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.
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.
Armored Biosuit
A biosuit with a piece of body armor attached.
Firesuit
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.
Combines the properties of fire- and biosuits, but isn't as effective as either of them. Available in medbay.
Space Suit
Available in EVA. Protect from the vacuum of space and offer minor protection from heat and cold. Will slow down your running speed indoors.
Engineering Space Suit
As above, but yellow!
Captain's Space Suit
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!"
Industrial armor is pretty serious stuff. It acts as a spacesuit, but also protects you from just about anything up to and including a bomb going off in your face. Someone with a full suit of industrial armor can absorb lasers, ignore radiation, and headbutt explosions with minimal damage. And not only does it not slow you down, the boots that come with it actually significantly boost your speed. Unfortunately, getting your hands on a set requires you to either spend half an hour mining for materials or shoot someone who has just spent half an hour mining for materials.
Syndicate Command Armor
The nuke ops boss joins the fray with this juggernaut of a spacesuit. It protects just as well as industrial armor, but it's red - the color of terror.
Emergency Suit
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.
Available in medbay and the armory, these function similar to handcuffs and also slow their wearer to a crawl. Unlike cuffs, the person wearing this cannot take it off themselves.
Lab Coat
Functionally useless, but how else will you demonstrate your knowledge of science?
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.
Item
Image
Description
Helmet
Head protection as worn by the security officers. Can also be turned into electric chairs.
Bio Hood
May or may not complete the protection offered by the bio suit. Wear it if you think there are viruses about.
Space Helmet
Available in EVA. Protects your eyes while welding.
A very sturdy industrial helmet that also comes with a flashlight. Standard equipment of the engineering department.
Welding Helmet
Can be toggled from up or down. While down, your vision is significantly darkened, but you are able to weld without damaging your eyes and are immune to flashes. Some are available in engineering storage.
Captain's Hat
Everyone knows the wearer of this hat is the true captain of the station.
HoS' Hat
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Nothing says "authority" like a cool hat, or alternatively a stylish beret. Click on it to switch between the two.
Detective's Hat
A hat fit for a man down on his luck and all out of time on a station full of assholes.
Chef's Hat
What kind of chef doesn't have a big white hat? A bad one. With awful food.
Let's face it, there isn't much of a difference between assistants and a toilet.
Masks
Item
Image
Description
Gasmask
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.
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.
Breath Mask
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.
Medical Mask
Same as breath mask. Starts in medbay in the anesthetics locker.
Surgical Mask
Does not link to internals. Theoretically protects you from diseases.
Clown Mask
HONK
Cursed Clown Mask
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.
Muzzle
Anyone wearing this will be unable to communicate except in muffled grunts. Available in medbay.
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.
Fake Mustache
A mustache-twirlingly good disguise. Distributed by traitors.
Pretty much identical to black gloves. Nuke ops start with these.
Latex Gloves
Available in medbay. Partially obscure the fingerprints of those who wear them.
Boxing Gloves
WENT THE DISTANCE, NOW I'M NOT GONNA STOP, JUST A MAN AND HIS WILL TO SURVIVE
Eyes
Item
Image
Description
Sunglasses
Protects you from flashes and offers minor protection when welding. Found in various places around the station and in Security lockers.
Optical Thermal Scanner
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 HoS's locker.
Optical Meson Scanner
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.
ProDoc Health Goggles
Displays the health status of everyone in view as a colored heart. Available at medbay.
VISOR
Gives some vision to those who are blind. Available at medbay.
Prescription Glasses
Improves your vision if you have suffered eye damage. Available at medbay.
Blinds whomever is wearing it while it is on. Available on the bridge.
VR Goggles
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.
Magnetic Boots
Protects the wearer from slipping in space, and being pushed backward by on-coming air, 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. You may also use the "grab" intent on them to pull them if their boots are still on, albeit at a much slower pace. A pair starts in the CE's locker, two pairs are next to the external airlock in north engineering along with space suits to go with them, and one more pair exists in the hanger on the mining station.
Magic Sandals
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.
Shackles
Made by combining handcuffs with orange shoes. Anyone wearing these will be unable to run, only walk at a slow hobbling pace.
Clown Shoes
Mock the poor soul who tries clowning without these.
Cursed Clown Shoes
Cluwnes don't have it easy. Like all other cluwne items, these cannot be removed by the wearer.
Flippers
Flip, flop. Flip, flop. What possible use could these things have in space?
Holds everything that comes from a toolbox, among other things. In addition, many tiny and small items (handcuffs, ammo etc) are compatible. Can typically be found in engineering, electronics and tool storage.
Medical Belt
Ideal to store the majority of medical objects, but it's just as flexible as the utility belt. Available in medbay.
Injector Belt
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.
Mining Belt
Used by the miners to haul mining equipment. There is one in each mining locker.
Ears
Item
Image
Description
Radio Headset
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
In addition to the general channel, the wearer can speak on the security frequency by using the :h prefix. Starting equipment for security and vice officers as well as the detective.
Research Headset
Can also operate on the research frequency, 135.4. Starting equipment for scientists.
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.
Auditory Headset
Acts as a regular headset, but also restores hearing to the deaf. Can be manufactured at robotics.
Earmuffs
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.