2;"|Challenges | |||
|- | |||
!Summon Magic | |||
|No Cost | |||
|No | |||
|N/A | |||
|Share the wonders of magic with the crew and show them why they aren't to be trusted with it at the same time. Gives every crewmember a random spell or magical artefact, and awards you 1 point to spend. One use only. Spell goes into effect immediately moment you buy it. | |||
|} | |||
=== Magical Items === | |||
{| border="1" cellspacing="0" cellpadding="2" align="center" | |||
! style='background-color:#cc7fb4;'|Item Name | |||
! style='background-color:#cc7fb4;'|Cost | |||
! style='background-color:#cc7fb4;'|Description | |||
|- | |||
!Staff of Healing | |||
|1 | |||
|An altruistic staff that can heal the lame and raise the dead. | |||
|- | |||
!Scrying Orb | |||
|2 | |||
|An incandescent orb of crackling energy, using it will allow you to ghost while alive, allowing you to spy upon the station with ease. In addition, buying it will permanently grant you x-ray vision. | |||
|- | |||
!Wand Assortment | |||
|2 | |||
|A collection of wands that allow for a wide variety of utility. Wands do not recharge, so be conservative in use. Comes in a handy belt. | |||
|- | |||
!Mastercrafted Armor Set | |||
|2 | |||
|An artefact suit of armor that allows you to cast spells while providing more protection against attacks and the void of space. | |||
|- | |||
!Cursed Heart | |||
|1 | |||
|A heart that has been revived by dark magicks, the user must concentrate to ensure the heart beats, but every beat heals them. It must beat every 6 seconds. | |||
|- | |||
!Staff of Change | |||
|2 | |||
|An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself. | |||
|- | |||
!Staff of Chaos | |||
|2 | |||
|A caprious tool that can fire all sorts of magic without any rhyme or reason. Using it on people you care about is not recommended. | |||
|- | |||
!Mjolnir | |||
|2 | |||
|A mighty hammer on loan from Thor, God of Thunder. It crackles with barely contained power. | |||
|- | |||
!Singularity Hammer | |||
|2 | |||
|A hammer that creates an intensely powerful field of gravity where it strikes, pulling everthing nearby to the point of impact. | |||
|- | |||
!Staff of Door Creation | |||
|1 | |||
|A particular staff that can mold solid metal into ornate wooden doors. Useful for getting around in the absence of other transportation. Does not work on glass. | |||
|- | |||
!Staff of Animation | |||
|2 | |||
|An arcane staff capable of shooting bolts of eldritch energy which cause inanimate objects to come to life. This magic doesn't affect machines. Objects brought to life using this staff will have silly googly eyes but make no mistake, they are quite dangerous! | |||
|- | |||
!Six Soul Stone Shards and the spell Artificer | |||
|2 | |||
|Soul Stone Shards are ancient tools capable of capturing and harnessing the spirits of the dead and dying. The spell Artificer allows you to create arcane machines for the captured souls to pilot. | |||
|- | |||
!A Necromantic Stone | |||
|2 | |||
|A Necromantic stone is able to resurrect three dead individuals as skeletal thralls for you to command. | |||
|- | |||
!Contract of Apprenticeship | |||
|2 | |||
|A magical contract binding an apprentice wizard to your service, using it will summon them to your side. Four types of apprentices are available, each of which is described upon activating the contract. You can have more than one apprentice. Each apprentice you summon has his own teleport scroll. Should you decide not to use an already summoned contract (or there are no ghosts available), clicking on your spellbook with the contract will get you a full refund, | |||
|- | |||
!Bottle of Blood | |||
|2 | |||
|A bottle of magically infused blood, the smell of which will attract extradimensional beings when broken. Be careful though, these creatures, called Slaughter Demons, are indiscriminate in their killing, and you yourself may become a victim. You need to 'use' the bottle to unleash the demon. | |||
|- | |||
!Bottle of Tickles | |||
|1 | |||
|A bottle of magically infused fun, the smell of which will attract adorable extradimensional beings when broken. These beings are similar to slaughter demons, but they do not permanently kill their victims, instead putting them in an extradimensional hugspace, to be released on the demon's death. Chaotic, but not ultimately damaging. The crew's reaction to the other hand could be very destructive. You need to 'use' the bottle to unleash the demon. | |||
|- | |||
!Tarot Deck | |||
|2 | |||
|A deck of tarot cards that can be used to summon a spirit companion for the wizard. Functionality-wise, the companion is identical to the syndicate holoparasite. See: [[Guardian]]. Note that the Guardian drawn is of completely random type. | |||
|} | |||
=Security Edit= | =Security Edit= |
Revision as of 20:05, 26 December 2018
This is a test page for tables.
Wizard Edit
The current page for the Wizard is a bit hard to read, with walls of text and a lot of information and a lot of poor spacing. I think it would be a good idea to make it look more similar to the Changeling page.
Spell Name | Cost | Requires Garb | Cooldown | Description |
---|---|---|---|---|
Defensive Spells | ||||
No Clothes | 2 | N/A | N/A | This ability allows you to use all spells without your garments. A great choice if you wish to go undercover. |
Rathen's secret | 2 | Yes | 50 | Summons a powerful shockwave around you that knocks everyone down for a moment, forcing all victims to emit a small smoke cloud and defecate their appendix. If you've already taken the liberty to remove the victim of their appendix, they instead take 10 brute damage, with a possibility of breaking their ribs if they are already hurt. (Loud spell) |
Magic Missile | 2 | Yes | 20 | This spell fires several, slow moving, magic projectiles at all targets within your sight which stun them, but deal no damage. The stun duration is quite short, but just long enough to slap cuffs on someone if you are right next to them and have the cuffs in one of your hands already. (Loud spell) |
Disable Tech | 1 | Yes | 40 | This spell creates an EMP disabling all energy weapons, cameras, radios and most other technology in range. (Loud spell) |
Repulse | 2 | Yes | 40 | This spell throws everything around the user away. (Loud spell) |
Stop Time | 2 | Yes | 50 | This spell stops time for on a 3x3 grid around you, allowing you to move freely while anyone or anything, including projectiles caught in the sphere will be frozen in place. Lasts 10 seconds. (Loud spell) |
Smoke | 1 | No | 12 | This spell spawns a cloud of choking smoke at your location and does not require wizard garb. (Silent spell) |
Forcewall | 1 | No | 10 | This spell creates an unbreakable wall that lasts for 30 seconds and does not need wizard garb. (Silent spell) |
Bind Soul | 2 | No | N/A | A dark necromantic pact that can forever bind your soul to an item of your choosing. So long as both your body and the item remain intact and on the same plane you can revive from death, though the time between reincarnations grows steadily with use. |
Offensive Spells | ||||
Fireball | 2 | No | 6 | This spell fires a fireball in the direction you are looking at and does not require wizard garb. (Loud spell) WARNING: Due to the way the game is coded, it's possible (a small chance) to hit yourself with a thing you're throwing, casting, et cetera. Do not cast fireballs the same direction you're walking, or you will possibly fireball yourself! |
Disintegrate | 2 | Yes | 60 | This spell charges your hand with vile energy that can be used to violently explode victims. This spell manifests in your hand and requires you to touch your target, so you will not be able to use it while handcuffed or stunned. Additionally, all the gear except their shoes, gloves, helmet, mask, headset, glasses and whatever they were holding in their hands will be permanently destroyed. (Loud spell) |
Blind | 1 | No | 30 | This spell temporarily blinds a single person and does not require wizard garb. (Silent spell) |
Mutate | 2 | Yes | 40 | This spell causes you to turn into a hulk and gain laser vision ( You can shoot laser beams while on harm intent, each shot dealing a smashing 30 burn damage ) for a short while. Lasts 30 seconds, which means you can mantain this spell almost constantly as the cooldown starts ticking down even while you're using it. (Loud spell) |
Flesh to Stone | 2 | Yes | 60 | This spell charges your hand with the power to turn victims into inert statues for a long period of time. You must touch the target with the spell readied, this will turn them into a stone statue that cannot be moved or harmed for 8 minutes. Cannot be used while stunned or cuffed. (Loud spell) |
Lightning Bolt | 2 | Yes | 30 | Throws a lightning bolt at the nearby enemy. Classic. Takes 10 seconds to charge. ( To use this, avoid the UI action button and click the spell in the spells tab on the top right. When you are charging up, press it again to activate. ) |
Lesser Summon Guns | 4 | Yes | 75 | Why reload when you have infinite guns? Summons a stream of bolt action rifles, letting you fire 31 times from the moment you cast the spell. You will also automatically drop any items in your other hand when shooting. (Loud spell) |
Curse of the Horseman | 2 | No | 15 | This spell triggers a curse on a target, causing them to wield an unremovable horse head mask. They will speak like a horse! Any masks they are wearing will be disintegrated. This spell does not require robes. (Loud spell) |
Curse of the Cluwne | 2 | No | 15 | Turns the target into a fat and cursed monstrosity of a clown. This spell does not require robes. (Loud spell) (Cluwnes can be freely killed by crew members and usually are) |
Mobility Spells | ||||
Mind Transfer | 2 | No | 60 | This spell allows the user to switch bodies with a target. You must be next to the target you want to transfer into, after which you both will get knocked out for roughly 30 seconds. ( Silent spell ) |
Blink | 2 | Yes | 2 | This spell randomly teleports you a short distance in a random direction. Produces a loud sound. (Silent spell) |
Teleport | 2 | Yes | 60 | This spell teleports you to a type of area of your selection the same way a scroll of teleportation does. After casting the spell, you will also audibly say where you are teleporting to, so if there was anyone nearby to hear you, expect them to try and chase you down before long. (Loud spell) |
Ethereal Jaunt | 2 | Yes | 30 | This spell creates your ethereal form, temporarily making you invisible and able to pass through walls. If you are stunned or otherwise unable to move, you won't be able to escape after using jaunt either.( Silent spell ) |
