Detective
The Detective is responsible for investigating crimes on the station. While Security will hopefully quickly note a rampaging traitor with a bloody c-saber in their hands, stealthy antagonists can easily slip beneath the radar and carry out their tasks without regular officers noticing. The Detective is well equipped for investigation but not for actually going out and arresting people. Detectives should remember that while they are part of Security, they are not Security Officers-- they do not have access to the Security Office, nor the equipment lockers, and while they can enter the brig they cannot control any of the brig doors. Unless the station is experiencing a major catastrophe, Detectives should not be helping themselves to sec gear, as those who do typically end up mugged or killed rather quickly.
The Office
The Detective's office, in addition to its sleek noir style, features a few useful items. The Security Computer (looks like a filing cabinet) is a much easier way to adjust and check security records than the ThinkDOS security computer. The Surveillance Camera (looks like an old T.V.) allows you to remotely monitor the station, though without the ease of switching between cameras the AI has. Occasionally surveying trouble spots can let the player spot trouble before it happens, or help the detective coordinate security efforts from the safety of his office. The safe in the wall can be set to any 5-digit combination you desire, and is an effective place to store confiscated traitor items, though it can still be hacked or EMagged open. The closet contains a spare set of clothes, a flash, and spare investigation items.
Equipment
Optical Thermal Goggles
One of the detective's most coveted items, and one of only 3 pairs on the station-- the others being in the Security office and inside the Head of Security's locker. Allows the Detective to see players through walls and those wearing cloakers (or cloaked vampires). Wearing these makes you susceptible to being stunned by a flash.
Scanner
The detective starts with one in their backpack. Scans fingerprints and blood on items, players, doors, machinery, etc. The Detective's PDA has the same functionality, but the scanner can also be set to print its results on fingerprint cards. Players who wear gloves do not leave complete fingerprints on items but do leave fibers. Black fibers come from the gloves worn by Botanists and Quartermasters, and yellow insulated fibers come from the gloves worn by Engineers or Electricians. Latex gloves worn by doctors leave partial prints, obscured by junk symbols. Blood analysis gives the DNA of the blood, though there is currently no effective way to search for DNA records.
Fingerprint Cards
Using these on a person will take their prints. All crewmembers' prints are already on file in the Security Database, though these records can be deleted or tampered with.
Fingerprint Case
Works like a clipboard, but for fingerprint cards and the printouts from your scanner.
Camera
Using this on a person or tile will spit out a picture. The Camera has 30 uses and can't be refilled, though the Captain does have a spare. Examining the picture will show you the names of all people or things on that tile, as well as anything those people are holding in their hands. The Camera can be used in conjunction with thermals to take pictures of people through walls and through the surveillance camera.
Secure Briefcase
A good storage place for your gear or any sensitive items you pick up. Can be set to any 5-digit code you like. A locked case can be EMagged open or hacked open by those in the know.
Flash
Can be used to subdue suspects who are not wearing adequate eye protection. The flash can also disrupt cloaking fields, allowing everyone else to spot that cloaked syndie.
.38 Revolver
Stylish but not really effective, the .38 is a rather inaccurate pea-shooter that does a minor amount of brute damage. It can be loaded with Stunner rounds to make it more useful against human targets, but the Detective will have to shoot off all rounds in the chamber to switch ammo. Using the .38 to attempt to arrest people is considered a big no-no, on par with beating prisoners with a harm baton. It should be used as a weapon of self-defense, or against rampaging rogue bots. It is unique among guns in that it can be kept in your pocket. The Detective must be wearing their full outfit to use this weapon or they "won't feel cool enough."
Clothes
Hat, hard-worn suit, coat. Essential for gun-slinging and composing eloquent monologues.
Cigarettes & Zippo Lighter
Nothing says 'cool' like bronchitis.
Bo Jack Daniels
For the Detective who really doesn't give a shit and winds up dead and missing his gear in the bar 5 minutes into the round.
Investigation Tips
A good detective should be familiar with the abilities and gear of the station's varied antagonists. While sometimes they will be fortunate enough to find a traitor item with a complete set of prints, oftentimes the Detective has to work out traitors based off suspicious behavior and listening to the communications from the rest of the crew. Occasionally checking in on really sensitive areas such as the Armory, AI Upload, or Mixing Lab can avert serious disaster-- seeing that the armory has been broken in from space 4 minutes into a round is generally a tip-off that nuclear operatives are about to raise hell. Checking out Waste Disposal or garbage chutes can uncover murder victims or hastily stashed gear.
The Camera is a great tool if you can catch traitors in the act of doing something suspicious. Many traitors, when aware that the heat is on, will ditch their gear and then attempt to BS their way out of imprisonment. Solid evidence is much harder to argue against.
If you have enough evidence to support arresting someone who has not committed an overt act of treason, alert security over the secure frequency and set their status to "Arrest" in the security records. This will have Officer Beepsky and active Guardbuddies attempt to detain the target. The Detective can assist in arrests, but with no armor and no effective ranged weapon, should leave the heavy lifting to Security Officers.
The Detective has the option of having their Thermals scanned at Electronics, giving the crew many more eyes against cloakers. This can back-fire, as a traitor armed with thermals can more easily evade Security, so think carefully before doing so.
Syndicate Detective
The Syndicate Detective does not have any special traitor gear, but does have a lot of options to work with. Most Captains and HoPs won't object to giving you security access, letting you load up on weaponry. The AI can generally be convinced to let you in wherever if you say it needs investigating. The Security Records can be tampered with to accomplish a variety of tasks-- not only setting Officer Beepsky after the Captain and deleting your own record, but also altering fingerprints to frame someone else for possession of traitor gear. Cloaking devices are also handy, as you already control 1 of the 2 easily available thermals on the station.
Jobs on Space Station 13 | ||
---|---|---|
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 |