Uniform
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.
Item
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Image
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Description
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Jumpsuit
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File:Jumpsuit.png
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Comes in many different colors and styles depending on your job.
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Chameleon Suit
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Can change to a variety of outfits. Available only to Traitors.
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Chief Engineer's Jumpsuit
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File:Cejumpsuit.png
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Found on the Chief Engineer and in their locker in Engineering.
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Head of Personnel's Suit
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File:Hopsuit.png
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Only one of these spawns on the station, and it is on the Head of Personnel themself. An occasional traitor objective.
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Research Director's Suit
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File:Rdjumpsuit.png
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In addition to the one the RD wears, a spare can be found in their office. An occasional traitor objective.
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Captain's Jumpsuit
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File:Jumpsuitcaptain.png
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In addition to the one worn by the Captain, a spare can be found in their quarters. An occasional traitor objective.
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Head of Security's Uniform
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File:Hosjumpsuit.png
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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.
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Clown Suit
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HONK.
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Cursed Clown Suit
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Cannot be removed by its wearer.
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Owl Suit
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HOOT
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Mailman's Uniform
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Available in the Routing Depot.
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Barber's Uniform
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Available in Crew Quarters.
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Cosby Sweater
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Icon of a beloved 80's T.V. dad.
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Athletic Shorts
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Available in the Gym, and starting equipment for the Wizard.
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Swim Trunks
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Available in the Gym.
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Tactical Turtleneck
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The garment of choice of infiltrators. Available in black and slightly darker black.
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Mortician Suit
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Worn by the Medical Director and the retired Head Surgeon. Available in the medbay morgue and from uniform manufacturers.
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(Exo)Suit
Item
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Image
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Description
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Body Armor
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Provides some protection to the torso and against gunshots. Standard equipment for Security Officers and the Barman.
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Captain's Armor
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File:Caparmor.png
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Offer's slightly more protection than the normal body armor.
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Biosuit
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Offer some protection against diseases and viral hazards. Found in the Research Director's office, Custodial closet, and the research sector entrance vestibule.
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Bedsheet
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A sheet for a bed. Can be worn over your body so you can act like a ghost. Be sure to cut some eye-holes first. Comes in various colors.
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Armored Biosuit
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A biosuit with a piece of body armor attached.
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Bomb Disposal Suit
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File:Bombdisposalsuit.png
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An extremely strong version of the captain's armor, available in the Armory.
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Firesuit
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Protects the wearer from extreme heat/cold and from catching fire. The suit can deteriorate from prolonged exposure to extreme conditions, so don't go wading into that scorching plasma fire. The suit also is not effective against hard vacuum. The suit will also slow down your running speed while you wear it. Available in Engineering storage.
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Space Suit
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Available in EVA. Protect from the vacuum of space and offer minor protection from heat and cold. Will slow down your running speed indoors.
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Engineering Space Suit
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As above, but yellow! Found on the Mining Outpost, and next to the external airlock in north Engineering.
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Captain's Space Suit
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As above, but green! Found in the Captain's Quarters.
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Red Space Suit
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As above, but red! Also does not slow down your running speed indoors. While there is one freely accessible set to those in the know, red suits are standard equipment of the dreaded Nuclear Operatives, and being spotted early in the round will result in frenzied cries of "SYNDIES!" and "REDSUITS!"
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Emergency Suit
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Provides a minimal amount of protection from the cold, but will slow you to a crawl. Use only if nothing better is available and don't jump into space with it. Actually, don't use these at all. Seriously. It would be a better idea to just strip naked and run through a cold, airless hallway, rather than wear this worthless bit of clothing that slows you down so much you will run out of air before you make it across the danger zone. Generally found in emergency closets.
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Straightjacket
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Available in Medbay and the Brig, these function similar to handcuffs and also slow their wearer to a crawl. Unlike cuffs, the person wearing this cannot take it off themselves.
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Lab Coat
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Functionally useless, but how else will you demonstrate your knowledge of science?
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Hard Worn Coat
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Required outfit of the Detective.
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Faded Trenchcoat
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Essential for rugged chain-smoking vigilantes.
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Wizard's Robe
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File:Wizrobe.png
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The Wizard has to be wearing this to cast any spells.
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Waistcoat
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File:Vest.png
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Available in formal clothing closets.
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Head
Despite the presence of spacesuit helmets, any headgear is enough to protect you in the vacuum of space. Any changeling or vampire who wishes to consume you must first remove your headgear and mask.
Item
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Image
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Description
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Helmet
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Head protection. Can also be turned into electric chairs.
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Bio Hood
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May or may not complete the protection offered by the Bio Suit. Wear it if you think there's virii about.
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Space Helmet
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Available in EVA. Protects one's eyes while welding.
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Engineering Space Helmet
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Same as above, but with a built-in flashlight. Available on Mining Outpost and next to the external airlock in north Engineering.
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Welding Helmet
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Can be toggled from up or down. While down, your vision is significantly darkened, but you are able to weld without hurting your eyes and are immune to flashes. Some are available in Engineering storage.
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Hats
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oh my god its full of hats
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Butt
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May or may not be your own. Available from the Roboticist.
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Pumpkin
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If you are having trouble seeing after wearing this, try carving a hole in it.
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Wizard's Hat
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File:Wizhat.png
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Required for the Wizard to operate at full power.
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Masks
Item
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Image
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Description
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Gasmask
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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.
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Voice Changer
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Functions like (and appears to be when examined) a gas mask with the added benefit of disguising your voice to whichever ID you are wearing. Available to traitors.
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Breath Mask
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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.
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Medical Mask
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Same as breath mask. Starts in Medbay in the anesthetics locker.