Knock | 1 | No | 10 | This spell opens nearby doors and lockers and does not require wizard garb. (Silent spell) |
Greater Knock | 2 | No | 20 | On first cast, will remove access restrictions on all airlocks on the Cyberiad, and announce this spell's use to the station. On any further cast, will open all doors in sight. Cannot be refunded once bought! (Loud spell) |
Assistance Spells | ||||
Instant Summons | 1 | No | 10 | Cast this spell while holding an item to mark it. Cast it again while holding a free item to recall it. If you have marked an item and cast this spell while holding another item, you will remove the original mark, then you must cast the spell one more time to mark something else. ( Silent spell ) |
Charge | 1 | No | 60 | This spell can be used to recharge a variety of things in your hands, from magical artifacts to electrical components. A creative wizard can even use it to grant magical power to a fellow magic user. ( Silent spell ) |
Rituals | ||||
Summon Guns | No Cost | No | N/A | Nothing could possibly go wrong with arming a crew of lunatics just itching for an excuse to kill you. Just be careful not to stand still too long! Gives every crewmember a random gun, and awards you 1 point to spend. One use only. Spell goes into effect immediately moment you buy it. |
Challenges | ||||
Summon Magic | No Cost | No | N/A | Share the wonders of magic with the crew and show them why they aren't to be trusted with it at the same time. Gives every crewmember a random spell or magical artefact, and awards you 1 point to spend. One use only. Spell goes into effect immediately moment you buy it. |
Magical Items
Item Name | Cost | Description |
---|---|---|
Staff of Healing | 1 | An altruistic staff that can heal the lame and raise the dead. |
Scrying Orb | 2 | An incandescent orb of crackling energy, using it will allow you to ghost while alive, allowing you to spy upon the station with ease. In addition, buying it will permanently grant you x-ray vision. |
Wand Assortment | 2 | A collection of wands that allow for a wide variety of utility. Wands do not recharge, so be conservative in use. Comes in a handy belt. |
Mastercrafted Armor Set | 2 | An artefact suit of armor that allows you to cast spells while providing more protection against attacks and the void of space. |
Cursed Heart | 1 | A heart that has been revived by dark magicks, the user must concentrate to ensure the heart beats, but every beat heals them. It must beat every 6 seconds. |
Staff of Change | 2 | An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself. |
Staff of Chaos | 2 | A caprious tool that can fire all sorts of magic without any rhyme or reason. Using it on people you care about is not recommended. |
Mjolnir | 2 | A mighty hammer on loan from Thor, God of Thunder. It crackles with barely contained power. |
Singularity Hammer | 2 | A hammer that creates an intensely powerful field of gravity where it strikes, pulling everthing nearby to the point of impact. |
Staff of Door Creation | 1 | A particular staff that can mold solid metal into ornate wooden doors. Useful for getting around in the absence of other transportation. Does not work on glass. |
Staff of Animation | 2 | An arcane staff capable of shooting bolts of eldritch energy which cause inanimate objects to come to life. This magic doesn't affect machines. Objects brought to life using this staff will have silly googly eyes but make no mistake, they are quite dangerous! |
Six Soul Stone Shards and the spell Artificer | 2 | Soul Stone Shards are ancient tools capable of capturing and harnessing the spirits of the dead and dying. The spell Artificer allows you to create arcane machines for the captured souls to pilot. |
A Necromantic Stone | 2 | A Necromantic stone is able to resurrect three dead individuals as skeletal thralls for you to command. |
Contract of Apprenticeship | 2 | A magical contract binding an apprentice wizard to your service, using it will summon them to your side. Four types of apprentices are available, each of which is described upon activating the contract. You can have more than one apprentice. Each apprentice you summon has his own teleport scroll. Should you decide not to use an already summoned contract (or there are no ghosts available), clicking on your spellbook with the contract will get you a full refund, |
Bottle of Blood | 2 | A bottle of magically infused blood, the smell of which will attract extradimensional beings when broken. Be careful though, these creatures, called Slaughter Demons, are indiscriminate in their killing, and you yourself may become a victim. You need to 'use' the bottle to unleash the demon. |
Bottle of Tickles | 1 | A bottle of magically infused fun, the smell of which will attract adorable extradimensional beings when broken. These beings are similar to slaughter demons, but they do not permanently kill their victims, instead putting them in an extradimensional hugspace, to be released on the demon's death. Chaotic, but not ultimately damaging. The crew's reaction to the other hand could be very destructive. You need to 'use' the bottle to unleash the demon. |
Tarot Deck | 2 | A deck of tarot cards that can be used to summon a spirit companion for the wizard. Functionality-wise, the companion is identical to the syndicate holoparasite. See: Guardian. Note that the Guardian drawn is of completely random type. |
Security Edit
This is the test / debug page for my edits to the Security table. My intent is to make it more similar to the "Guide to Chemistry" page in style, while keeping all information the exact same. It would also be a good idea to make them able to be linked across the wiki.
