Difference between revisions of "Contraband/Old"

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| About as useful as a regular bar of soap!
| About as useful as a regular bar of soap!
|-
|-
|Safety Scissors
|Adrenal Implant
| [[File:scissors.png]]
| [[File:Implant.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.
|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
|C
|Contraband, but not necessarily a traitor item. Look exactly the same as normal scissors (not barber's).
|Contraband, but not necessarily evidence of a Syndicate traitor as these types of implants can be produced by R&D.
|-
|Advanced Pinpointer
| [[File:Pinpointer.png]]
|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
| [[File:Multitool.png]]
|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.
|-
|Banana Grenade
| [[File:Grenade.png]]
|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!
|-
|Chameleon Jumpsuit
| [[File:Chameleon jumpsuit.gif]]
|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
| [[File:Chameleon_Stamp.png]]
|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
| [[File:DNA Scrambler.png]]
|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
| [[File:Implant.png]]
|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
| [[File:Militarybelt.png]]
|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
| [[File:Black Gloves.png]]
|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
|Poison Bottle

Revision as of 01:48, 15 June 2016

Sloth construction.png
Sloth construction.png
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.

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!
Adrenal Implant Implant.png 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 Pinpointer.png 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 Multitool.png 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.
Banana Grenade Grenade.png 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!
Chameleon Jumpsuit Chameleon jumpsuit.gif 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 Chameleon Stamp.png 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 DNA Scrambler.png 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 Implant.png 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 Militarybelt.png 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 Black Gloves.png 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 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 Syndicate uplink.png 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 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.