Detective

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Revision as of 06:31, 19 May 2020 by Studenterhue (talk | contribs) (Include section on spy sticker kit into investigation tips, move tip about scanning thermals into section about thermals. Maybe to be part of a misc tips section? Or put thermals into investigation section?)
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Smoke. Drink. Monologue.

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 and lack access to the security equipment lockers.

That said, the detective is encouraged use the security headset to stay in touch with the team. To use it, simply type:

  • say :g Just found a husk in disposals, stay alert!

The Office

So cool.
So cool.
So cool.
So cool.
So cool.
So cool.
So cool.

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 TV) allows you to remotely monitor the station, though without the ease of switching between cameras the AI enjoys. Surveying hot spots can occasionally let the detective spot trouble before it happens, or help him coordinate security efforts from the safety of his office. The closet contains most of your portable equipment as well as spare investigation items.

Equipment

As a detective, you get a variety of gear for variety of situations.

Secure Briefcase & Evidence Box Newsecurebriefcase.png EvidenceBox2.png

The briefcase is a good storage place for your gear or any sensitive items you pick up. It can be set to any 4-digit code you like. A locked case can be emagged or hacked open by those in the know. Your office also has a wall safe that works the same way.

The evidence box isn't as secure, but you can easily store it away in your bag. Plus, it can store all the other tools you have.

Your Gun & Flash DetectiveGunV2.png Flash.png

You start with a unique snub-nose revolver that's small enough to fit in your pocket, so you can defend yourself and avoid becoming a crime scene. For ammo, you have the choice of lethal .38 Spc rounds that cause a good bit of damage and bleeding and nonlethal .38 Stun rounds that drain stamina similar to taser shots. The latter is rather plentiful, so don't be afraid to use them.

Note that if you use the Claim Job Rewards command, found in the Commands tab, while you hold your gun, you can turn it into a Peacemaker. It's mostly the same, but you need to use it inhand to cock the hammer between each shot. This might be useful if you feel like that's more stylish, or if you're worried about your gun being stolen.

In addition, you start with a flash as an additional self-defense weapon. One flash will disorientate most people, making it more difficult to move the way they want to. A second flash usually makes them drop their items, while a few more flashes will drop them to the floor.

Optical Thermal Scanner Thermals.png

These goggles expand how far you can see in the dark and allow you to see through cloaking devices, potentially allowing you to get the jump on cloak users or at least flee with a headstart. However, they also make especially bright lights stun you longer and hurt your eye, so be careful around flashers and the like.

The detective has the option of having their thermals scanned at electronics, giving the crew many more eyes against cloakers.

Detective's VR Goggles Vrgoggles.png

Spawns in your backpack. This particular pair sends you to a private virtual beach fully equipped with a security computer, camera monitor and cigarette machine. When used in conjunction with the forensic scanner, you are provided with the means to remotely manage the security records with surprising efficiency.

DetGadget Hat Detective hat.png

A fashionable, novel toolkit for your detective essentials, found in the locker in your office. Shove any of the items accepted below, and when you say/mention the hat's activation phrase with the name of the item, the hat will put it in your hands (or, in the case of cigarettes, your mouth or your hand) or drop it on the floor if your hands are full.

The hat accepts the following items:

By default, the activation phrase is "go go gadget" but using the Set Activation Phrase command will allow you to change it. In addition, The hat will only listen to its wearer...but due to the way the hat is coded, it will also listen to anyone standing on the same tile as you, e.g. someone farting on your face.

Shoulder Holster ShoulderHolster.png

A belt slot item that's a natural companion to your DetGadget hat. While you might think it can only hold your gun, it can actually hold any small object and any of the various weapons used by Security. You can use it to store things the DetGadget doesn't accept, like your revolver, extra ammo for your gun, notes,...or shitons of more cig boxes.

Forensics

A good detective should be familiar with the abilities and gear of the station's varied antagonists as well as the fundamentals of forensic systems.

Fingerprints

Many interactions with and between crew members, items, doors, machinery, and many other things leave behind fingerprints, which can naturally be traced:

  • Picking up and using items
  • Operating computers and other machinery
  • Bumping into or clicking on doors to open/close them
  • Pulling objects or bodies
  • Melee attacks (disarm, grab etc)
  • Accessing somebody's inventory
  • etc.

Because this is the future, rather than spraying dust or pressing ink to find fingerprints, you can scan people and objects for prints simply by clicking on them with a forensic scanner.

Everyone's prints are already on file in the security database, though these records can be deleted or tampered with and don't include non-NT personnel, namely Nuclear Operatives and Wizards. You can then click on a forensic scanner or use the key to activate something in-hand (usually C or PgDown); this will prompt you to enter a string of letters for the DNA print, and the scanner will attempt to search through the records for a match. The security records can also be assessed at the detective's file cabinet (Search Records) or a regular security terminal.