The status of this test page is COMPLETE. The Security table has been updates on 12-26-18
Items
Standard issue hardware for the discerning security officer.
Item | Location | Purpose | Description |
---|---|---|---|
Security Belt |
Equipment Room | Holds security equipment. | A standard-issue security belt. Can hold up to five security items such as flashbangs, donuts, flashes, pepperspray, batons, handcuffs, seclites or zipties. |
Assault Belt |
Ordered from Cargo | Holds weapons and ammunition. | An assault belt that comes bundled with SWAT armor. While it can't hold security items like the security belt, it's capable of holding ammo and small firearms. |
Security Projector |
Equipment Room | Cordons off areas. | A security holo-projector often used by law enforcement and corporate security. Useful for cordoning off crime-scenes or dangerous areas. |
Seclite |
Equipment Room | Illuminates darkness. | A standard-issue security torch that provides a high-degree of illumination in unlit areas. Can be mounted onto various laser weaponry. |
Hailer |
Equipment Room | Shouts at fleeing suspects. | Simply shouts the phrase "Halt! Security!". Available only from a hacked security vendor. |
Sunglasses |
Internal Affairs Office Detective's Office |
Provides eye protection. | A simple pair of sunglasses, capable of safely shielding its wearer from flashes and the blinding light (but not sound) of a flashbang. |
HUD Sunglasses |
Equipment Room | Provides eye protection and a HUD. | An advanced pair of sunglasses with a built-in security HUD, capable of safely shielding its wearer from flashes and the blinding light (but not sound) of a flashbang. The classic version doesn't feature flash protection. |
Bowman Headset |
Equipment Room | Provides ear protection. | A bowman headset designed to protect the ears and provide patrolling officers with high-fidelity radio communications. |
Black Gloves File:BGloves.png |
Equipment Room | Preventing contamination of evidence. | A standard-issue pair of one-size-fits-all gloves. Prevents the wearer from contaminating evidence with their fingerprints. |
Forensics Gloves |
Detective's Office | Preventing contamination of evidence. | A special pair gloves for the Detective. Prevents the wearer from contaminating evidence with their fingerprints or fibres. |
Krav Maga Gloves |
Warden's Office | Learning Krav Maga | 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. |
Earmuffs |
Firing Range | Provides ear protection. | Capable of blocking out any and all sound, earmuffs will protect against deafness and loud noises. Wearing them comes at the cost of not being able to hear anything. |
Security Gas-Mask |
Equipment Room | Provides face protection and a hailer. | Functionally equivalent to a regular gas-mask, but with the added ability of shouting a variety of phrases at fleeing suspects. A screwdriver can be used to manually change phrases. |
Holobadge |
Warden's Office | Provides identification and authority. | A multi-purpose holobadge that will accept the credentials from a valid ID. Can be shoved into people's faces. |
Forensic Scanner |
Detective's Office | Analyses crime scenes. | A multipurpose forensics device capable of detecting fibers, fingerprints, reagents, and DNA from blood spatter. Using it in hand allows the operator to search for DNA/fingerprint matches. |
Holster |
Detective's Office | Discreetly holsters weapons. | Capable of being attached to a jumpsuit, the holster provides a discrete place to holster your weapon until needed. In Hotkey Mode the holster can be quickly accessed with the H key. |
Evidence Bag |
Detective's Office Processing |
Preventing contamination of evidence. | Evidence bags are used to safely store evidence so it can be handled without contaminating forensic evidence. |
Space Law File:SpaceLaw.png |
Security | Provides reference for Space Law. | This is an on-station copy of Nanotrasen's Space Law. |
Donut Box |
Security Office | Fuel for the hungry officer. | A box of six donuts. The sprinkled ones provide minor healing to security officers. |
Handcuffs |
Equipment Room Armory |
Restrains suspects. | Handcuffs can be used to detain suspects, or attached to shoes to be used as ankle-cuffs to restrict movement. |
Zipties |
Equipment Room | Restrains suspects. | Zipties can be used to detain suspects but unlike handcuffs they are single use. |
Pepperspray |
Equipment Room | Subdues unwilling targets. | A small 50u canister of capsaicin. Capsaicin is an irritant capable of blinding and stunning targets who aren't wearing protective eye-wear. |
Flash |
Equipment Room | Blinds targets and borgs. | A flash can be used to disorient all targets without proper eye protection in range. Useful for crowd control, or detainees. |
Energy Bola |
Equipment Room | Hinders suspect movement. | Energy Bolas can be thrown at a fleeing or non-moving target in order to make their escape more difficult by hindering their movement. |
