Difference between revisions of "Contraband"

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(Forensic scanners show contraband levels)
(Of course I screw up the links for Death Weed and Lifeweed)
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==Contraband Levels==
 
==Contraband Levels==
The following is a mostly-comprehensive list of things the security scanners, SecHUDs, forensic scanners, the Guardbuddies, and Beepsky and his securitron brothers all consider illegal. By no means should you use contraband rating as the sole factor in deciding to confiscate an item/arrest a person. Contraband is strictly a legal term; all contraband is dangerous, but not everything that's dangerous is contraband. Use your common sense! Sure, a man carrying a [[Syndicate Items#Butcher's Knife|butcher's knife]] isn't ''technically'' carrying contraband, but that doesn't mean he hasn't done anything illegal.
+
The following is a mostly-comprehensive list of things the security scanners, SecHUDs, forensic scanners, the Guardbuddies, and Beepsky and his securitron brothers all consider illegal. By no means should you use contraband rating as the sole factor in deciding what confiscate to/who to arrest. Contraband is strictly a legal term; all contraband is dangerous, but not everything that's dangerous is contraband. Use your common sense! Sure, a man carrying a [[Syndicate Items#Butcher's Knife|butcher's knife]] isn't ''technically'' carrying contraband, but that doesn't mean he hasn't done anything illegal.
  
 
Another good thing to note: scanning something with a [[Security Objects#Forensic Scanner|forensic scanner]] will give you an item's contraband rating/level. By no means will it help you ''find'' contraband, but it will let you know if something is considered contraband in the first place.
 
Another good thing to note: scanning something with a [[Security Objects#Forensic Scanner|forensic scanner]] will give you an item's contraband rating/level. By no means will it help you ''find'' contraband, but it will let you know if something is considered contraband in the first place.
 
+
 
{| class="wikitable sortable" style="text-align: center"
 
{| class="wikitable sortable" style="text-align: center"
 
! Item
 
! Item
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| [[Image:Flash.png]]  
 
| [[Image:Flash.png]]  
 
| 0
 
| 0
|- body style="background-color:#fffdec;"
+
|- body style="background-color:;#fffdec"
 +
! [[Medical Objects#Implant Gun|Implant Gun]]
 +
| [[Image:ImplantGun.png]]
 +
| 1
 +
|- body style="background-color:;#fffdec"
 +
! [[Guide to Botany#Cannabis|Cannabis]] <br>(Includes [[Guide to Botany#Lifeweed|Life]], [[Guide to Botany#Deathweed|Death]], <br>[[Guide to Botany#Rainbow Weed|Rainbow]], & [[Guide to Botany#Omega Weed|Omega]] variants)
 +
| [[Image:Weed.png]] [[Image:WhiteWeed.png]] [[Image:DeathWeed.png]] <Br> [[Image:RainbowWeed.gif]] [[Image:OmegaWeed.gif]]
 +
| 1
 +
|- body style="background-color:#FFFDD0;"
 
! [[Murder#FlarePistol|Flare Gun]]  
 
! [[Murder#FlarePistol|Flare Gun]]  
 
| [[Image:FlareGun.png]]  
 
| [[Image:FlareGun.png]]  
 +
| 2
 +
|- body style="background-color:#FFFDD0;"
 +
! [[Syndicate Items#DNA Scrambler|DNA Scrambler]]
 +
| [[Image:Dnainjector.png]]
 
| 2
 
| 2
 
|- body style="background-color:#fffac1;"
 
|- body style="background-color:#fffac1;"
! Toy Sword  
+
! [[General Objects#Toy Sword|Toy Sword]]
 
| [[Image:CSaberNew.png]]  
 
| [[Image:CSaberNew.png]]  
 
| 3
 
| 3
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! [[Syndicate Items#Syringe Gun|Syringe Gun]]  
 
! [[Syndicate Items#Syringe Gun|Syringe Gun]]  
 
| [[Image:Syringegun.png]]  
 
| [[Image:Syringegun.png]]  
 +
| 3
 +
|- body style="background-color:#fffac1;"
 +
! [[Syndicate Items#Target ID Tracker|Target ID Tracker]]
 +
| [[Image:PinpointerID.gif]]
 
| 3
 
| 3
 
|- body style="background-color:#F5D0A9;"
 
|- body style="background-color:#F5D0A9;"
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! [[Syndicate Items#.22 Pistol Box|.22 Pistol]]  
 
