General Items

## Items

###  Identification Card

This things get you from A to B, as long as you have access to A, B and everything in between. Every worker of Space Station 13 gains an identification card. Your ID has your name, occupation, and a device that broadcasts your access to the station's autonomous systems, which is used both to identify the wielder and open up airlocks the worker have access to. For example, the Quartermaster has access to the Cargo Bay and Quartermaster's Office, while assistants, for example, do not. Keep this in mind when you see a person in medical uniform with the Head of Security's ID card.

If you hold an ID in your hand and use an airlock with it, this ID is used to determine if it opens instead of the ID in your ID slot. Also, IDs will grant you access to Computers, but remember to remove it from the computer once you have logged out.

A person with the rights to access an Identification Computer can edit your ID to add or remove those rights, it should only be modified by the Captain or Head of Personnel. *Special circumstances may change this.* When your face is covered your ID is the only way of identifying you.

An ID is a tiny object and thus can be stored in a box. It can also be stored in your PDA, and your PDA can even be stored in your uniform's ID slot.

```
 This object is the only object in the game where the verb 'Read' comes into play (Verify).
When it's been read it displays the following:
*"[NAMES]'s ID Card [TITLE]: The current assignment on the card is [TITLE]."

```

#### Types

 **Standard ID** - Standard identification cards issued to the general staff.

 **Command ID** - Special silver identification cards issued to the Heads of Staff. By default, it allows access to the Bridge and has the ability to call/recall the Escape Shuttle.

 **Captain's ID** - The Captain's gold-plated all-access ID card. A spare starts in the Captains Quarters. Desired by all.

 **Centcom ID** - Identification cards issued only to Centcom officials, including Emergency Response Team officers.

### Box

On arriving the to the ship, each individual will have been provided with a box with an emergency oxygen tank and mask. Despite the generous effort and work we put into distributing these boxes, slacking employees tend do dispose of them early on, and those who don't, often use them to hide things.
Throughout the station, there are several varieties of boxes. The plain box is what most employees are used to, however NanoTrasen also labels boxes to hold different types of implants, spare ID cards, and even Donk Pockets!
Additionally, boxes can be unfolded into cardboard sheets, which can be used to make stuff.... that is made of cardboard! So now you can be the cardborg that you always were! Beep Boop!

### Briefcase

By default it is filled with one pen and six sheets of paper. They are very sturdy, so they make a decent weapon (blurs vision when it hits heads). Internal Affairs and Detective get one.

### Station Bounced Radio

The station bounced radio will function similarly to a standard earpiece radio if you put it in your pocket or in your hand; thus you can use the "say ;radio message" function as normal without turning on the microphone to broadcast. This is the only portable radio that will correctly function in electrical storms, or when the Telecommunications satellite is damage.
Some radios are especially tuned to a clandestine network where unmentionable contraband may be obtained. These also have an emergency detonation button that can do some serious damage.

## Storage

### Crates

Crates are a container for items. Especially large items, such as corpses, lockers, and certain robots or equipment cannot fit inside. Just because an item comes packed in a crate when the Quartermaster receives it doesn't mean it will go back inside once the crate is opened, either!

#### Give Onto the QM his Dues

Crates are worth 5 supply points to a Quartermaster, which can be used to get more supplies for the station's whole benefit.

#### Of Locks and Access

Just like the rest of the station, even crates have variable levels of access. The Quartermaster can't unlock anything that is locked by default, for various reasons. The primary one being it would be pointless to make since all crates go through the Quartermasters anyway. Security crates can be opened by security personnel and those with higher access, and et cetera. An emag can get into locked crates, however.

### Closets

Also knows as Wardrobes or Lockers, Closets are among the most common and arguably the most useful of containers on the station. Nearly anything can fit inside, barring other closets, crates, and certain especially large objects like racks and Mulebots. Coffins in the Chapel also count as lockers.

#### Of Locks and Access

Besides being welded shut, some closets can be locked with the appropriate ID. Several levels of access exist, such as security, captain, and private-level access. These can be opened with the proper level ID, emag item, or a few good laser blasts.