Flashbang |
Equipment Room Armory |
Blinds and deafens targets. | A standard-issue flashbang capable of incapacitating a large number of targets in an area. Both ear and eye protection are required when using a flashbang. |
Tear Gas Grenade |
Armory | Stuns and blinds targets. | A grenade designed specifically for use as a riot countermeasure/crowd dispersal device. When it detonates it sends out a large plume of capsaicin into the area. |
Clusterbang |
Gamma Armory | Stuns and blinds targets. | A clusterbang capable of incapacitating a large number of targets in an extremely large area. Due to the number of detonations in a clusterbang, misuse can lead to deafness. |
Equipment
Various equipment useful for performing a variety of tasks within the security occupation.
Item | Location | Purpose | Description |
---|---|---|---|
Securitron |
Labor Camp Security |
Performs automated arrests. | A security-designated Securitron that scans nearby users to check their arrest status. Upon finding a valid arrest status, Securitrons will proceed to make an arrest. |
Secvend File:Secvend.png |
Equipment Room | Dispenses security items. | A standard-issue security vending machine. It is capable of dispensing items such as handcuffs, zipties, flashbangs, flashes, donuts, evidence bag boxes, seclites, and energy bolas. |
Secway |
Armory | Provides added mobility. | An all-purpose Secway designed to provide extra speed to the mobility impaired. The secway can't pass people, which makes it less useful in crowds. |
Portable Flasher |
Armory | Provides constant area-of-denial flashes. | A portable flasher that can be wrenched in location to secure an area. Anyone passing by the portable flasher who lacks suitable eye-protection will be flashed and stunned. There is an interval of 10 seconds between flashes. |
Deployable Barrier File:Deployable barrier.png |
Armory | Secures/barricades an area. | A deployable barrier that can be used to block doors and hallways. When a valid security ID is used on the barrier, it will bolt/unbolt itself from the floor. |
Space Pod File:Pod Mil.png |
Security Pod Bay | Provides patrols for EVA. | A security pilot outfitted with disablers and a GPS tracking unit. The components and weapon systems can be changed out with a crowbar. |
Weapon Systems |
Security Pod Bay | Armaments for the security pod. | Each module has a relatively slow rate of fire, firing two laser beams from the front of the pod per shot. The damage output per beam is the same as a conventional energy gun. |
Pod Buster File:Podbuster.png |
Armory | A professional lock-buster. | A pod-lock buster designed to drill into the locked mechanism of a locked space pod. It must be activated prior to attempting to break a pod's lock. |
Recharger |
Equipment Room Firing Range |
Recharges energy weapons. | A conventional desk or wall-mounted charging station capable of recharging energy based devices such as stun batons and laser guns. They can be unsecured and moved via the use of a wrench. |
Training Bomb |
Firing Range | Bomb defusal practice. | An inert training bomb used for defusal practice by security officers. It keeps track of the user's score and awards points for every successful defusal. |
Blindfold |
Security | Blinding detainees. | A simple blindfold made out of thick velvet. The wearer will be blinded and unable to see their surroundings. |
Straight-Jacket |
Security | Preventing self-inflicted harm. | A standard issue straight-jacket capable of effectively binding detainees suffering from psychotic breaks. The wearer is unable to use their arms so long as the jacket is on them. |
Lethal Injection |
Security | Facilitates executions. | A lethal-injection syringe filled with sodium theopental. A single injection is enough to guarantee the expiration of a sentenced inmate. |
Electric Chair File:Echair.png |
Security | Facilitates executions. | A high-voltage electropack rigged to a chair. While rudimentary in nature, the chair can be remotely or manually activated to send a fatal shock to its occupant. |
Tracking Implant |
Armory | Tracks the location of prisoners. | A standard-issue tracking implant which allows security officers to keep tabs on dangerous prisoners. Tracking implants show up on security HUDs, and also function as a teleport beacon for the Teleporter. |
Chemical Implant |
Armory | Subdues implanted prisoners. | A chemical implant that can be loaded with a variety of debilitating substances. It can be remotely activated, which makes it a valuable tool in recapturing escapees. |
Mindshield Implant |
Armory Head of Security's Office |
Protects the mind from hostile subversion. | An implant specifically designed to harden the mind against attempts at hostile subversion. Has no effect against mind-swapping or if implanted after someone has already been brainwashed. |
Weapons
The tools of the trade, from melee weapons to rifles.