! [[Syndicate Items#.22 Pistol Box|.22 Pistol]]  
 
| [[Image:22Pistol.png]]  
 
| [[Image:22Pistol.png]]  
 +
| 4
 +
|- style="background-color:#F5D0A9;"
 +
! [[Murder#M92 Pistol|M92 Pistol]]
 +
| [[Image:M92Pistol.png]]
 
| 4
 
| 4
 
|-  style="background-color:#F5D0A9;"
 
|-  style="background-color:#F5D0A9;"
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|- style="background-color:#F5D0A9;"
 
|- style="background-color:#F5D0A9;"
 
! [[Security Objects#Tranquilizer Rifle|Tranquilizer rifle]]  
 
! [[Security Objects#Tranquilizer Rifle|Tranquilizer rifle]]  
| [[Image:TranqRifle.png]]  
+
| [[Image:TranquilizerRifleV2.png]]
 +
| 4
 +
|- style="background-color:#F5D0A9;"
 +
! [[Murder#Light Machine Gun|Light Machine Gun]]
 +
| [[Image:LightMachineGun.png]]
 
| 4
 
| 4
 
|- style="background-color:#F5D0A9;"
 
|- style="background-color:#F5D0A9;"
 
! [[Murder#ArtifactGun|Artifact gun]]  
 
! [[Murder#ArtifactGun|Artifact gun]]  
 
| [[Image:ArtifactGun.gif]]  
 
| [[Image:ArtifactGun.gif]]  
 +
| 4
 +
|- style="background-color:#F5D0A9;"
 +
! [[Syndicate Items#Pickpocket Gun|Pickpocket Gun]]
 +
| [[Image:PickpocketGun.png]]
 
| 4
 
| 4
 
|- style="background-color:#F5D0A9;"
 
|- style="background-color:#F5D0A9;"
 
! [[Syndicate Items#Red Chainsaw|Red Chainsaw]]  
 
! [[Syndicate Items#Red Chainsaw|Red Chainsaw]]  
 
| [[Image:RedChainsaw32.png]]  
 
| [[Image:RedChainsaw32.png]]  
 +
| 4
 +
|- style="background-color:#F5D0A9;"
 +
! [[Syndicate Items#Safari Kit|Boomerang]]
 +
| [[Image:Boomerang.png]]
 +
| 4
 +
|- style="background-color:#F5D0A9;"
 +
! [[Murder#Pipe bomb|Pipe Bomb]]
 +
| [[Image:Pipebomb.png]]
 +
| 4
 +
|- style="background-color:#F5D0A9;"
 +
! [[Engineering Objects#Controlled Demolition Pipe|Controlled Demolition Pipe]]
 +
| [[Image:ControlledDemolitionPipe.png]]
 
| 4
 
| 4
 
|- style="background-color:#F5D0A9;"
 
|- style="background-color:#F5D0A9;"
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! [[Syndicate Items#Police Baton|Police Baton]]  
 
! [[Syndicate Items#Police Baton|Police Baton]]  
 
| [[Image:PoliceBaton.png]]  
 
| [[Image:PoliceBaton.png]]  
 +
| 6
 +
|- style="background-color:#d29399;"
 +
! [[Syndicate Items#Cloaking Device|Cloaking Device]]
 +
| [[Image:Cloaker.png]]
 +
| 6
 +
|- style="background-color:#d29399;"
 +
! [[Syndicate Items#EMAG|Electromagnetic Card]]
 +
| [[Image:emag.png]]
 
| 6
 
| 6
 
|- style="background-color:#ff7f7f;"
 
|- style="background-color:#ff7f7f;"
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|- style="background-color:#ff3232;"
 
|- style="background-color:#ff3232;"
 
! [[Syndicate Items#Hunting Rifle|Old Hunting Rifle]]  
 
! [[Syndicate Items#Hunting Rifle|Old Hunting Rifle]]  
| [[Image:Hunting_rifle.png]]  
+
| [[Image:HuntingRifleV2.png]]  
 
| 8
 
| 8
 
|- style="background-color:#ff3232;"
 
|- style="background-color:#ff3232;"
 
! [[Murder#762AK|AK-744]]  
 
! [[Murder#762AK|AK-744]]  
| [[Image:AK-744.png]]  
+
| [[Image:AK744V2.png]]
 +
| 8
 +
|- style="background-color:#ff3232;"
 +
! [[Murder#Assault Rifle|Assault Rifle]]
 +
| [[Image:AssaultRifle.png]]  
 
| 8
 
| 8
 
|- style="background-color:#ff3232;"
 
|- style="background-color:#ff3232;"
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| [[Image:MPRT-7.png]]  
 
| [[Image:MPRT-7.png]]  
 
| 8
 
| 8
 +
|- style="background-color:#660000;"
 +
! [[Syndicate Items#Syndicate Hat|Syndicate Hat]]
 +
| [[Image:SyndicateHat.png]]
 +
| style="color: white;" | '''10'''
 +
|- style="background-color:#000000;"
 +
! [[Clothing#Very Syndicate Hat|Very Syndicate Hat]]
 +
| [[Image:VerySyndicateHat.png]]
 +
| style="color: white;" | '''100'''
 
|}
 
|}
  
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[[File:SecurityScanner.png]]
 
[[File:SecurityScanner.png]]
  
Space TSA! Stationary machines found at the entrances into [[Medbay]], the [[Bridge]], and [[Security (place)|Security]], and sometimes a few other weird places depending on the map. They scan anyone walking through them (people in [[Vehicles]] are not scanned at all) for contraband based on simple algorithm:
+
Space TSA! Stationary machines found at the entrances into [[Medbay]], the [[Bridge]], and [[Security (place)|Security]], and sometimes a few other weird places depending on the map. They scan anyone walking through them (people in [[Vehicles]], lockers, crates, and the like are not scanned at all) for contraband and compiles a threat level for them based on simple algorithm:
  
#Check the contents of the person's hands, pockets, belt, and backpack contents.
+
#Scan the contents of the person's hands, pockets, belt, (exo)suit and back slots.
 
#For each contraband item detected, add that item's contraband rating to a total threat level, going from 1 to 10.
 
#For each contraband item detected, add that item's contraband rating to a total threat level, going from 1 to 10.
#*If the item was in a pocket, backpack, or belt item, only 1/2 of its actual contraband rating is added to the total.
+
#*If the item was in a pocket, backpack, or belt item, add only 1/2 of its actual contraband rating.
#*If the item was in a box in said backpack or belt item, its rating is not added and is essentially undetected.
+
#*If the item was in a box in said backpack or belt item, its rating is not added and is essentially undetected. Same deal with items [[Doctoring#Chest Item Implant|implanted into their chest]].
#*Similarly, items [[Doctoring#Item Implant|implanted into their chest]] also go undetected.  
+
#*Consider multiple instances of the same contraband item; two stun batons have a higher threat level than just one.
#*Multiple instances of the same contraband item are considered; two stun batons have a higher threat level than just one.
+
#Check the person's ID card.
#If that person's threat level is over 4, the scanner goes off and sends [[Security Officer|everyone]] [[Detective|in]] [[Head of Security|Security]] a PDA message with the name of the person who failed the scanner, their threat level, and the location of the scanner that send the message.
+
#*If their ID card shows that they have a [[Head of Personnel#ID Changing|Weapon/Firearms Carry Permit]], that person automatically passes.
 +
#*If they are wearing an [[Syndicate Items#Agent Card|agent card]], decrease their total threat level by 2.
 +
#Factor in dangerous mutants or non-human monsters.
 +
#*If they're a [[Guide to Genetics#Body Type Mutations|mutant of any kind]], add 2 to their threat level.
 +
#*If they're a transformed [[Werewolf]] or [[Predator]], increase it by 4.
 +
#*For [[Zombie|Zombies]], add 6.
 +
#*If it's a [[Changeling#Shambling_Abomination|Shambling Abomination]], add 8. (Harsh!)
 +
#If that person's threat level is over 4, activate an alarm and send [[Security Officer|everyone]] [[Detective|in]] [[Head of Security|Security]] a PDA message with the name of the person who failed the scanner, their threat level, and the location of the scanner that sent the message.
  
This machine also checks for [[Head of Personnel#ID Changing|Weapon/Firearms Carry Permits]], so people who are allowed to have tasers and such, like [[Security Officer]]s, can pass through these machines without spooking the rest of Security.
+
Items thrown or pulled through the scanner are scanned as well, though pulled items might not be scanned if the person pulling them goes through the scanner quickly enough. Their algorithm is essentially the same, but the one difference is that the PDA alerts will have an item name rather than a person's name.
 +
 
 +
This scanner is also precise enough to detect [[Changeling#The Hivemind|changeling limb critters]]. All set off the scanner, since they're all threat level 6.
  
