Difference between revisions of "Detective"

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==Code Green==
==Code Green==


1. The Detective may not perform arrests or searches unless given specific permission by the Head of Security or Captain. If neither are available, the Warden or Head of Personnel may suffice.
1. The Detective may not perform arrests or searches unless given specific permission by the Head of Security or Captain. If neither are available, the Warden or Head of Personnel may suffice. Exception is made if there are no active Officers or Warden.


2. The Detective may not intentionally go around Security officers to perform arrests. Arrests may only be performed if there is an immediate violent threat.
2. The Detective may not intentionally go around Security officers to perform arrests. Arrests may only be performed if there is an immediate violent threat to the Detective or anyone around them.


3. The Detective may not unholster his revolver unless a clear and present danger to his/her life is present.  
3. The Detective may not unholster their revolver unless a clear and present danger to their life is present.  


4. The Detective may carry his/her revolver, along with spare ammunition.  
4. The Detective may carry their revolver, along with spare ammunition.  


5. The Detective may carry his/her telescopic baton.
5. The Detective may carry their telescopic baton.


6. The Detective may not request more ammunition, unless given permission by the Head of Security or the Captain. Replacing ammunition must be done so with their approval.
6. The Detective may not request more ammunition, unless given permission by the Head of Security or the Captain. Replacing ammunition must be done with their approval.
   
   
7. Should the Detective be assaulted by a crewmember, he/she must use the issued Telescopic Baton, then detain the criminal until a Security Officer arrives. If Security is slow to respond, the Detective is permitted to carry the criminal to the Brig.
7. Should the Detective be assaulted by a crewmember, they must use the issued Telescopic Baton to apprehend them. Using the revolver is permitted only if the crewmember attempts to escape and there are no Officers available for backup.


8. The Detective may not interrogate or search anyone in the Brig without permission from the Warden or Head of Security.
8. The Detective may not search anyone in the Brig without permission from the Warden or Head of Security.


9. The Detective must compile all evidence gathered into organized dossiers, and have at least one copy available at all times.
9. The Detective must compile all evidence gathered into organized dossiers, and have at least one copy available at all times.
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1. Guidelines 4, 5, and 9 are carried over from Code Green.
1. Guidelines 4, 5, and 9 are carried over from Code Green.


2. The Detective may request further ammunition from Cargo, Research or any other Department with an autolathe.
2. The Detective may request further ammunition from Cargo, Research or any other Department with an Autolathe.


3. The Detective is not permitted to modify his revolver to chamber lethal rounds, under any circumstance.
3. The Detective is not permitted to modify their revolver to chamber lethal rounds, under any circumstance.


4. If sufficient forensic evidence is collected, and there are no Security Officers available at the time, the Detective is permitted to carry out arrests if a prior warning is given via Security Comms.
4. If sufficient forensic evidence is collected, and there are no Security Officers available at the time, the Detective is permitted to carry out arrests if a prior warning is given via Security Comms.
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5. The Detective is obligated to inform the suspect of the crimes they are accused.
5. The Detective is obligated to inform the suspect of the crimes they are accused.


6. The Detective may interrogate any suspect in the Brig.
6. The Detective may search any suspect in the Brig.


7. The Detective may perform full searches of any suspect in the Brig.
7. The Detective may pull aside any suspect for an interrogation, provided they receive authorization from the Head of Security or the Warden.


8. The Detective may unholster his revolver in situations requiring stunning force.
8. The Detective may unholster their revolver whenever necessary, though it is recommended they do so sparsely.


9. Lethal Force is not permitted, under any circumstance.
9. Lethal Force is not permitted, unless there is a clear and immediate danger to the Detective's life.





Revision as of 13:44, 18 January 2016

SECURITY

[[File:]]
Detective

Superiors: Head of Security
Difficulty: Hard
Guides: Guide to Security, Space Law
Access: Security, Detective's Office, Morgue, Maintenance
Duties: Investigate crime scenes, record evidence, prosecute criminals.


The Detective's job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. They have no brig access because they are supposed to be an evidence collector and investigator, not a Security Officer or Warden.

Required Knowledge

Knowledge of Space Law is vital. You cannot investigate crimes if you do not know what is and isn't a crime!

Robustness is useful but not mandatory. It is not your job to hunt down and robust people.

Some medical knowledge is useful, to ascertain where damage came from.


SoP

Code Green

1. The Detective may not perform arrests or searches unless given specific permission by the Head of Security or Captain. If neither are available, the Warden or Head of Personnel may suffice. Exception is made if there are no active Officers or Warden.

2. The Detective may not intentionally go around Security officers to perform arrests. Arrests may only be performed if there is an immediate violent threat to the Detective or anyone around them.

3. The Detective may not unholster their revolver unless a clear and present danger to their life is present.

4. The Detective may carry their revolver, along with spare ammunition.

5. The Detective may carry their telescopic baton.

6. The Detective may not request more ammunition, unless given permission by the Head of Security or the Captain. Replacing ammunition must be done with their approval.

7. Should the Detective be assaulted by a crewmember, they must use the issued Telescopic Baton to apprehend them. Using the revolver is permitted only if the crewmember attempts to escape and there are no Officers available for backup.

