Difference between revisions of "Lawyer"
(removed the bit about having the security frequency, as well as the lawyer suit's slam being harm intent exclusive, both outdated. added a link to the paperwork page, because lawyers and paperwork are a match made in hell) |
Studenterhue (talk | contribs) (Remove Frontier Justice link. With PR #20199 merged, that book is now obsolete) |
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|subordinates = None | |subordinates = None | ||
|responsibilities = Represent suspects in a court of law. | |responsibilities = Represent suspects in a court of law. | ||
|guides = [[Space Law | |guides = [[Space Law]], [[Paperwork]] | ||
}} | }} | ||
Latest revision as of 05:52, 11 August 2024
CIVILIAN DEPARTMENT | |
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Lawyer | |
Lawyer |
Difficulty: Easy Requirements: None Access Level: Morgue, Maintenance Additional Roleplay Access Level: None Supervisors: Captain, Head of Personnel Subordinates: None Responsibilities: Represent suspects in a court of law. Guides: Space Law, Paperwork |
Often seen lingering outside the brig, the Lawyer's main job is to represent their jailed clients and defend what precious few rights they have. With space law being what it is, this often involves referencing highly obscure and practically always made-up statutes and shouting random Latin and big legal terms at people until one side confesses they actually have no clue what they're talking about and concedes the argument.
One of the most important parts of being a Lawyer is dramatically raising objections. When you're wearing your lawyer suit, you can click on tables with any intent to dramatically slam your hands, causing some screen shake along with a noise to punctuate the gesture. Like a Clown's honk, these are best used sparingly, so as to preserve its gravitas.
While lawyers appear in "Security Department Red" on the latejoin screen, they don't have access to any Security areas, such as the Brig, or Security equipment lockers. Because of that, by default, they can't give authorizations for the armory authorization computer. They can join the round as a latejoin antag and unlike the similarly Sec-but-not-exactly Detective, they can be converted by revolutionaries.
In the past, Lawyers at one point went by the rather silly title of "Attorney at Space-Law". More seriously, they often ended up fighting security and busting out criminals rather than help conduct trials, and as a result, they were disbarred from practicing. Since then, lawyers have been brought back a gimmick job available for people who join after roundstart on Thursdays. While there're four slots open on these days, they're still rather rare creatures. In all likelihood, you've probably seen more demonic lawyers than actual, legitimate human ones.
Regardless, their characteristic suits and briefcases still exist on-station in legal closets, typically found in the Courtroom. As usual, the latter is more often used to knock people up rather than store evidence proving a person should/shouldn't be knocked up. Also, the Information Office is often considered an unofficial office for lawyers, both professional and amateur.
Supplementary Videos
Jobs on Space Station 13 | ||
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Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |