|Access: Brig, Detective's Office, Security, Morgue, Maintenance, Weapon Permit|
Additional Access: None.
Supervisors: Head of Security
Duties: Investigate crimes, gather evidence, look badass, smoke cigarettes
Guides: Guide to security, Corporate Regulations
Quote: It was a quiet day on station, not much different than any other day, or any other week... but I could tell there was something wrong. There hadn't been a murder in a long time. Either way, I stopped over by the vending machine to take a pack of smokes, and after that I wandered back to my office. It was a quiet place. Too quiet. I glanced from my T.V monitor to my over-stuffed cabinet. Was there a hidden wall somewhere built by an assistant or the IAA? There's usually a lot of that sort of thing happening on the station. People spreading disease, traitors, brain washed revolutionaries, mass-murdering wizards, or just plain whack-jobs with space madness. You never knew if you were going to get hit or be drawn to be the hitter. I drew a smoke, the only thing I knew that could make me relax. I took in a breath of that sweet death and looked to my beautiful .45. I knew something awful was going to go down soon. Too soon, I'd say. I loaded up my revolver and packed my crime scene kit. I'm going to find these criminals, and I'm going to find them before they find me.
The Detective's job is to investigate crimes. Sweeping a crime scene for forensic evidence, interrogating suspects, questioning witnesses and putting the puzzle pieces together are the job description. They have no brig access because they are supposed to be an evidence collector and investigator, not a Security Officer or Warden. Detectives should avoid making their own arrests, though they are allowed to act if they witness a crime or security requests the extra manpower, though this is rare.
You are not an officer. You are an investigator. Your weapon is for self-defense.
Bare minimum requirements: Find forensic evidence with the crime scene kit, look up the fingerprints, fibres and DNA strings, and pass the names on to the rest of Security.
You are not an officer. You are an investigator.
As a detective, your primary duty is to go to crime scenes and find out who committed them. You do this with your crime scene kit, your forensic laboratory, witness testimony, suspect interrogation, and medical autopsy when necessary.
The crime scene kit can be found in the forensic lab, or on your person when your character spawns. Inside is a number of items:
Your Forensic Scanner is located in your backpack. Go to the crime scene, then scan all the surfaces - you should also scan (and collect using evidence bags) any evidence you see, as well as the bodies of any dead victims. Send the body off the medical for an Autopsy and have the results sent to you. This should help identify the cause of death and the murder weapon.
Remember to ALWAYS, ALWAYS, ALWAYS wear your gloves, or you will record your own prints when you are handling fingerprint cards. This will at best slow identification down, and at worst get you thrown into the brig for the very crime you were investigating and/or being incompetent.
Now, head back to your office. Put your Scanner into the 'High-Res Forensic Scanning Computer'. This will consolidate any partial prints and match them in a single dossier file. It will also show the identity of any fibres on the evidence you scanned.
From this point you may have one of three things on the dossier. An incomplete print, a partial print or a full print. If you have a partial or full print, grab the largest string you can get and search the records for a match.
If you have no prints, try to work on fibres. Some departments have unique clothing, but often criminals will use this to try and fool you. Fibres aren't full proof, but they can give you good leads. Remember that Latex Gloves still leave material and also have a chance of leaving fingerprints.
If you have multiple hits, you're going to have to do some more investigating and possibly some interviews.
If you get a single hit, you've got your guy. Make sure to set him to arrest and bring him in for questioning.
Make sure you write down what crimes they actually committed in the appropriate boxes, and that you tell the rest of security over the radio to arrest them, otherwise nothing will get done.
Have your printed dossiers with you or on file at all times - these dossiers act as the evidence against the criminal. They are important evidence when dealing with a tribunal.
Technically, the above represents the entirety of the detective's job. Despite this, you will rarely be called upon to investigate a crime, since the victim is usually able to cry out for help and the perpetrator is quickly identified. Luckily, there are some other things that the Detective can do instead:
- Use the camera terminal in your office to scan the station - it looks like an old-fashioned TV. Look around for any crimes, then report it over the Security channel or head over there yourself. It's probably not a good idea to announce it over the general radio, or the criminal in question will usually realise that you're onto them and get away.
- Update the security records. This is meant to be the Warden's job, but you'll be hard pressed to see them actually doing that.
Here is a list of stuff that the either Detective spawns with, or is in his office:
- Cigarettes and Zippo lighter -
Not actually necessary.The most fundamentally important element of your ensemble.
- A coat and hat - Not only do these make you look cool, but they act as armour.
- The Detective's Gloves - As stated above, NEVER take these off if you are planning on being an actual detective and doing your damn job, or you will get your own prints on the fingerprint cards and mess up the evidence. Unique so that you don't get framed by fibres either.
- A security radio headset - This gives you access to the security channel so you can tell the officers to arrest insert-criminal-name-here.
- Your forensics scanner - Found in your backpack. Use this to scan for fingerprints and blood. Load it into your High-Res scanner to retrieve data.
- A Colt M1911 Pistol, loaded with non lethal rubber bullets. Lethal rounds can be found in the armoury.
- Spare ammo for the revolver - You may want to put these in your box. Make more at the autolathes if you run out.
- A tape recorder - For documenting interviews with suspects. Remember, it can record anything said around you from you hand, suit storage, or pockets, holding up to 3 hours of conversations! Pretty cool, huh? It also automatically translates, in case you need to interview a Vox or something.
- A hand labeller - For labelling evidence.
- A camera - This is supposed to be for taking pictures of evidence, but it's obsolete in the face of the forensics scanner.
- A pair of sunglasses, for looking shady and protecting your eyes from bright lights.
If you want to remain hidden, use a chameleon projector. You already have a gun (although you might want to aquire some real bullets from the armory or your uplink), and your position of trust on the station makes it easy to both fabricate and erase evidence. Play it cool, be patient, and safely abscond, just like countless noir heroes of fiction you're based on.
| Jobs on Polaris|
|Command||Station Director, Head of Personnel, Command Secretary|
|Security||Head of Security, Security Officer, Warden, Detective|
|Engineering||Chief Engineer, Station Engineer, Atmospheric Technician|
|Medical||Chief Medical Officer, Medical Doctor, Paramedic, Chemist, Psychologist|
|Science||Research Director, Scientist, Roboticist, Xenobiologist|
|Supply||Quartermaster, Cargo Technician, Shaft Miner|
|Exploration||Explorer, Search and Rescue, Pilot|
|Civilian||Assistant, Janitor, Bartender, Chef, Botanist, Chaplain, Librarian, Internal Affairs|
|Synthetic||AI, Robot, Maintenance Drone, Personal AI|
|Antagonists||Traitor, Changeling, Mercenary, Raider, Infiltrator, Cultist, Technomancer, Ninja, Revolutionary, Loyalist|
|Special||Emergency Response Team, Trader, Renegade|