Wearing a uniform is necessary to keep on your ID, anything in your pockets, and anything on your belt slot. Removing your uniform will dump all that to the ground in a pile. You can quickly and safely change uniforms by clicking the new uniform on the "INV" button.
In addition to the one worn by the head of security, a spare can be found in their office. On rounds with no HoS, there is no way to access this item short of emagging the HoS' locker. An occasional traitor objective.
The garment of choice of infiltrators. Available in black and slightly darker black.
Medical Scrubs
In theory, this basic surgical attire is intended to be worn by medical personnel in the operating room, and can be obtained from the medical fabricator.
As above, but green! Found in the captain's quarters. Let's you move at regular running speed.
Red Space Suit
As above, but red! Also does not slow down your running speed indoors. Red suits are standard equipment of the dreaded nuke ops, and being spotted early in the round will result in frenzied cries of "SYNDIES!" and "REDSUITS!"
Provides a decent amount of protection from the cold, but will slow you down significantly. Use if nothing better is available and try to avoid jumping into space with it. Generally found in emergency closets.
A sheet for a bed. Can be worn over your body or around the neck. Act out your favorite ghost stories and superhero comics! Be sure to cut out eye-holes or attach some wire.
Head
Helmets and hats offer various bonuses, for instance a built-in flashlight or concealment of your face. Some of them are very stylish as well! Any changeling or vampire who wishes to consume you must also first remove your headgear and mask.
Links with an air supply to provide internals. Can also obscure your identity if you are not wearing your usual ID card. scientists all begin with these, and there are others available in various spots around the station. Comes in two varieties, regular and emergency, but both are functionally the same. Some are available in engineering storage.
Links with an air supply to provide internals. All crewmembers begin with a box containing a breath mask, and they are readily available in lockers throughout the station.
Mostly found on cluwnes, this horrible thing cannot be dropped or removed. Another person can attempt to remove it from you but will end up stuck with it himself.
Transmits you to a VR simulations. The public set loads the combat training simulation. The detective's set loads up a private office (à la Heavy Rain). The scientist's set loads up the bomb testing simulator.
Monocle
Dapper.
Shoes
Walking barefoot will stun for a moment you and hurt you slightly if you walk over glass shards and mouse traps.
Item
Image
Description
Shoes
Black, white, brown, orange, all functionally the same. For the most part, they protect your feet from broken glass and mouse traps.
Galoshes
Prevents the wearer from slipping on most wet floors. Exclusive to the janitor, they are only found in the two custodial closets on the station. Not immune to space lube and ice.
Keeps the wearer from slipping on ice and from falling down after being hit by a runaway segway. Available in the chaplain's closet and is starting equipment for wizards.
Once provided with a beaker, this fancy belt can be programmed to inject the user with stimulants when certain conditions are met, for example health thresholds or incapacitation. Can be bought from a space merchant.
Standard equipment for many crew members. To speak into it, merely put a semicolon (;) before your words. One can also leave the microphone open to transmit everything within range or turn off the speaker to shut out the world. While the default frequency is 145.9, you may change that manually.
Security Headset
See Security Objects. Can also operate on the security frequency, 135.9.
Research Headset
Can also operate on the research frequency, 135.4. Starting equipment for scientists.
Medical Headset
See Medical Objects. Can also operate on the medical frequency, 135.6.
Engineering Headset
See Engineering Objects. Can also operate on the engineering frequency, 135.7.
Command Headset
Default equipment for all heads of staff. Starting a message with :h addresses the command channel, :g goes to security for the Captain, HoP and HoS. The CE may use :e to talk to his department. The RD and MD can use :r to speak to the research and :m to the medical staff respectively.
Multifrequency Headset
Available in the research wing. Works like a regular headset that can be manually tuned in to channels other than 145.9. It's mainly used to have a private communication channel while doing telescience.
Found in the CE's locker. Wearing these makes you unable to hear anything and protect you against some auditory attacks, for example flashbangs (if worn in combination with sunglasses) and changeling screeches.