User:Skrem 7

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SECURITY STAFF
Generic detective.png Detective.png
Detective
Alternative Titles: Investigator, Forensic Analyst, Investigative Cadet, Private Eye, Inspector
Access: Brig, Detective's Office, Morgue, Maintenance, Weapon Permit
Additional Access: Security
Difficulty: Medium
Supervisors: Head of Security
Duties: Investigate crimes, gather evidence, look badass, smoke cigarettes
Guides: Guide to security, Space Law, Guide to Trials
Quote: Uh, I just sssaw the chef gib the clown. You folksss gonna do anythin' about that? Or thisss the kinda day where what I sssay don't matter?


Welcome to the land of red tape, friend.

Your job as the Detective is to discover crimes, identify their perpetrators, and report it all to the rest of Security. Use your radio, and use it often.

You are not a full member of Security and should not be making arrests under most circumstances. Your revolver is considered a lethal weapon, to be used sparingly.

Review Space Law and make sure you know how and when you should act.

Bare minimum requirements: Don't die in maintenance, scan crime scenes, and report your findings to Security.

"Bona Fide" Officer

As a Detective, your primary duty is to investigate crime scenes and use the tools provided to you to identify the perpetrators. A Forensic Scanner, security console, and your ID should be all you need to snag most suspects.

Your Forensic Scanner is located in your backpack, and the closet in your office has a spare. Go to a crime scene when you're called and start scanning anything of importance. If you're the one that finds a crime scene, inform Security before you begin your investigation. Airlocks, bodies, weapons, blood, and possessions are all things that are prime targets for scanning. Your Forensic Scanner can store more logs than you'll ever need, and, if needed, you can also recall past scans or even print off a forensic report to review information you've gathered. Especially important is scanning any bodies for prints and fibers, provided that they haven't been hauled off by the Paramedics yet. Airlocks are also incredibly useful to scan, assuming the crime happened in an area that most wouldn't be moving through. At the very least, you can get a list of people who have been around, and question them individually on your own time. If the crime is severe enough, ask your fellow, loyal officers for help in bringing suspects in.

If any victims (or suspects) have already been hauled off to Medical, then you'll want to get over there ASAP and scan any bodies before any more greasy doctors touch them. Try to get any information you can from the Medical staff or officers present: damage types, who brought them in, who's touched the corpse. The more information you get, the more you can ignore irrelevant facts or focus on curious ones.

Guard bodies if you have to. One of the best witnesses to a crime is the victim themselves. If they're revived via non-cloning methods, they retain their memories, which include how they died. And, most likely, who killed them.

Scene Analysis 101

Any object that is touched by someone without gloves will have their fingerprints on it (with the exception of fingerless gloves). This includes interaction, pick-up, drop, and manipulation of any kind. There is a chance for someone to leave behind traces of their clothing under the same interactions. The options can be their uniform, their exosuit, and/or their gloves.

Keep your forensics gloves on all the time, so you don't confuse your own traces with others.

  • Your home is in the crime scene. Make sure any Heads of Staff or other officers present touch as little as possible and steer as clear as possible while you work. This is especially problematic if they touch vital evidence, as you won't be able to confirm certain traces if a black-gloved officer or an insulated-gloved Chief Engineer goes and touches the bloody toolbox present in the scene.
  • Beyond using your Forensic Scanner on pretty much every upturned bush in sight, it's important to look around and take notes of out-of-place things, as well as searching around in general.
  • If there are bullet casings, but no gun, you can assume it's been hidden, or far more likely, on the suspect. Examining bullet casings will also tell you the caliber. 10mm rounds are most commonly fired by a Syndicate Stetchkin, though it could also be a Surplus Rifle brought in by a Gang. You shouldn't assume the round type based off this information, but it can be a stepping stone for the kind of culprit you might be looking for.
  • Search plants, boxes, containers, see if anything is out of place or something was left behind. Carry a T-Ray Scanner and a crowbar on you, and check under the floor for Smuggler Satchels: bags that can be hidden underneath floors. Leave nothing uncounted for and no stone unturned.
  • Clever criminals might store their incriminating items in a Secure Briefcase. You can use a Multitool to brute force these open, bypassing the need for learning the code to access the contents within.
  • You can take blood from a body using a syringe and scan the syringe to get the DNA string of who it belongs to.
  • Any reagents in any item can be discovered by a scan, including food.
  • A medical analyzer (your PDA comes with a built-in one) can be used to ascertain a time-of-death on a cadaver, assuming they haven't been dead longer than 15 minutes.
  • Use the evidence bags you spawn with to collect any suspicious items you find, be it "contraband", contraband, high-risk items, anything with blood on it, or anything that doesn't belong in the department. Take any bagged evidence you have to the Evidence Lockup, in the Brig, to the Warden (if it's restricted), or return said high-risk items to their owners.

