User:Skrem 7: Difference between revisions

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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.
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.


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


Once you're done scanning in 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.
* 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.
* Bag any suspicious items you find, be it "[[Contraband|contraband"]], [[Syndicate Items|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 [[Brig|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.
=== Running the Numbers ===
=== 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).
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).
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'''Regardless of your findings, whenever you're done with a Security Records console, <u>always</u> 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.'''
'''Regardless of your findings, whenever you're done with a Security Records console, <u>always</u> 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.'''
==Advanced Detective Work==
==Advanced Detective Work==
If you have multiple suspects and matches, you're going to have to do some more investigating and possibly some interviews.
If you have multiple suspects and matches, you're going to have to do some more investigating and possibly some interviews.
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