Item | Damage Type | Damage | Location | Description |
---|---|---|---|---|
Stun Baton File:Stunbaton.png |
Stun/Brute | 7 Secs/10 Brute | Equipment Room | A standard-issue stunbaton capable of readily subduing targets within melee range. |
Telescopic Baton File:Telebaton.png |
Stun/Brute | 2-3 Secs/10 Brute | Head of Security Detective |
A baton issued to detectives and Command. It needs to be extended before it can be utilized. |
Combat Knife |
Brute | 20 | Ordered from Cargo Gamma Armory |
A razor sharp steel combat knife that comes packaged with the SWAT crate. It can be used either as a melee instrument, or as a throwing weapon. |
Hybrid Taser File:Taser.png |
Stun/Stamina | 5 Secs/36 Stamina | Equipment Room | A hybrid taser capable of alternating between a short-ranged taser shot, and long-ranged disabler fire. |
Energy Gun File:Energy Gun.png |
Stamina/Burn | 36 Stamina/20 Burn | Secure Armory | An energy gun capable of toggling between lethal and disabler fire. |
Laser Gun File:Laser.png |
Burn | 20 | Secure Armory | An energy gun with the only firing setting you need in an emergency - kill. |
Practice Laser Gun File:Laser.png |
N/A | N/A | Firing Range | A practice variant of the traditional laser gun. Fires harmless beams of light. |
Ion Rifle File:Ion Rifle.png |
EMP | 20 Component | Secure Armory | A specialized rifle that fires ion bolts which are capable of disrupting and interfering with electronic devices. Damage is applied across all parts/components. |
Riot Shotgun |
Brute | Variable | Secure Armory | A pump-action riot-grade shotgun capable of chambering seven rounds. Can be loaded with various types of ammunition, but is loaded with rubbershot by default. Sawing it off reduces the ammo capacity by four and allows it to fit into bags. |
Combat Shotgun |
Brute | Variable | Ordered from Cargo | A combat-grade shotgun capable of chambering seven rounds. Can be loaded with various types of ammunition but is loaded with buckshot shells by default. Unlike the Riot Shotgun, it does not require manual pumping between shots. |
WT-550 Auto Rifle |
Brute | Variable | Ordered from Cargo | An outdated personal defense weapon which feeds from 20-round 4.6x20mm toploader magazines. Can only fire in semi-automatic and has a relatively poor rate of fire for a rifle. Comes loaded with standard 4.6x20mm rounds by default. |
Advanced Energy Gun File:Advanced energy gun.png |
Stun/Stamina/Burn | 7 Secs/36 Stamina/20 Burn | Gamma Armory Protolathe |
A self-recharging laser weapon powered by a miniaturized uranium reactor. The firing mode can be toggled between electrodes, disablers, and lethals. |
LWAP File:LWAP.png |
Weaken + Burn | 5 Secs + 60 Burn | Gamma Armory | A high-powered laser carbine equipped with a tactical scope. While the cooling array takes a long time to recharge between shots, it provides exceptional stopping power. |
Rocket Launcher |
Stun + Brute | 18 Secs + 25 Brute | Gamma Armory | A top-loaded rocket launcher. Despite firing explosive shells, the rocket launcher is largely an anti-personnel weapon. The effects of the impact are reduced the farther the target is from the epicentre. |
.38 Revolver |
Stun + Brute | 3 Secs + 5 Brute | Detective's Office | A .38 revolver issued to the detective that comes loaded with rubber bullets. Each bullet is capable of briefly stunning targets upon impact. |
Ammunition
Ammunition that is either readily available, or can be produced for use in security weapons.