Once you're done investigating a crime scene, return to either your office or the nearest Security outpost (you have access to every departmental outpost, assuming you can enter said department to access it. This does not include the Arrivals Checkpoint). All of these will have a Security Records console, while your own office will also have a Medical Records console. In a pinch, you can also use a computer in Medical to access Medical Records.

Make sure any bodies make it to either Medical or the Brig Physician. The latter can help keep a body safe during revival or perform an autopsy/inspection. They also begin the round mindshielded, meaning they're almost certainly allied with you, even if they're unfriendly. Do note, however, that they don't have a full medbay at their disposal.

Running the Numbers

You have both access to Security Records and Medical Records. Security Records allow you to run prints, as well search up and modify crime-related details of anyone on the crew manifest (if their security records haven't been deleted). Medical Records allow you to run DNA from blood, as well as search up and modify medical-related details of anyone on the crew manifest (mostly useless).

Inserting someone's fingerprint code into a Security Records console will narrow down the named list of individuals to whoever the prints belong to. If you can't narrow down the owner of a certain set of prints, this generally means one of two things:

  1. The prints belong to someone present not on the manifest (some options include humanized monkeys, stowaways, fanatics, or really, really bad news).
  2. More likely, they belong to someone who deleted their own security records (likely a Syndicate agent, or something far less friendly).

The same options hold true if you can't find the owner of a DNA string using a Medical Records console, save that (essentially) nobody deletes their own Medical Records. In almost every case, an unidentifiable string of DNA belongs to a humanized monkey from Genetics, or a monkey itself.

If you find one pair of prints on a damning detail and no glove fibers, you've most likely got a catch. Set the individual to Arrest, update their security record, and inform Security over your radio. Even if you only have suspicion, or you can't arrest someone based on forensic evidence, still inform Security and append the Notes section to indicate what you've discovered. If you set any individuals to Search, follow the same process. Remember who your boss is, and defer to them if they don't agree with the direction your investigation is heading.

Generally, uniform fibers can be used to do station-wide searches if the shift is slow enough, but you shouldn't base a sentencing off something so trivial. It's easy for any criminal who wants to throw you off to put on a disguise before they commit their nefarious deeds. Sentencing the single Assistant on board for theft based on grey jumpsuit fibers makes little sense when the uniform is freely accessible in the Locker Room. On the contrary, any traces generally limited to one or two jobs, such as an Engineering Hardsuit, should immediately be reported to Security as soon as you find them, before you even make it to a console.

Blood DNA can be used to identify victims if no body was recovered OR if the body is unidentifiable. In most cases, the latter is because the body is husked, which is either caused by excessive burn or a Changeling.

Regardless of your findings, whenever you're done with a Security Records console, always log off before you resume other activities. Failure to do so means someone can sneak in and wreak havoc, such as setting Heads of Staff to Arrest to be targeted by secbots or less-intelligent officers.