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Surgical Mask
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Does not link to internals. Theoretically protects you from diseases.
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Clown Mask
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HONK
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Cursed Clown Mask
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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.
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Muzzle
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Anyone wearing this will be unable to communicate except in muffled grunts. Available in Medbay.
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Owl Mask
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HOOT
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Horse Mask
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Imbues its wearer with the power of bad puns.
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Balaclava
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It's a ski mask with a fancy name.
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Cigarette
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File:Cig.png
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Put the cigarette in your mask slot, then use a lighter/igniter/welder to heat it up. Purchasable in packs from some vending machines. Comes as regular, nicotine free and pro-puff variants. All are very bad for you except the ones that aren't.
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Fake Mustache
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A mustache-twirlingly good disguise. Distributed by traitors.
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Gloves
Item
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Image
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Description
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Insulated Gloves
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Protect from electrical shocks. Highly coveted for their ability to allow door hacking. Found in Engineering and Electronics and can be ordered by the Quartermaster.
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Stun Gloves
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Insulated gloves armed with a single powerful shock to briefly stun whomever they touch. A variant with multiple charges is available in an experimental weapons crate.
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Black Gloves
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Standard equipment for the Detective, quartermasters, botanists, and miners.
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SWAT Gloves
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Pretty much identical to black gloves. Nuclear Operatives start with these.
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Latex Gloves
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Available in Medbay. Partially obscure the fingerprints of those who wear them.
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Boxing Gloves
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WENT THE DISTANCE, NOW I'M NOT GONNA STOP, JUST A MAN AND HIS WILL TO SURVIVE
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Eyes
Item
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Image
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Description
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Sunglasses
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Protects you from flashes and offers minor protection when welding. Found in various places around the station and in Security lockers.
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Optical Thermal Scanner
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Also known as "thermals." Permits the wearer to see people through walls. Makes the wearer extra susceptible to flashes and eye injury from welding. Standard equipment for the Detective, and is also found in the Head of Security's locker.
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Optical Meson Scanner
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Allows the wearer to see floors and tiles through walls, making it easy to spot hull-breaches and changes in light and fires. Standard equipment for engineers, Mechanics and miners.
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ProDoc Health Goggles
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Displays the health status of everyone in view as a colored heart. Available at Medbay.
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VISOR
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Gives some vision to those who are blind. Available at Medbay.
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Prescription Glasses
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Improves your vision if you have suffered eye damage. Available at Medbay.
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Medical Eyepatch
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File:Eyepatch.png
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Yarr!
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Blindfold
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Blinds whomever is wearing it while it is on. Available on the Bridge.
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VR Goggles
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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.
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Monocle
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Dapper.
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Shoes
Walking barefoot will slow you slightly and hurt you if you walk over glass shards.
Item
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Image
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Description
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Shoes
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Black, white, brown, orange, all functionally the same. For the most part, they protect your feet from broken glass.
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Galoshes
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Prevent the wearer from slipping on wet floors. Exclusive to the Janitor, they are only found in the two custodial closets on the station.
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Magnetic Boots
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Protects the wearer from the effects of space wind, allowing them to safely repair hull breaches without being swept out into hard vacuum. The wearer of these boots can also not be pushed or pulled, even if they lie dead on the ground-- the boots must be removed before dragging them anywhere. A pair starts in the Chief Engineer's locker, and there are some next to the external airlock in north Engineering.
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Magic Sandals
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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.
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Shackles
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Made by combining handcuffs with orange shoes. Anyone wearing these will be unable to run, only walk at a slow hobbling pace.
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Clown Shoes
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Mock the poor soul who tries clowning without these.
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Cursed Clown Shoes
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Cluwnes don't have it easy.
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Belt
In addition to belts, this slot can hold your PDA, stolen weapons and an emergency oxygen tank.
Ears
Item
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Image
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Description
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Radio Headset
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Standard equipment for many crewmembers. To speak into it, merely put a semicolon (;) before your words. One can also set its microphone on to automatically transmit anything you say or said near you. Its speaker can be turned off to shut out the world. You can change the frequency, the default station frequency is [145.9].
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Security Headset
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In addition to the regular headset's function, its wearers can speak on the secure red security channel by putting a :h before their words. People standing next to someone wearing one of these headsets can hear over it as well. Starting equipment for Security Officers and the Detective.
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Research Headset
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Can also operate on the secure Research frequency, [135.4]. Starting equipment for Scientists.
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Medical Headset
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Can also operate on the secure Medical frequency, [135.6]. Worn by Roboticists, Medical Doctors, Medical Assistants, and Geneticists.
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Engineering Headset
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Can also operate on the secure yellow Engineering frequency, [135.7]. Starting equipment for Engineers, Mechanics and Miners.
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Command Headset
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Starting equipment for the Head of Personnel, the Captain, the Head of Security, the Chief Engineer and the Research Director. Starting a message with :h addresses the command channel. :g goes to Security for the Captain, HoP and HoS, while it goes to engineering for the CE and research for the RD.
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Multifrequency Headset
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Available in the Research Wing. Works like a regular headset that can be manually tuned into channels other than 145.9. It's mainly used to have a private communication channel while doing Telescience.
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Auditory Headset
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Acts as a regular headset but also restores hearing to the deaf. Can be manufactured at Robotics.
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Earmuffs
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Found in the Chief Engineer's locker. Wearing these makes you unable to hear anything, though you are still susceptible to auditory attacks (flashbangs, changeling screams, etc.)
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Earplugs
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Found inside a Sonic Grenade kit, protects the wearer from its effects.
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ID
Can only carry one type of item, ID cards.
Back
This is where your backpack goes. You can also carry large gas tanks, electropacks or jetpacks in this slot.