Item | Damage Type | Damage | Location | Description |
---|---|---|---|---|
Shotgun - Beanbag |
Stamina + Brute | 80 Stamina + 5 Brute | Secure Armory Autolathe |
A shotgun shell fitted with a beanbag. Ideal for non-lethally subduing targets. |
Shotgun - Rubbershot |
Brute + Stun | 5 Brute + 2 Secs | Secure Armory Autolathe |
A shotgun shell packed with rubbershot. Ideal for disarming and non-lethally subduing targets. This ammunition is loaded into the Riot Shotgun by default. |
SShotgun - Tranquilizer |
Chemical | N/A | Secure Armory | A shotgun shell loaded with a haloperidol dart. Though slow-acting, it's ideal for non-lethally subduing targets who use stimulants. |
Shotgun - Stun Slug |
Stun | 7 Secs | Protolathe | A non-penetrating shotgun slug that discharges an electrode. Ideal for non-lethally subduing targets. |
Shotgun - Slugs |
Brute | 60 | Autolathe | A highly penetrating shotgun slug. Ideal for greater accuracy and taking down single, highly-armoured targets. |
Shotgun - Buckshot |
Brute | 12 (6) | Secure Armory Autolathe |
A shotgun shell that spreads into six individual pellets when fired. Ideal for large groups, or where accuracy is an afterthought. Each pellet does 12 brute damage with damage falloff at longer distances. |
Shotgun - Incendiary Slug |
Brute + Fire | 60 + Fire | Autolathe | A highly penetrating shotgun slug packed with white phosphorous. Ideal for greater accuracy and taking down single, highly-armoured targets. |
Shotgun - Tech Dart |
Chemical | N/A | Protolathe | An empty shotgun shell with a small ampoule capable of storing up to 15u of any reagent. The reagent will be injected into the target on impact. |
Shotgun - Pulse Slug |
Burn | 40 | Protolathe | A non-penetrating shotgun slug that discharges plasma on impact. Ideal for targets wearing bullet-resistant armour. Pulse Slugs are also capable of destroying walls on impact. |
Shotgun - Ion Slug |
EMP | 20 Component | Crafting | A non-penetrating shotgun slug that creates ionic interference on impact. Useful for synthetic targets or to disrupt electrical equipment. Damage is applied across all parts/components. |
WT-550 - Standard Magazine |
Brute | 20 | Ordered from Cargo Protolathe |
The standard 4.6x20mm 20-round magazine for the WT-550 Auto Rifle. |
WT-550 - Armor Piercing |
Brute | 17 | Protolathe | A non-standard 4.6x20mm 20-round magazine for the WT-550 Auto Rifle. While it has less stopping power, it penetrates both bone and armour more readily. |
WT-550 - Toxin Tipped |
Toxins | 15 | Protolathe | A non-standard 4.6x20mm 20-round magazine for the WT-550 Auto Rifle. Ideal for highly armoured targets who may not be susceptible to conventional gunfire. |
WT-550 - Incendiary |
Brute + Fire | 20 + Fire | Protolathe | A non-standard 4.6x20mm 20-round magazine for the WT-550 Auto Rifle. The rounds are packed with white-phosphorous and will ignite a target upon impact. |
.38 Revolver - Rubber Shot |
Stun + Brute | 3 Secs + 5 Brute | Autolathe | A six round speedloader for the .38 Revolver. The rounds are rubber, and the speedloader is recyclable. |
.38 Revolver - .357 Rounds |
Brute | 60 | Autolathe | A six round speedloader containing .357 rounds. While capable of being fired out of the .38 revolver, the difference in cartridge size can cause backfiring. |
Rocket Launcher - Rocket |
Stun + Brute | 18 Secs + 25 Brute | Gamma Armory | A single rocket for the Gamma Armoury's rocket launcher. Rockets must be manually reloaded into the rocket launcher after firing. |
Armour
Protective equipment for security personnel. Note that "limbs" does not include the hands or feet.