Interrogations and Incarcerations

While your fellow officers should (theoretically) know Space Law, it never hurts to be present during a suspect's brigging to clarify any information or wrongdoings about them. Furthermore, clarifying the crimes they're guilty of can make the process a lot quicker, as well as avoiding wildly inaccurate sentences, which are bound to get the station and/or any administrators online down your throat with punishment for your foolish transgressions.

You cannot brig individuals, as you do not possess the access to do so, nor is it outlined in your responsibilities.

You do, however, have access to the Interrogation Room, which has a Universal Recorder present, as well as all the gloomy lighting that you would want for a proper interrogation. That being said, interrogations are time-consuming, and, for the sake of gameplay, should generally be performed only under a handful of circumstances:

  • You're certain someone is a culprit of something severe, but you don't have any hard evidence on them.
  • You need to clarify the stories of two separate suspects, using the room to isolate them and get each of their tales individually.
  • A lawyer wishes to speak with their client, or a lawyer wishes to speak with you privately, or with their client, too.
    • If you're the paranoid type, be cautious of a lawyer and their client who try to get you alone in the interrogation room; it's possible they're plotting to kill you and break out. As with all situations, calling for backup is a safe decision.
  • Rarely, a culprit or Syndicate Agent may be willing to strike a deal. It is highly recommended that you obtain assistance from the Head of Security for this, as altering punishment or sentencing corporate enemies is beyond your jurisdiction.

Other situations may apply, but the main thing to keep in mind is that every minute spent in Interrogation is one where everyone present isn't experiencing or participating in the rest of the game. The roleplay involved can be fun for everyone involved, but only if everyone agrees to it. A good rule of thumb is that RP, in all its forms, is a consensual, agreed decision. Don't force people into interrogation beyond their sentence length if there's not sufficient justification to hold them longer.

Good things to note are alibis, actions, who they were with, what they were thinking, what they plan to do, etc. Any information you can get on them that's either head-scratching or glaringly contradictory with another's testimony can be a book-shutting detail.

There's a camera console outside Interrogation which only looks into the room. It's a good way to spy in to make sure nothing funny is happening, and fellow officers can do this for you, too.

Advanced Detective Work

If you have multiple suspects and matches, you're going to have to do some more investigating and possibly some interviews.

Crimes committed by groups of people provide some distinct advantages and disadvantages for both you and security forces in general. Group crimes are often easily noticeable to any bystander, and the interrogation and subsequent confession of one suspect can lead to a sting on the entire group. On the other hand, these pairs or triads or even larger groups can be difficult to take down without a lot of manpower and commitment on the part of security forces. Changelings and sometimes traitors operate in groups, so you'll have to exercise extra caution when investigating crime scenes you think they're responsible for.

When you do have multiple suspects, it's usually because of inconclusive forensics results. Because you're going to have to figure out the crime using more traditional methods along the lines of interviews, you should make sure to bring your universal recorder with you. Note that a universal recorder also acts as a universal translator, so you should be able to collect the testimonials of sentient slimes, monkeys, and, in the most bizarre of scenarios, xenos.

When conducting interviews, make sure that you set out with a hunch. Only interview people and only ask questions that you think are relevant to the situation. However, in some cases asking a non-pointed question can throw a bluffer off and cause them to slip in their story. People who seem more friendly after moving on from a subject may be lying.

Your PDA comes with an built-in medical scanner that can be toggled on or off, and it works just like a standard medical analyzer. It tells you types of damage a person has on them, any advanced diseases, and most importantly in your line of work their time of death. Use this last fact to narrow down possible suspects.

Don't forget: You have access to the Interrogation room in the brig. Great for when you want to be more thematic, or just need some privacy.

