Difference between revisions of "Teleporter"

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imported>Kingfish
(hotels long gone)
(I'm pretty sure everyone reading this knows what I'm adding)
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This is a secure area, and only the [[Captain]] and [[Research Director]] are authorized to enter. In practice it is pretty much broken into every round, by [[traitor]]s and [[Clown|chucklefucks]] alike looking to steal the [[Hand Teleporter]].
 
This is a secure area, and only the [[Captain]] and [[Research Director]] are authorized to enter. In practice it is pretty much broken into every round, by [[traitor]]s and [[Clown|chucklefucks]] alike looking to steal the [[Hand Teleporter]].
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</tab>
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<tab name="Hammerhead">
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{{Template:Location
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|headerbgcolor=#334e6d
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|headerfontcolor=white
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|imagebgcolor=lightblue
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|department = Command
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|name=Teleporter Room
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|image=HHTeleporter.png
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|big_image=[[HHTeleporter.png]]
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|exits=North to the [[Gateway]] and into [[Science]], south to the Hallway by [[Engineering]]
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|purpose=Teleporting to the [[Bridge]] when you're too lazy to walk.
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|access=Teleporter
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|contents=The teleporter, a [[Hand Teleporter]], [[Space suits]], [[Magboots]]
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|clearance=[[Captain]], [[Chief Engineer]]
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|description=The teleporter sounds cooler than it really is.
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|sec_level=Medium
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|style= Storage
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|balance=
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|other=
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}}
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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]].
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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.
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At the start of the shift, the following [[Tracking Beacon]]s are available:
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*[[Bridge]]
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*[[EVA|EVA Storage]]
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*[[AI Mini-Satellite|Support Vessel Service]]
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*[[Technical Storage]]
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*[[Toxins_Lab#Toxins_Test_Chamber|Toxins Test Area]]
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The teleporter room stores some [[Space suits]] and three pairs of [[Magboots]], usable for whatever purpose you can think of.
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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]].
 
</tab>
 
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</tabs>
 
</tabs>
 
[[Category:Locations]]
 
[[Category:Locations]]
 
{{Locations}}
 
{{Locations}}

Revision as of 08:34, 9 July 2020

Command Area
Teleporter small.png
Teleporter Room
The teleporter sounds cooler than it really is.
Obvious exits East to Central Primary Hallway, North to Captain's Quarters through a small tunnel
Purpose To facilitate teleportation.
Access level Teleporter
Noteworthy contents The teleporter, a Hand Teleporter, Shield Generators
Clearance Captain, Research Director
Security level Medium
Style
Balance Requirements
Other Notes
NSVBanner299.png Locations on NSV13


Located in the Bridge, south of the Captains Quarters, the Teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into the Captains Quarters 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 Shield Generators (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.

This is a secure area, and only the Captain and Research Director are authorized to enter. In practice it is pretty much broken into every round, whether by traitors looking to steal the Hand Teleporter or chucklefucks trying to backdoor into the Captain's Quarters.

Command Area
TeleporterMETA.png
Teleporter Room
The teleporter sounds cooler than it really is.
Obvious exits North to Central Primary Hallway by HoP, south to Central Primary Hallway by Medbay
Purpose To facilitate teleportation.
Access level Teleporter
Noteworthy contents The teleporter, a Hand Teleporter, Shield Generators
Clearance Captain, Research Director
Security level Medium
Style
Balance Requirements
Other Notes
NSVBanner299.png Locations on NSV13


Located south of the Captains Quarters, the Teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into 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 Shield Generators (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.

This is a secure area, and only the Captain and Research Director are authorized to enter. In practice it is pretty much broken into every round, by traitors and chucklefucks alike looking to steal the Hand Teleporter.

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