Item | Coverage | Brute | Bullet | Laser | Energy | Bomb | Bio | Rad | Location | Description |
---|---|---|---|---|---|---|---|---|---|---|
Security Hats |
Head | 30 | 25 | 25 | 10 | 0 | 0 | 0 | Equipment Room | Various headwear worn by security personnel. Unlike their helmet counterparts, hats don't protect against explosives. |
Helmet |
Head | 30 | 25 | 25 | 10 | 25 | 0 | 0 | Equipment Room | A standard issue security helmet designed to mitigate the forces of brute impacts against the wearer's head. |
Riot Helmet |
Head | 41 | 15 | 5 | 5 | 5 | 0 | 0 | Secure Armory | A reinforced riot helmet with improved padding to lessen the effects of blows. Unlike the standard helmet, the riot helmet protects against facehuggers. |
Bulletproof Helmet |
Head | 15 | 40 | 10 | 10 | 40 | 0 | 0 | Secure Armory | A reinforced helmet fitted with ceramic plating. Provides ample protection against kinetic weaponry, but unlike the Riot Helmet it does not protect against facehuggers. |
SWAT Helmet |
Head | 40 | 30 | 30 | 30 | 50 | 90 | 20 | Ordered from Cargo | A specialized helmet that comes paired with the SWAT gear. Together with the armour, it allows the user to perform EVA for extended periods of time. |
Security Uniforms |
Body + Limbs | 10 | 0 | 0 | 0 | 0 | 0 | 0 | Security | Various uniforms worn by security personnel. Security uniforms are interwoven with nanofibres, providing minor protection against blunt-force trauma. |
Body Armor |
Upper Body | 25 | 15 | 25 | 10 | 25 | 0 | 0 | Equipment Room | A standard issue suit of body armor. It is designed expressly to provide minimalist, yet valuable, protection to security officers. |
Security Jackets |
Body + Arms | 15 | 10 | 15 | 5 | 15 | 0 | 0 | Loadout Menu Security Pod Bay |
A stylish security jacket. While lacking the formidable protection of its body armour counterpart, it provides greater coverage. |
Detective's Armor |
Upper Body | 25 | 15 | 25 | 10 | 25 | 0 | 0 | Detective's Office | A standard issue suit of body armor issued to the detective. It's on par with regular security body armor and simply has a different appearance. |
Detective's Jacket |
Body + Arms | 15 | 10 | 15 | 5 | 15 | 0 | 0 | Detective's Office | An appropriately noir jacket for the discerning detective. While lacking the formidable protection of its body armour counterpart, it provides greater coverage. |
Riot Armor |
Body + Limbs | 50 | 10 | 10 | 10 | 0 | 0 | 0 | Secure Armory | A heavily reinforced suit of riot grade armour designed to offer maximum protection against melee combatants. The bulk of this suit will slow the wearer down. |
Ablative Armor |
Upper Body | 10 | 10 | 60 | 50 | 0 | 0 | 0 | Secure Armory | A specialized suit of experimental armour designed to lessen the impact of, and in certain cases reflect, energy based projectiles. |
Bulletproof Vest |
Upper Body | 15 | 80 | 10 | 10 | 40 | 0 | 0 | Secure Armory | A suit of reinforced bulletproof armour designed to protect coverage to vital organs. While not as robust against brute attacks, it provides ample protection against kinetic projectiles. |
SWAT Armor |
Body + Limbs | 40 | 30 | 30 | 30 | 50 | 90 | 20 | Ordered from Cargo | A set of advanced tactical armour. Heavily reinforced, it provides full protection for the body and is capable of extended periods of EVA. |
Warden's Jacket |
Body + Limbs | 25 | 15 | 25 | 10 | 25 | 0 | 0 | Warden's Office | A specialized jacket provided to the warden. Provides decent all-around protection, but lacks the heavy reinforcement of the HoS' trenchcoat. |
HoS's Armored Trenchcoat |
Body + Limbs | 30 | 30 | 30 | 5 | 25 | 0 | 0 | Head of Security's Office | A specialized trenchcoat with extra padding, reinforced seams, and body armour sewn into the fabric. It has the highest armour values out of any standard set of armor on-station. |
Security Hardsuit |
Full Body | 30 | 15 | 30 | 10 | 10 | 100 | 50 | Secure Armory Security Pod Bay |
A specialized security hardsuit that provides ample resistance against the void of space and other pressure-related environmental hazards. |
Security Biosuit |
Full Body | 25 | 15 | 25 | 10 | 25 | 100 | 20 | Armory | A specialized security biosuit that provides protection against biological environmental hazards. |
Security EOD Suit |
Full Body | 20 | 0 | 20 | 10 | 100 | 0 | 0 | Armory | A heavily reinforced bomb-suit designed to withstand large explosions. Prevents the wearer from being gibbed by explosions. |
Riot Shield |
Block (50%) | N/A | N/A | N/A | N/A | N/A | N/A | N/A | Secure Armory | A standard-issue riot shield capable of deflecting melee attacks and the occasional xenomorph. Wielding it grants a chance to deflect projectiles as well. |
Telescopic Riot Shield File:Teleriot.png |
Block (50%) | N/A | N/A | N/A | N/A | N/A | N/A | N/A | Head of Security's Office Protolathe |
A compact and easily transported riot shield capable of deflecting melee attacks and the occasional xenomorph. Wielding it grants a chance to deflect projectiles as well. |