Detective

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Revision as of 09:52, 18 October 2014 by Convair880 (talk | contribs) (I think wearing an ID card with access to security means you have a carry permit as far as securitrons are concerned. Works like this in r4407 anyway.)
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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 :h Just found a husk in disposals, stay alert!

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 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 secure briefcase can be set to any 5-digit combination you desire. It's an effective place to store confiscated traitor items, though it can still be hacked or emagged. The closet contains most of your portable equipment as well as spare investigation items.

Equipment

Noteworthy starting equipment includes:

  • Optical Thermal Scanner
  • .38 Special revolver
  • Flash
  • Forensic Scanner
    • Scans fingerprints and blood on items, players, doors, machinery, etc. Players who wear gloves do not leave complete fingerprints on items but do leave fibers. Black fibers come from the gloves worn by botanists, miners and quartermasters, yellow insulated fibers come from the gloves worn by engineers or mechanics and red leather fibers from boxing gloves. Latex gloves worn by doctors leave partial prints, obscured by junk symbols.
    • Blood analysis gives the DNA of the blood, for which the detective's file cabinet (Search Records) or a regular security terminal can be used to find a match.
    • Ballistic fingerprinting is another of the scanner's applications for weapons which actually leave physical evidence behind. A forensic profile can be created for bullets dug out of corpses in the morgue, or in other words link that revolver you found on a suspect to the murder in question.
    • The PDA has (for the most part) the same functionality, but the separate scanner can also be set to print its results on fingerprint cards, and can scan from range or through a CCTV monitor. On the other hand, only the PDA 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.
  • Fingerprint card and case
    • Using these on a person will take their prints. Everyone's prints are already on file in the security database, though these records can be deleted or tampered with. The case works like a clipboard, but for fingerprint cards and the printouts from your scanner.
  • Camera
  • Tape recorder
    • Will record your voice, and yours only, if you hold it. Will pick up anything said in a room if put down. Can be hidden under a backpack or something to surreptitiously record a conversation.
  • Evidence box
  • 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 or hacked open by those in the know.

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, the detective often has 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 - seeing that the armory has been broken in from space four 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. Some traitors, when aware that the heat is on, can ditch their gear and then attempt to bullshit 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 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 detective has the option of having their thermals scanned at electronics, giving the crew many more eyes against cloakers. This can backfire, as a traitor armed with thermals can more easily evade security, so think carefully before doing so.

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 to shoot people. 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 Video

Playing Detective on SS13

Jobs on Space Station 13
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