Gloves obscure the fingerprints of the wearer, but at least provide you with a couple of clues. Aside from an unique glove ID, every pair of gloves is made of fibers that can be attributed to a certain material:

Type Material Typically worn by
Fingerless gloves N/A. Doesn't mask prints. Radical dudes.
Latex gloves N/A. Partial prints obscured by junk symbols. Medical staff
Black gloves black leather fibers Detective, botanist, miner, QM
SWAT gloves high-quality synthetic fibers Syndicate operatives
Boxing gloves red leather fibers Boxer, Staff Assistant
Insulated gloves insulative fibers Heads of staff, engineer, mechanic, QM
Stungloves [material], electrically charged Ditto. Also vigilantes.
Power gloves insulative fibers and nanomachines Traitor
Concussive gauntlets industrial-grade mineral fibers Miner
Cursed white gloves greasy polymer fibers Cluwne

Blood DNA

Likewise, many interactions leave behind blood traces:

  • Blood stains, naturally.
  • Open wounds
  • Attacking somebody with a sufficiently powerful weapon covers both the assailant and victim in blood
  • Gibs can contain blood traces
  • etc.

As with prints, scanning blood with a forensic scanner gives the DNA of the blood. You can then click on the scanner or use the key to activate something in-hand (usually C or PgDown) to search through the Security database for a match. The detective's file cabinet (Search Records) or a regular security terminal can be used for much the same purpose.

For blood stains in particular, you use a BloodTrak to attempt to pinpoint the blood's owner owner. If you click on a blood puddle that's still fresh with the scanner and stand still, it will give you a rough direction of where the blood DNA match is located relative to the scanner.

Ballistics

Ballistic fingerprinting is another of the forensic scanner's applications for weapons which leave physical evidence behind. The scanner will indicate gunshot wounds on a body, and a forensic profile can then be created for bullets dug out of said corpse, or in other words link that revolver you found on a suspect to the murder in question. The forensic signature of kinetic firearms as well as certain energy guns (e.g. lasers and phasers) can also be isolated from bullet holes in the walls of the station.

In addition, firing a kinetic firearm leaves detectable residue on the shooter, as well as spent casings on the floor. Looking at casings closely can give you a rough idea of the caliber, type of ammunition and firearm used to commit the crime. Consider that only a handful of jobs (for instance the HoS, Medical Director and barman) have legitimate access to such weapons.

Type Caliber Typically fired by
CasingSmall.png Small handgun .22 .22 pistol, zip gun
CasingMedium.png Medium handgun .38, .357, .41 .38 and .357 revolver, zip gun, derringer (casing looks "fat and stumpy")
CasingRifle.png Rifle .308 AK, tranquilizer and hunting rifle
CasingShotgunBlue.png Shotgun blue 12 ga Shotguns (rubber slugs)
CasingShotgunOrange.png Shotgun orange 12 ga Shotguns (Frag-12), flare pistol
CasingShotgunRed.png Shotgun red 12 ga Shotguns (buckshot)
Casing40mmGrenade.png Grenade 40mm Grenade launcher

Investigation Tips

Sometimes the best tool is simple vigilance and observation. In absence of evidence, detectives often have to work out traitors based on suspicious behavior, tailing people 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. Checking out waste disposal or garbage chutes can uncover murder victims or hastily stashed gear.

The camera and audio logger are great tools if you can catch traitors in the act of doing something suspicious. Some traitors, when aware that the heat is on, may clean and/or ditch their gear, take a shower to wash off forensic evidence and then attempt to bullshit their way out of imprisonment. Solid evidence is much harder to argue against.

You can, obviously, use the camera to take photos of people, objects, etc. in one tile as photographic evidence. For example, you might take some pics of the perp you spotted making bombs or choking someone. Meanwhile, the tape recorder/audio logger will record your voice, and yours only, if you hold it. If you put it down on the floor, it'll pick up anything said in a room within a roughly 7 tile radius. It can also be hidden under a backpack or something to surreptitiously record a conversation.

Speaking of recording, your Forensics equipment locker has a special kit with "spy stickers" that basically work like audio bugs. They broadcast to the Security frequency and relay audio within 7 tiles of it. Somewhat limited, but has a bit of utility if you get creative. Stick on someone to bug them! Stick on a random item, put it in a pile, and use Move to Top on the other items to hide it away! Stick on Beepsky and other roaming robots! Just remember: click on the sticker to configure the microphone and speaker.

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 other active securitrons attempt to detain the target. The detective can assist in arrests, but with no armor or taser, should leave the heavy lifting to security officers.

The forensic scanner shows the contraband level of certain items, such as Syndicate gear or guns. Securitrons use the same value for their target algorithm and will usually give chase if the value is 4 or higher and the suspect isn't authorized to carry weapons.

The Video Guide

Crew Objectives

As a loyal crew member, you can sometimes be assigned some strictly optional objectives to keep yourself busy while you wait for something to happen. As a detective, you can expect to see the following:

Ensure that you are still wearing your coat, hat and uniform at the end of the round
Just don't get mugged, which is very unlikely.

Make sure you are smoking at the end of the round
Just make sure you have your smokes and your zippo, and light up when you're in the escape shuttle.

Make sure there is alcohol in your system at the end of the round
Keep your Bo Jack Daniels on you and take a swig on the shuttle. Before or after lighting up.

Syndicate Detective

The Syndicate detective may order custom ammunition for his revolver. Aside from that, he has a lot of other 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 just sending 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 one of the two thermals on the station.

Supplementary Videos

Playing Detective on SS13


Jobs on Space Station 13
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