 
It also looks into the person's [[Security Objects#Security Computer|Security Record]] and checks if they are set to Arrest. If so, they fail the scanner and their threat level is reported as 4, though it is possible for it to be higher if that person is carrying higher level contraband.
 
It also looks into the person's [[Security Objects#Security Computer|Security Record]] and checks if they are set to Arrest. If so, they fail the scanner and their threat level is reported as 4, though it is possible for it to be higher if that person is carrying higher level contraband.
 
Humorously, a [[Changeling#Shambling_Abomination|Shambling Abomination]] will also set off the scanner. [[Zombie|Zombies]] set it off too, and in both cases, the threat level is 8. Seems that being that ugly is especially heinous.
 
  
 
==[[Security Objects#Security Huds|SecHUDs]]==
 
==[[Security Objects#Security Huds|SecHUDs]]==
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#*If the contraband item in the belt slot/item, only 1/2 of its actual contraband rating is added to the total.
 
#*If the contraband item in the belt slot/item, only 1/2 of its actual contraband rating is added to the total.
 
#*If the securitron is emagged, ''everyone's'' threat level is 10.
 
#*If the securitron is emagged, ''everyone's'' threat level is 10.
 +
#Check if that person is actually supposed to carrying contraband by checking their ID card for a [[Head of Personnel#ID Changing|Weapon/Firearms Carry Permit]]. If so, they go free, even if they're absolutely armed to the teeth. Corrupt cops don't exist in Beepsky's world!
 +
#*Wearing an [[Syndicate Items#Agent Card|agent card]] will also reduce the threat level by two.
 
#Attempt to arrest and pursue anyone whose threat level is 4 or above, communicating that arrest by pointing their weapon at them and shouting "Level [threat level] infraction alert!"  
 
#Attempt to arrest and pursue anyone whose threat level is 4 or above, communicating that arrest by pointing their weapon at them and shouting "Level [threat level] infraction alert!"  
  
Like the scanners, the Securitrons will also check if that person's ID has a [[Head of Personnel#ID Changing|Weapon/Firearms Carry Permit]]. If the Securitron will completely ignore them, regardless of what contraband they're in fact carrying. However, if it's set to check the Security Records, it will still go after that person if they're set to arrest. This Arrest status is tied to ID card, so the perp could put their ID away to avoid being chased, though they'd still be pursued if they were spotted before putting away the card.
+
As previously mentioned, the Securitrons will chase after those set to arrest in the [[Security Objects#Security Computer|Security Records]]. This status is tied to ID card, so the perp could put their ID away to avoid being chased, though they'd still be pursued if they were spotted before putting away the card.
  
 
Interestingly, despite their reputation as ruthless and rather foul-mouthed enforcers, they are perhaps the most lenient when it comes to handling blatant non-humans. Being a [[Predator]], a playable [[Zombie]], a transformed [[Werewolf]], a [[Changeling#Shambling_Abomination|Shambling Abomination]], or a [[Monkey]] increases threat level by 2, so it's not illegal in of itself, but it is an aggravating factor.
 
Interestingly, despite their reputation as ruthless and rather foul-mouthed enforcers, they are perhaps the most lenient when it comes to handling blatant non-humans. Being a [[Predator]], a playable [[Zombie]], a transformed [[Werewolf]], a [[Changeling#Shambling_Abomination|Shambling Abomination]], or a [[Monkey]] increases threat level by 2, so it's not illegal in of itself, but it is an aggravating factor.
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Adorable little companions under the control of the [[Research Director]] and [[Head of Security]]. They use the exact same algorithm the Securitrons use to assess for perps; they scan belt, suit, and hand slots, they compile an additive threat level based on what they find, and arrest a perp if their threat level is 4 or above. They even announce their arrests attempt in nearly the exact same way.
 
Adorable little companions under the control of the [[Research Director]] and [[Head of Security]]. They use the exact same algorithm the Securitrons use to assess for perps; they scan belt, suit, and hand slots, they compile an additive threat level based on what they find, and arrest a perp if their threat level is 4 or above. They even announce their arrests attempt in nearly the exact same way.
  
