Detective

The Detective's job is to investigate the remains of any crime, coordinate investigations, and ensure due investigative procedure is being observed. They have limited brig access because they are supposed to be an investigator, not a Security Officer or Warden. Detectives are allowed to detain a suspect if they directly witness an infraction, but it is still wise to summon security, given that there is no immediate threat to the station or crew. They cannot access brig timers, and are typically not issued the same duty-gear that officers are. They are expected to work in tandem with the Forensic Technician - they handle witnesses and suspects, while the FT analyzes physical evidence.

Detective Inspector
See standard security procedures for more about evidence collecting.

As a detective, your primary duty is to investigate crimes and find out who committed them - and to ensure that evidence is on-hand for the people that the officers arrest. You do this mainly by talking to people, either in your office or in the interrogation room. Processing is also sufficient for more informal settings. You have a secondary duty of preforming arrests if security officers need the help or you actively see a crime unfolding before you.

An investigation is often a complex, multi-step process. Usually, you'll be called by security when they have a crime but no witnesses (or when the situations reported by witnesses are a bit murky and the warden is too lazy to get the statements themselves).

When there's a crime scene, but no witnesses, the first step is to let the Forensic Technician do their work, and collect/analyse the evidence. It is usually a good idea to accompany them to crime scenes. Once that's done, they should turn up with several key elements: fingerprints, DNA hashes, suspicious cigarette butts or blood-covered murder weapons that they will process into reports for you to use. While you are at the crime scene, observe the area. Take photos, and make notes for yourself to refer to later. Summarize details. It is your job to take evidence and find a way to connect it to suspicious persons on station - usually by presenting it to them in the interrogation room and grilling them until they crack and admit to their crimes. Keep in mind, most suspects will vehemently deny involvement in crimes, even if you show them a photo of them shooting their victim. Confessions are not absolutely essential, but they can help your case. Consider offering plea bargains (make sure to check with the warden, head of security, or captain to make sure they're actually willing to cut a deal) in exchange for confessions, or any details you might be missing.

Building a Case
The most important tenets in investigating crimes - sometimes called the legal burden of proof, or going beyond reasonable doubt - is to ascertain the following:


 * Motive - This is often the most difficult thing to determine, as it usually cannot be proven by material evidence, and is crucial to proper sentencing. Motive is the difference between an assault charge and attempted murder - vandalism to sabotage - and sedition to mutiny. In order to properly charge someone with capital crimes such as murder or terrorist acts, you must be able to prove intent. Often, the only way to ascertain motive is to convince them to tell you, however, use your better judgement. A suspect that fires on someone with a .357 revolver has pretty clear intentions, despite what they might suggest.


 * Means - Typically, forensics can uncover this. The means to which the crime was carried out is the bare-bones facts; the details. Usually, this is in the form of a narrative, explaining, in active practice, exactly how the crime was carried out. How someone broke into an area, through what means someone was assaulted. It is here that you must prove what it is exactly that they did.


 * Presence/Confirmed Involvement - Again, typically forensics can typically uncover this, although witnesses may also be able to provide supporting statements. Confirming presence or involvement simply means to be able to place a suspect at the area when the crime happened. Finding a suspect's fingerprints all over a murder scene, the AI reporting someone breaking into an area, or an officer or other witness providing testimony are all indicators that your suspect was present at the crime. This usually lays the foundation of your investigation and will give you your preliminary list of suspects - additionally, it is the easiest to prove, especially with forensics or photographic evidence.

Sometimes, however, there's going to be a witness but no evidence, in which case your job comes in before Forensics'. You can interview witnesses in your office, and use their statements (which you can record with your trusty tape recorder) to obtain a warrant to search or detain suspicious individuals.

Occasionally, you might be expected to do Forensics' work when no forensic technician is available (only do this if your character possesses the necessary competencies, however.) As a whole, though, your job should be to investigate people, not objects.

Proper Proceedings
Have your printed dossiers with you or on file at all times - these dossiers act as the evidence against the criminal. Typically, a dossier - or case files, as they are sometimes called - consists of the following:


 * Fingerprint and fiber analysis reports, printed from the high powered-electron microscope
 * DNA analysis reports, printed from the DNA analyzer
 * Copies of the medical/security records of any suspects with matching fingerprints/DNA pertaining to your case
 * Photos of the crime scene, or of any incriminating action
 * Interrogation recording transcripts, of either witnesses or suspects
 * Signed confessions from suspects
 * Any forensics-related paperwork, such as autopsy reports, body-scan print outs, bloodwork forms, etc. (Most of these can be found from the paperwork database at any request console, under the security archives.)
 * A thorough case report summarizing your findings and evidence is an invaluable centerpiece to any case dossier.

After producing your dossier, with forensics assistance, you will want to hand it to the head of security or equivalent, and then after properly labeling it, archiving it in the evidence locker filing cabinet.

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:


 * Patrol for any crimes, and call security to the scene.
 * Be a general assistant to Security - the warden may occasionally need prisoners escorted to medbay, or for spare jumpsuits to be retrieved for demoted personnel.
 * Use the camera terminal in your office to scan the station. 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 realize 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 him actually doing that.

Equipment
Here is a list of stuff that the either Detective spawns with, or is in his office:


 * [[file:Dpacket.png]] [[file:Zippo.png]]Detectives are issued a complimentary pack of Dromedary cigarettes and a zippo lighter - lung cancer is considered standard issue.
 * [[file:Dethat.png]] [[file:Greyhat.png]] You are issued two fedoras to further the noir detective cliche - a brown one and a dark grey one. Not only are they fashionable, but they act as armor - somewhat similar to security officer helmets.
 * [[file:Detcoat.png]] [[file:Greycoat.png]] Two trenchcoats are issued to detectives, in complimentary colors to your hats - a brown one and a dark grey one. Both have internal pockets for storing small items. Acts are armor with ratings similar to the vests that security officers are issued.
 * [[file:BGloves.png]] 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.
 * [[file:secheadset.png]] A security radio headset - This gives you access to the security channel so you can effectively communicate with the other security staff.
 * [[file:38revolver.png]] A S&W Model 10 revolver, loaded with .38 special rounds. Extremely lethal - doing 25 brute per hit with the potential to embed in targets causing serious internal damage. Activate it while it is in your hand to unload the cylinder. Can also accept single casings.
 * [[file:38loader]] Spare ammo for your revolver - If you run out, hacked autolathes can produce more. It is a good idea to hold onto the speed loaders even if you use them. Give them to cargo - they can recycle the metal in them to make more.
 * 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?
 * A hand labeller - For labelling evidence.
 * A camera - For taking pictures of evidence.
 * A pair of sunglasses, for looking shady and protecting your eyes from flashes and flashbangs. Strongly recommended.
 * A pair of handcuffs, for detaining suspects. Use sparingly.
 * A handheld self-defense flash, for protecting yourself. Identical to the flashes issued to every other member of security as well as command staff. Ineffective against anyone wearing tinted eye protection, such as helmets, sunglasses, or hardsuit visors.

Regarding uniform, detectives are expected to enforce a business-formal/business-casual dress - usually this consists of slacks and a dress shirt, or a suit. You are provided with three options from your locker by default:
 * [[File:Whitesuit.png]] Simple brown slacks, with a white dress shirt.
 * [[File:Suittie.png]] Simple grey slacks, with a white dress shirt and a red tie.
 * [[File:Suitvest.ping]] Black slacks, with a black vest over a white dress shirt. Comes with a red tie.