If you yourself are inside a locker you can see your surroundings. Normally you can move in any direction to exit the locker, but if the locker is locked or welded you will be unable to. At that point if you try to move around you will instead throw yourself against the sides of the locker, making a**BANG BANG** sound that can be heard

## Vending Machines

### Booze-O-Mat

5x Uncle Git's Special Reserve
5x Caccavo Guaranteed Quality Tequilla
5x Tunguska Triple Distilled
5x Goldeneye Vermouth
5x Captain Pete's Cuban Spiced Rum
5x Doublebeard Bearded Special Wine
5x Chateau De Baton Premium Cognac
5x Robert Robust's Coffee Liqueur
6x Space Beer
6x Magm-Ale
4x Orange Juice
4x Tomato Juice
4x Lime Juice
4x Milk Cream
8x T-Borg's Tonic Water
8x Space Cola
8x Soda Water
2x flask
2x vacuum flask
30x Glass
10x Ice Cup
2x Emeraldine Melon Liquor
2x Miss Blue Curaco
2x Jailbreaker Verte

### Cigarette Machine

10x Cigarette packet
10x Matchbox

### Dinnerware

4x Fork
2x Kitchen knife
15x Glass
2x Knife
2x Rolling Pin
2x Butcher's Cleaver

### Getmore Chocolate Corp

6x Cup Ramen (30 Dry Ramen; mix with 10 units water to get 30 units of Hot Ramen)
6x Chips (3 Nutriment)
6x Scaredy's Private Reserve Beef Jerky (4 Nutriment)
6x 4no Raisins (6 Nutriment)
6x Space Twinkie (4 Sugar)
6x Cheesie Honkers (4 Nutriment)
3x Skrell Snacks

### Hot Drinks Machine

25x Duke Purple Tea

### MagiVend

1x Wizard Robe
1x Red Wizard Hat
1x Red Wizard Robe
1x Sandals

### Seed Storage

3x Berry Seeds
3x Carrot Seeds
3x chanterelle spores
3x Chili Seeds
3x Corn Seeds
3x Eggplant Seeds
3x Potato Seeds
3x diona nodes
3x Soybean Seeds
3x Sunflower Seeds
3x Tomato Seeds
3x Tower Cap spores
3x Wheat Seeds
3x Apple Seeds
3x Poppy Seeds
3x sugarcane seeds
3x Ambrosia Vulgaris Seeds
3x White-beet Seeds
3x Watermelon Seeds
3x Lime Seeds
3x Lemon Seeds
3x Orange Seeds
3x Grass Seeds
3x cacao seeds
2x plump helmet spores
3x Cabbage Seeds
3x Grape Seeds
3x Pumpkin Seeds
3x cherry pits
3x plastellium spores
3x rice seeds
2x Glowshroom spores
2x Liberty Cap spores
2x Messa's tear seeds
2x Nettle Seeds
2x reishi spores
2x S'randar's hand seeds

### Emergency NanoMed

2x Ointment
4x autoinjector
4x Syringe (spaceacillin)
1x Toxins Pill

### NanoMed

3x Dylovene Syringe
3x roll of gauze
3x Ointment

### NanoMed Plus

4x Inaprovaline Bottle
4x Soporific Bottle
4x Toxin Bottle
4x Syringe (spaceacillin)
12x Syringe
5x Health Analyzer
4x Beaker
2x Dropper
3x advanced trauma kit
3x advanced burn kit
4x sleeping pill
6x Dylovene Pill

### NutriMax

25x Left 4 Zed
15x Robust Harvest
20x Pest-Spray
5x Syringe

### Robust Softdrinks

10x Space Mountain Wind
10x Dr. Gibb
10x Star-kist
10x Bottled Water
10x Space-Up
10x Vrisk Serket Iced Tea

### SecTech

2x Flashbang
5x Flash
2x Donut Box

### Vendomat

3x Igniter
4x Remote Signaling Device
1x Wirecutters
2x Timer

### YouTool

5x crowbar
5x welding tool
5x wirecutters
5x wrench
5x analyzer
5x T-ray scanner
2x budget insulated gloves