The main difference between them and the Securitrons is their policy towards the more monstrous non-humans. GuardBuddies can detect if the thing they're looking at is blatantly not a human; however, they will only arrest those that are especially ugly and/or dangerous to the [[Scientist]]s and other humans. This includes [[Predator]]s, transformed [[Werewolf|Werewolves]], [[Zombie]]s, and [[Changeling#Shambling_Abomination|Shambling Abominations]], which are all considered threat level 5.
+
The main difference between them and the Securitrons is their policy towards the more monstrous non-humans. GuardBuddies can detect if the thing they're looking at is blatantly not a human; however, they will only arrest those that are especially ugly and/or dangerous to the [[Scientist]]s and other humans. This includes [[Predator]]s, transformed [[Werewolf|Werewolves]], [[Zombie]]s, [[Changeling#Shambling_Abomination|Shambling Abominations]], and last but not least, [[Guide to Genetics#Aquatic Genetics|Squids]], which are all considered threat level 5.
  
 
Also, because these GuardBuddies do not connect with the (since they're considered property of Research, not Security), they do not pursue people who are set to Arrest in the Security Records.
 
Also, because these GuardBuddies do not connect with the (since they're considered property of Research, not Security), they do not pursue people who are set to Arrest in the Security Records.

Revision as of 03:56, 20 May 2019

All the manner of especially illegal and/or restricted things--how to find/discover them!

Contraband Levels

The following is a mostly-comprehensive list of things the security scanners, SecHUDs, forensic scanners, the Guardbuddies, and Beepsky and his securitron brothers all consider illegal. By no means should you use contraband rating as the sole factor in deciding what confiscate to/who to arrest. Contraband is strictly a legal term; all contraband is dangerous, but not everything that's dangerous is contraband. Use your common sense! Sure, a man carrying a butcher's knife isn't technically carrying contraband, but that doesn't mean he hasn't done anything illegal.

Another good thing to note: scanning something with a forensic scanner will give you an item's contraband rating/level. By no means will it help you find contraband, but it will let you know if something is considered contraband in the first place.

Item Image Contraband
Level
Most Syndicate Items Falsemustache.png 0
Flash Flash.png 0
Implant Gun ImplantGun.png 1
Cannabis
(Includes Life, Death,
Rainbow, & Omega variants)
Weed.png WhiteWeed.png DeathWeed.png
RainbowWeed.gif OmegaWeed.gif
1
Flare Gun FlareGun.png 2
DNA Scrambler Dnainjector.png 2
Toy Sword CSaberNew.png 3
Syndicate Space Suit SnekSyndieSuit.png 3
Syringe Gun Syringegun.png 3
Target ID Tracker PinpointerID.gif 3
Stun Baton StunBatonNew.png 4
Stun Cane StunCane.png 4
Taser Gun Taser.png 4
Amplified Vuvuzela AmpVuvuzela.png 4
Wave Gun LockedPhaser.png 4
Energy Gun Egun.png 4
Laser Gun Lasergun.png 4
Phaser Phaser.png 4
Miniature Crossbow Radbow.png 4
Disruptor Disruptor.png 4
Telegun TeleportGun.png 4
Antique laser gun AntiqueLaserGun.png 4
Laser Rifle LaserRifle.png 4
BFG9000 BFG9000.png 4
.22 Pistol 22Pistol.png 4
M92 Pistol M92Pistol.png 4
.38/Detective's Revolver Detectivegun.png 4
.357 Revolver Revolver.png 4
Derringer Derringer.png 4
Tranquilizer rifle TranquilizerRifleV2.png 4
Light Machine Gun LightMachineGun.png 4
Artifact gun ArtifactGun.gif 4
Pickpocket Gun PickpocketGun.png 4
Red Chainsaw RedChainsaw32.png 4
Boomerang Boomerang.png 4
Pipe Bomb Pipebomb.png 4
Controlled Demolition Pipe ControlledDemolitionPipe.png 4
Wizard Robes WizardRobes2.gif 4
Cyalume Saber CSaberNew.png 5
Katana (Sword only) KatanaSheathed.png 5
Riot Shotgun RiotShotgunV2.png 5
Flamethrower Flamethrower.png 5
Zip Gun ZipGun.png 6
Police Baton PoliceBaton.png 6
Cloaking Device Cloaker.png 6
Electromagnetic Card Emag.png 6
Riot Launcher GrenadeLauncher.png 7
Spacker-12 Spacker.png 7
Wrestling Belt WrestlingBelt.png 8
Old Hunting Rifle HuntingRifleV2.png 8
AK-744 AK744V2.png 8
Assault Rifle AssaultRifle.png 8
MPRT-7 MPRT-7.png 8
Syndicate Hat SyndicateHat.png 10
Very Syndicate Hat VerySyndicateHat.png 100

