Items
General Items
Bike Horn
An object that serves many purposes. From the legends of the Cluwne to the roving hoards of Amusing Ducks.
Clipboard
Holds paper, makes you look like you know what you're doing.
Harmonica
Boy...when you're feeling down, when you feel like you're carrying the whole world's weight on your shoulders. There's, there's one thing you can do, you gotta pick up that Harmonica boy, and you gotta start playin' the blues.
Label maker
A small device for putting labels on things. Nobody ever uses it, guess why.
Paper
Flattened tree pulp, or other artificial material mimicking the same effect. Can be written on for notes or messages or used for other more...recreational purposes.
Pen
Writing utensil. Handy for writing on paper or gouging eyes out.
Vuvuzela
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Medical/Science Items
Beaker
Its a beaker...it holds liquids. Comes in normal and large varieties.
Electro-pack
Health Analyzer
An analyzer of health. Lets you tell how jacked up a spaceman is and what things might have jacked him up.
Hypospray
In essence a super syringe. Hyposprays can hold 30 units of a liquid and can inject 1 to all of that liquid instantaneously. If a traitor gets their hands on one they can alter it to hold dangerous liquids.
First-Aid
Comes in 5 flavours:
Normal (White) - Contains healing patches, burn patches, and invapropaline
Toxin (Green) - Contains anti-toxin syringes and pills
Burn (Yellow) - Contains burn patches, kelotane pills and syringes
02 (Blue)
Neurological (Red)
Syringe
Used to draw or inject blood, chemicals, booze, liquids, etc into people, beakers, containers. Syringes can hold 15 units of whatever liquid you're dealing with.
Tank Transfer Valve
The mystical often used but seldom understood part used in making bombs.
Engineering/Electrical/Mining Items
Insulated Gloves
These protect you from electrical shocks received from touching stuff with your hands (e.g. electrified doors).
Welding Torch
Used in setting up the singularity, taking down walls, starting fires, and sealing doors. Remember not to burn your eyes out though.
Wrench
Need something secured or dismantled? The wrench is your tool of choice. There is more than one breed of wrench, maybe the others do different things?
Crowbar
When fending off headspiders or prying firelocks open, the crowbar is an all-around tool to have.
Screwdriver
A tool for accessing various panels and mechanical whatnot. Useful for getting into tech to fuck around with it.
Wire Cutters
The main tool used in hacking electronics. Different wires do different things when cut, try not to get yourself killed.
Multitool
When cutting wires fails try pulsing the wire with a multitool! Crazy mysterious things will happen!
Analyzer
Wire Coil
Power and electrify stuff. But mainly used in making eldritch artwork to freak out the crew.
Security Items
Stun Baton
Hand held baton that can either be used to stun or mercilessly beat those uncooperative perps to death.
Taser
Long range stunning gun. Holds 4 charges and can be toggled between single fire mode and burst mode, which fire all 4 shtos at once.
Flashbang
Horrible stunning grenades that will make everyone hate you if you use. Flashbangs stun and deafen whoever is in their fairly large blast radius. Useful when having to deal with large crowds of jackasses, but just remember to throw them so you don't end up on your ass.
Handcuffs
Used to restrict movement and negate the use of a prisoner's hands. Can be used to cuff people into chairs and beds.
Flash
Small handheld item that emits a bright flash of light to stun people for a short time.
Energy Gun
The Captain's sidearm. Holds eight shots, and can be toggled to fire lethal lasers instead of taser bolts. There are 3 extra energy guns in the Armoury that the Head of Security can access.
Laser Gun
Crates of these can be ordered by Quartermasters and unlocked by Security Officers. They hold 4 shots, and fire lethal lasers.
Port-a-Brig Remote
Using it causes the Port-a-Brig to appear next to you in a burst of sparks. Using it while you are next to the Port-a-Brig causes it to teleport back to Security.
Sunglasses
Protects you from the effects of Flashes, and reduces the effects of Flashbangs. Also provides a small amount of protection while welding, and if you are a traitor wearing them will identify other traitors.
Helmet
Protects your head. Not infallible; it is still quite possible to knock out someone with a helmet.
Armour
Reduces damage from lasers and bullets.
EOD Suit
Provides protection from explosives.
Syndicate Items
Revolver (6)
An intimidating looking black revolver. Holds 7 bullets. Does severe damage to those not wearing armour. Careful, it's loud!
energy sword (7)
A neon green sword that can be turned off/on at will. If you can't work out how to use this, consider another career
sleepy pen (4)
A sneaky little pen that spawns with an extremely powerful sedative. click on someone with the pen in your hand to stab them with it! can be refilled.
Cryptographic sequencer (5)
A handy little card that has a plethora of uses. Can open any locker/door in the game.
Cloak (4)
Become invisible to the unaided eye! beware of people with thermals, the AI and Cyborgs.
Voice Changer (4)
Become the man you always wanted to be. Combine with an agent card for limitless fun!
Radio Jammer (3)
Tired of victims screaming for help while you smash them over the head? consider ordering this! Blocks all radio broadcasts within 6 squares when turned on (including yours!)
EMP Grenades (2)
Cause havoc with these handy items! Temporarily breaks doors, cameras, and computers, drains power from apc's and energy weapons, and sends bots haywire.
Syndicate Moustache (1)
The gentlemen's syndicate item.
Wizard Items
Staff
A Wizard Staff. While holding it, the Wizard's spells are more powerful. He can also hit someone in the face with it, in a pinch, although it's not particularly powerful as a melee weapon.
Robe
The wizard can choose between Blue, Black, and Red robes. The choice purely aesthetic, as all robes do only one thing: Allow the Wizard to cast. Without his robes, the wizard is unable to cast any magic.
Hat
The wizard can choose from Blue, Black, and Red Hats. Again, the choice is purely aesthetic. The Wizard's powers are greatly weakened if he is not wearing his hat.
Sandals
The wizard's magic sandals protect him from ice and incoming segways.
Spellbook
Essentially the Wizard's version of the Syndicate radio. Using it will bring up a menu which allows the wizard to select 4 spells to complement the ones he starts with. The spellbook can't be used by anyone but the wizard.
Space Grimoire
A piece of paper listing all of the wizard's spells and their effects.
Staff of Cthulu
In exchange for giving up a spell, the wizard can acquire the Staff of Cthulu. It has many benefits over the basic staff. It hurts anyone except the wizard who tries to pick it up, does very good melee damage, and improves the wizard's ability to corrupt the station.