Difference between revisions of "Teleporter"

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  |department = Command
 
  |department = Command
 
  |name=Teleporter Room
 
  |name=Teleporter Room
  |image=Teleporter small.png
+
  |image=HHTeleporter.png
  |big_image=http://puu.sh/3EIed.png
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  |big_image=[[HHTeleporter.png]]
  |exits=Hallway east, [[Captain's Quarters]] north, the teleporter
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  |exits=North to the [[Gateway]] and into [[Science]], south to the Hallway by [[Engineering]]
  |purpose=To facilitate teleportation.
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  |purpose=Teleporting to the [[Bridge]] when you're too lazy to walk.
 
  |access=Teleporter
 
  |access=Teleporter
  |contents=The teleporter, a hand teleporter, shield generators
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  |contents=The teleporter, a [[Hand Teleporter]], [[Space suits]], [[Magboots]]
  |clearance=[[Captain]], [[Research Director]]
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  |clearance=[[Captain]], [[Chief Engineer]]
 
  |description=The teleporter sounds cooler than it really is.
 
  |description=The teleporter sounds cooler than it really is.
 
  |sec_level=Medium
 
  |sec_level=Medium
  |style=
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  |style= Storage
 
  |balance=
 
  |balance=
 
  |other=
 
  |other=
 
  }}
 
  }}
Located in the [[Bridge]], south of the [[Captains Quarters]]. Pretty much broken into every round, the Teleporter houses one of the two [[High-risk_items#Hand_teleporter|Hand Teleporters]] on the station. It also provides a back door into the [[Captains Quarters]] and any location with a Tracking Beacon.
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Located near [[Engineering]] and [[Science]], just down the main hallway, the Teleporter houses one of the two [[Hand Teleporter]]s on the station. It also provides a back door into the [[Gateway]] and any location with a [[Tracking Beacon]].
  
Unless you test fire the teleporter before using it, it has a chance of malfunctioning, turning you into a fly person. Gross.
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Unless you calibrate the teleporter, or science actually upgrades it for once, it has a chance of malfunctioning, turning you into a fly person. Gross.
  
At the start of the shift, the following tracking beacons are available:
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At the start of the shift, the following [[Tracking Beacon]]s are available:
 
*[[Bridge]]
 
*[[Bridge]]
*[[Teleporter]]
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*[[EVA|EVA Storage]]
*[[Xenobiology]]
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*[[AI Mini-Satellite|Support Vessel Service]]
*[[Atmospherics]]
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*[[Technical Storage]]
*[[Courtroom]]
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*[[Toxins_Lab#Toxins_Test_Chamber|Toxins Test Area]]
*[[Arrivals]]
 
*[[Toxins Test Chamber]]
 
*[[Research Division|Miscellaneous Research]]
 
  
The teleporter room stores some shield generators (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.
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The teleporter room stores some [[Space suits]] and three pairs of [[Magboots]], usable for whatever purpose you can think of.
  
This is a secure area, and only the [[Captain]] and [[Research Director]] are authorized to enter. No one really cares though, unless the hand teleporter is yet to be swiped.
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This is a secure area, and only the [[Captain]] and [[Chief Engineer]] are authorized to enter. In practice it is pretty much broken into every round, whether by [[traitor]]s looking to steal the [[Hand Teleporter]] or by the [[Research Director]] trying to get the required [[Research_items#Bluespace_Crystal|Materials]] for their [[Machines|Bluespace Miners]].
  
 
[[Category:Locations]]
 
[[Category:Locations]]
 
 
 
 
 
 
{{Locations}}
 
{{Locations}}

Latest revision as of 04:41, 17 February 2021

Command Area
HHTeleporter.png
Teleporter Room
The teleporter sounds cooler than it really is.
Obvious exits North to the Gateway and into Science, south to the Hallway by Engineering
Purpose Teleporting to the Bridge when you're too lazy to walk.
Access level Teleporter
Noteworthy contents The teleporter, a Hand Teleporter, Space suits, Magboots
Clearance Captain, Chief Engineer
Security level Medium
Style Storage
Balance Requirements
Other Notes
NSVBanner299.png Locations on NSV13


Located near Engineering and Science, just down the main hallway, the Teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into the Gateway and any location with a Tracking Beacon.

Unless you calibrate the teleporter, or science actually upgrades it for once, it has a chance of malfunctioning, turning you into a fly person. Gross.

At the start of the shift, the following Tracking Beacons are available:

The teleporter room stores some Space suits and three pairs of Magboots, usable for whatever purpose you can think of.

This is a secure area, and only the Captain and Chief Engineer are authorized to enter. In practice it is pretty much broken into every round, whether by traitors looking to steal the Hand Teleporter or by the Research Director trying to get the required Materials for their Bluespace Miners.

NSVBanner299.png Locations on Hammerhead
General Service Medical Cargo Science Engineering Security Munitions Command Outside