Spare Time

Technically, the above represents the entirety of the detective's job. Despite this, you will rarely be called upon to investigate a crime, you will have to investigate crime scenes on your own initiative. Luckily, there are some other things that the Detective can do instead:

  • Snoop around. You have access to the maintenance shafts around the station, allowing you to find things off-camera.
  • Be a general assistant to Security.
  • Be personal bodyguard to somebody, ideally a weaker head of staff like the RD. You're quite intimidating aesthetically, even though you're no more (and arguably less) dangerous than the average security officer.
  • Use the camera terminal in your office to scan the station - it looks like an old-fashioned TV. Look around for any crimes, then report it over the Security channel or head over there yourself. It's probably not a good idea to announce it over the general radio, or the criminal in question will usually realize that you're onto them and get away.
  • Update the security records. This is meant to be the Warden's job, but you'll be hard pressed to see him actually doing that.

Equipment

The detective has a lot of shit in his office, which might bewilder you. Luckily, the only absolutely necessary stuff that you don't spawn with are revolver and speed loaders for it.

Here is a list of stuff that the either Detective spawns with, or is in his office:

  • Cigarettes and Zippo lighter - absolutely necessary, smoking is cool.
  • A worn suit, coat and hat. Not only do these make you look cool, but they act as armor.
  • A White Crayon that you can use to draw an outline around a corpse
  • Black gloves BGloves.png - as stated above, NEVER take these off if you are planning on being an actual detective and doing your damn job, or you will get your own prints on the evidence and fuck up the entire investigation.
  • A security radio headset Secheadset.png, this gives you access to the security channel so you can tell the officers to arrest insert-criminal-name-here.
  • Your forensics scanner, found in your backpack. Use this to scan for fingerprints and trace fibers.
  • A PDA loaded with a D.E.T.E.C.T cart. This little thing gives you access to both security and medical records, and has a built in Med scanner.
  • Your .38 revolver Detectivegun.png, which comes complete with the ability to reskin, rename, and even modify it to fire incredibly lethal .357 rounds
  • Speed Loaders for the revolver, you may want to put these in your internals box. You must deal with the Cargo Bay workers if you run out - Remember to recycle empty speed loaders into the Autolathe for a full refund!
  • A universal recorder, for documenting interviews with suspects, witnesses, and more
  • A hand labeller. In theory this is for labeling evidence, but it's just as entertaining
  • A camera. This is supposed to be for taking pictures of evidence and suspects, but most of the time it is for taking pictures of The Owl or celebrity regulars.
  • A pair of handcuffs Handcuffs.png for incapacitating a crook after you run out of bullets retaliate in self defense using your gun.
  • Nothing says you're serious like your Armored Vest. It's just like the standard-issue security vest, except this one comes in beige and has an awesome gold badge on it.
  • The Security Holotape Projector can be used to cordon off crime scenes, making it easier to prevent your evidence from being contaminated.

If you're looking for more equipment, the Warden can issue you some more standard security equipment.

Tips

  • If you want to check if a husk was drained or burned, try extracting blood from it with a syringe.
    • Got a husk in genetics? No ID on him? Use the scanner on the body to get the fingerprints and you know who that poor sod was.
  • The built-in Medical Scanner function of your PDA will show time of death - This can be used to force alibis from your suspects
  • You can put an empty speedloader back into an autolathe to receive a full refund of materials
  • You can use Meson Scanners to find hidden walls; they show hidden doors as open spaces when not in direct sight of them.
  • The Detective's scanner can be used at range, to scan containers and such.
  • You can get a person's fingerprints by directly scanning them with a forensic scanner.
  • Your gun is for self-defense and can only be used when someone is in the middle of a capital crime, someone's life is in danger or someone is breaking into a restricted area. Remember since you carry a "lethal fire arm" shift-start you are subjected to Use of Deadly Force policies more than anyone found in Space Law.
  • Your universal recorder works very well while in your pocket. Use this to catch the 2 crooks talking in maint or gain vital information when a Traitor is bragging.
  • When everything is too clear and adds up, is when you should be most suspicious. Framing is a constant and it is doubtful that the janitor who has been cleaning all shift murdered 16 people. Right Det?
  • Do not use the syndicate gear that you come across. Immediately bag it up and send it to your warden. Use of it is forbidden against space law and server rules pardoned by certain situations.
Jobs on Yogstation

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