8. The Detective may not search anyone in the Brig without permission from the Warden or Head of Security.

9. The Detective must compile all evidence gathered into organized dossiers, and have at least one copy available at all times.


Code Blue

1. Guidelines 4, 5, and 9 are carried over from Code Green.

2. The Detective may request further ammunition from Cargo, Research or any other Department with an Autolathe.

3. The Detective is not permitted to modify their revolver to chamber lethal rounds, under any circumstance.

4. If sufficient forensic evidence is collected, and there are no Security Officers available at the time, the Detective is permitted to carry out arrests if a prior warning is given via Security Comms.

5. The Detective is obligated to inform the suspect of the crimes they are accused.

6. The Detective may search any suspect in the Brig.

7. The Detective may pull aside any suspect for an interrogation, provided they receive authorization from the Head of Security or the Warden.

8. The Detective may unholster their revolver whenever necessary, though it is recommended they do so sparsely.

9. Lethal Force is not permitted, unless there is a clear and immediate danger to the Detective's life.


Code Red

1. Guidelines 4, 5 and 9 carry over from Code Green. Guidelines 2, 3, 4, 6, 7 and 8 carry over from Code Blue

2. The Detective may freely discharge his revolver when handling confirmed threats

3. Lethal Force is permitted if the target is confirmed to be guilty of Capital Crimes and actively, and aggressively, resists arrest.


Detective Inspector

YOU ARE NOT SECURITY. YOU ARE A FORENSICS EXPERT.

See standard security procedures for more about evidence collecting.

As a detective, your primary duty is to go to crime scenes and find out who committed them. You do this with your Forensic Scanner and with the help of Medical Autopsies.

Your Forensic Scanner is located in your backpack. Go to the crime scene, then scan all the surfaces - you should also scan (and collect using evidence bags) any evidence you see, as well as the bodies of any dead victims. Send the body off the medical for an Autopsy and have the results sent to you. This should help identify the cause of death and the murder weapon.

Remember to ALWAYS, ALWAYS, ALWAYS wear your gloves, or you will record your own prints when you are handling fingerprint cards. This will at best slow identification down, and at worst get you thrown into the brig for the very crime you were investigating and/or being incompetent.

Now, head back to your office. Put your Scanner into the 'High-Res Forensic Scanning Computer'. This will consolidate any partial prints and match them in a single dossier file. It will also show the identity of any fibres on the evidence you scanned.

From this point you may have one of three things on the dossier. An incomplete print, a partial print or a full print. If you have a partial or full print, grab the largest string you can get and search the records for a match.

If you have no prints, try to work on fibres. Some departments have unique clothing, but often criminals will use this to try and fool you. Fibres aren't full proof, but they can give you good leads. Remember that Latex Gloves still leave material and also have a chance of leaving fingerprints.

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

If you get a single hit, you've got your guy. Make sure to set him to arrest and bring him in for questioning.

Make sure you write down what crimes they actually committed in the appropriate boxes, and that you tell the rest of security over the radio to arrest them, otherwise nothing will get done.

Proper Proceedings

Have a folder on you at all times in order to keep the printed reports in one easily accessible package. Most of your work will be comprised of matching prints and DNA with potential suspects, but craftier antagonists will require more in-depth investigations.

Technically, you aren't really allowed to do anything until a crime happens and you get something to investigate (be it the Chef's knife being stolen, or the Teleporter having been broken into again). Luckily, there are some other things that the Detective can do instead:

  • Patrol for any crimes, and call security to the scene. Block the area with police tape and perform your forensic magic.
  • Related to the above, patrol the maintenance tunnels. Security Officers rarely take to them, and the winding paths make great hiding spots for illegal activities.
  • Be a general assistant to Security. In-depth knowledge of Space Law is a major plus, and even though you can't brig anyone, you can still make sure Security doesn't overdo it.
  • 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

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

  • Cigarettes and Zippo lighter - Not actually necessary.
  • A coat and hat - Not only do these make you look cool, but they act as armour.
  • File:BGloves.png Black Gloves - 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 everything you touch and mess up the evidence.
  • Secheadset.png A security radio headset - 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 blood. Will give you the details after a short scan, and can print out a report on a paper sheet.
  • A .38 revolver - Fires rubber bullets designed to knock people down, doing around 10 brute damage. You should combine this with the shoulder holster found in your closet for ease of access.
  • Spare ammo for the revolver - You may want to put these in your box. Bother Cargo or Science to get more made in an autolathe.
  • A tape recorder - For documenting interviews with suspects. Remember, it can record anything said around you from you hand, suit storage, or pockets, holding up to 3 hours of conversations! Pretty cool, huh? Make sure to keep extra tapes at hand.
  • A hand labeler - For labeling evidence.
  • A camera - This is supposed to be for taking pictures of evidence, but it's obsolete in the face of the forensics scanner.
  • Sunglasses - These will protect you from flashes and complete the film noir look.

Traitoring

If you want to remain hidden, use a chameleon projector. You already have a gun, but a handgun that can actually hit people with its bullets (Note: A recent revision permits the detectives revolver to chamber and fire the lethal rounds, and vice versa.) might be better, and your position of trust on the station makes it easy to both fabricate and erase evidence. Play it cool, be patient, and safely abscond, just like countless noir heroes of fiction you're based on.

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