Magistrate

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ADMINISTRATIVE

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Magistrate

Superiors: CentComm. Supreme Court.
Difficulty: Hard, Highly Roleplay Based
Guides: Standard Operating Procedure, Space Law, Internal Affairs, Guide to Paperwork and this page.
Access: LocationsBrig, Security Office, Maintenance, Prison, Law Office, Firing Range, Labour Camp
Duties: Ensure Space Law is upheld, coordinate Internal Affairs


Summary

The Magistrate and his underlings, the IA Agents, are impartial and independant from the rest of the station, and are not part of the station's 'security team' and do not report to the Warden, the HoS or the Captain. The Magistrate reports to Central Command High Court, and is supervised by Head of Internal Affairs Mr. White.

The Magistrate is a Karma role, costing 45 Karma Points. It has such a hefty cost because, although it has an RP role, it is the kind of role that can save or break a person's round. Whereas the IA Agents are meant (and often fail) to be impartial, professional arbiters of the law, Magistrates must have a comprehensive understanding of Space Law, how to apply it, must be unbiased and have unimpeachable character. Why? Simply put, a good Magistrate can single-handedly curtail poor security, and a bad Magistrate can cripple good Security. The Magistrate is in charge of sentencing, and can overrule the Warden, Head of Security and even the Captain on all sentences regarding Space Law.

Not to mention they are also directly responsible for the Internal Affairs Agents, who have Centcomm's ear.

Do note, the code for this job is 'unfinished. At the moment, the Magistrate does not even have a spawn point. Yet even in this state, the Magistrate is a powerful force and can be entertaining for those who want a crack at it. If you wish to join, do not declare ready, or you will spawn inside the lobby. Wait for the round to start, then click 'join game' and 'Magistrate'.

Duties of the Magistrate

  • Ensure Sentencing is Just and Legal - You have the final say on all sentencing. You may want to leave sentencing for smaller crimes to the Officers (because let's face it, the Mime probably DID burn the NT Flags and draw 'Fuck the Police' in crayon) but if someone's brought in on blatantly trumped up or straight-up nonexistant charges (e.g Atmos Tech gets arrested for telling an officer 'DON'T OPEN THE SHUTTERS YOU FUCKING IDIOT or the Clown is brought in for 'excessive humour') it is completely within your power to completely veto the charge and let the person walk free. Do not abuse this, though. If someone did a genuine crime, they must do the time.
  • Make sure Security Records are detailed and accurate - It'll keep you busy when there's nothing going on. In busier rounds, when the Warden is rushed off his feet putting people away, you may in fact become essential just because you're doing this. Having an attentive, active Magistrate helps when things are frenetic and 90% of Security don't know why any particular person is in the Brig.
  • Supervise the Internal Affairs Agents - Point them toward cases, Investigate complaints against them, read the reports they submit and give advice/sentencing based on them.
  • Be aware of Standard Operating Procedure - Know your Alert levels and what's legal therein, as well as Criminal Procedure
  • Hold Hearings and Trials - A small part of your job. If you do not feel as though you have sufficient evidence to charge or release a prisoner, it can sometimes be helpful to call one of these. Prisoners charged with Serious Crimes under Space Law are also legally obligated to one of these.

Supervising your starched subjects

Sentencing

Hearings and Trials

Record-Keeping and Paperwork

Treachery

Roleplaying Advice

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