The Security Scanners

SecurityScanner.png

Space TSA! Stationary machines found at the entrances into Medbay, the Bridge, and Security, and sometimes a few other weird places depending on the map. They scan anyone walking through them (people in Vehicles, lockers, crates, and the like are not scanned at all) for contraband and compiles a threat level for them based on simple algorithm:

  1. Scan the contents of the person's hands, pockets, belt, (exo)suit and back slots.
  2. For each contraband item detected, add that item's contraband rating to a total threat level, going from 1 to 10.
    • If the item was in a pocket, backpack, or belt item, add only 1/2 of its actual contraband rating.
    • If the item was in a box in said backpack or belt item, its rating is not added and is essentially undetected. Same deal with items implanted into their chest.
    • Consider multiple instances of the same contraband item; two stun batons have a higher threat level than just one.
  3. Check the person's ID card.
  4. Factor in dangerous mutants or non-human monsters.
  5. If that person's threat level is over 4, activate an alarm and send everyone in Security a PDA message with the name of the person who failed the scanner, their threat level, and the location of the scanner that sent the message.

Items thrown or pulled through the scanner are scanned as well, though pulled items might not be scanned if the person pulling them goes through the scanner quickly enough. Their algorithm is essentially the same, but the one difference is that the PDA alerts will have an item name rather than a person's name.

This scanner is also precise enough to detect changeling limb critters. All set off the scanner, since they're all threat level 6.

It also looks into the person's Security Record and checks if they are set to Arrest. If so, they fail the scanner and their threat level is reported as 4, though it is possible for it to be higher if that person is carrying higher level contraband.

SecHUDs

SecHud.png ContrabandIcon.png

Super-slick special sunglasses that, among many other things, can detect if someone in your sight is carrying contraband. If they're carrying an item with a contraband rating of one or above in their belt slot or in their hands, they'll a little C over their character sprite. Simple as that.

Beepsky and The Securitrons

Secbot.png

Tiny lil' Security Officers that roam about the station looking for those set to arrest and those carrying contraband. They use a much similar contraband search algorithm to the scanners:

  1. Scan someone within their sight (i.e. seven tiles) and look into the person's hands, belt, and (exo)suit slots.
    • As you could probably tell, the pockets or backpack slots are left unscanned, unlike the scanners.
  2. Compile a threat level based on what contraband they see, adding each item's contraband rating to a total threat level.
    • If the contraband item in the belt slot/item, only 1/2 of its actual contraband rating is added to the total.
    • If the securitron is emagged, everyone's threat level is 10.
  3. Check if that person is actually supposed to carrying contraband by checking their ID card for a Weapon/Firearms Carry Permit. If so, they go free, even if they're absolutely armed to the teeth. Corrupt cops don't exist in Beepsky's world!
    • Wearing an agent card will also reduce the threat level by two.
  4. Attempt to arrest and pursue anyone whose threat level is 4 or above, communicating that arrest by pointing their weapon at them and shouting "Level [threat level] infraction alert!"

As previously mentioned, the Securitrons will chase after those set to arrest in the Security Records. This status is tied to ID card, so the perp could put their ID away to avoid being chased, though they'd still be pursued if they were spotted before putting away the card.

Interestingly, despite their reputation as ruthless and rather foul-mouthed enforcers, they are perhaps the most lenient when it comes to handling blatant non-humans. Being a Predator, a playable Zombie, a transformed Werewolf, a Shambling Abomination, or a Monkey increases threat level by 2, so it's not illegal in of itself, but it is an aggravating factor.

The GuardBuddies

Robuddy.png

Adorable little companions under the control of the Research Director and Head of Security. They use the exact same algorithm the Securitrons use to assess for perps; they scan belt, suit, and hand slots, they compile an additive threat level based on what they find, and arrest a perp if their threat level is 4 or above. They even announce their arrests attempt in nearly the exact same way.

The main difference between them and the Securitrons is their policy towards the more monstrous non-humans. GuardBuddies can detect if the thing they're looking at is blatantly not a human; however, they will only arrest those that are especially ugly and/or dangerous to the Scientists and other humans. This includes Predators, transformed Werewolves, Zombies, Shambling Abominations, and last but not least, Squids, which are all considered threat level 5.

Also, because these GuardBuddies do not connect with the (since they're considered property of Research, not Security), they do not pursue people who are set to Arrest in the Security Records.