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5 changes: 5 additions & 0 deletions src/SUMMARY.md
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- [Access](design/access.md)
- [Armory]()
- [Clothing](design/clothing.md)
- [Criminality](design/criminality.md)
- [Cryohusks](design/cryohusks.md)
- [Lathe](design/lathe.md)
- [Reincarnation](design/reincarnation.md)
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- [Jobs](design/jobs.md)
- [Bartender](design/jobs/bartender.md)
- [Coroner](design/jobs/coroner.md)
- [Detective](design/jobs/detective.md)
- [Forensic Scientist](design/jobs/forensic-scientist.md)
- [Overseer](design/jobs/overseer.md)
- [Peacekeeper](design/jobs/peacekeeper.md)
- [Quartermaster](design/jobs/quartermaster.md)
- [Scientist](design/jobs/scientist.md)
- [Secret Identities](design/secret-identities.md)
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52 changes: 52 additions & 0 deletions src/design/criminality.md
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# Criminality

{{#template ../templates/unimplemented.md}}

Criminality is an automated system that tracks player threat levels and restricts access to various areas on the station accordingly.
Its purpose is to encourage alternative strategies for accomplishing goals without always being able to resort to bringing the most powerful tool available straight to the location where it can be best used.

Additionally, the system creates a more applicable way to restrict suspicious players without resorting to something as singularly uninteresting as brigging.
Since the threat level has multiple states, players caught doing somewhat suspicious behavior that isn't necessarily worthy of permanent confinement or death (sabotaging machines, killing random people) can have a proportional raise in threat level.
This still allows them to continue pursuing their objectives, albeit with a handicap due to the increased scrutiny and restrictions on where they can go.
Criminality itself being an automated system also means that it's significantly more reliable and equally applied to the station, which curbs issues with the traditional Security Department where the enforcement itself can be corrupt and thus ineffective.

## Security Levels and Threat

The station is divided into four security levels, each one locking off progressively important/dangerous equipment and facilities:
- **High Security:** Reserved for only the most secure/important facilities like the vault, bridge, armory, and other command-related areas.
- **Medium Security:** Areas which have dangerous materials that suspicious individuals should not be allowed access to.
Includes core engineering infrastructure, explosive productions facilities, and armories.
- **Low Security:** Default security level for areas on the station.
- **Prison:** A specialty wing of the station designed for the confinement of dangerous individuals.

A character's threat can range from 0 to 3, with each increase in threat restricting another security level.
For example, a threat level of 2 would only allow access to **Low Security** and **Prison** areas.

Threat can either increase automatically through **contraband detection** or be manually adjusted at the [Overseer's terminal](jobs/overseer.md).
Whenever someone's threat level changes, it's communicated through a small station broadcast.

## Security Systems

Areas have various systems which respond to a player's threat level.

The most basic of these take the form of _security airlocks_.
These airlocks are usually placed solely at the entrance of a general region, typically at security checkpoints.
Having a high enough threat level (or being unidentifiable in threat) will prevent access to the location, forcing alternate paths.

More secure areas may have alarms, turrets, or even robots which automatically respond to players with a high enough threat level.
Naturally, more secure areas with higher security levels will feature more of these (the Low Security bar doesn't need a turret at the door).

Characters wearing security glasses or security huds can also see the threat level of players as a status icon.

## Contraband Checkpoints

Areas of different security level are separated by **Security Checkpoints**.
These are small transitory rooms with security airlocks on each side and a row of contraband scanners blocking the way forward.
If someone passes through the scanner while holding contraband (as defined by the Overseer), an alarm will play alerting people to the violation, the perpetrator's threat level will be raised, and the room will be temporarily locked.

These checkpoints all function based on ID.
Thus, a stolen ID card can be used to spoof the scanner and potentially raise the threat on an unsuspecting player.

Since contraband checkpoints divide key areas of the station, they serve as a way to discourage taking the most direct paths to locations while carrying weapons or explosives.
So if people want to utilize these stronger tools to complete their goals, they're forced to make plans, construct alternate paths, or even venture out through space in order to reach these areas.
This naturally forces more suspicious and effortful behavior correlating to the relative dangerousness of the action, giving normal crew a better chance to notice and respond to it.
32 changes: 32 additions & 0 deletions src/design/jobs/detective.md
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# Detective

{{#template ../../templates/partially-implemented.md}}

The Detective is a job focused on leveraging [Clues](../characters/clues.md) and investigative skill to hunt down criminals and killers on the station.
They directly engage with the deduction of the round by trying to find and ~~shoot dead~~ detain various [killers](../secret-identities/crew/stalker.md) or members of other [organizations](../secret-identities.md).

The [Forensic Scientist](forensic-scientist.md) serves as the counterpart to the Detective, sharing responsibilities of investigation while being less focused on the chase.

## Hard-Boiled

Detective's characterization is less "modern CSI investigator" and a lot more Columbo or Dick Tracy.
They proudly wear their trenchcoat and fedora, smoke cigarettes, and stare wistfully out at the rain while sipping some whiskey.

Similarly, their gear is not suited for much besides chasing down potential threats.
Their lack of protective armor distinguishes them from more nonlethal-oriented jobs like [Peacekeepers](peacekeeper.md) and their trusty sidearm means that they can often pursue and engage in combat with [dangerous individuals](../secret-identities/traitor/marauder.md) much more effectively than the baseline job.
While they still have basic forensics equipment for taking fingerprints and DNA samples, they are much more oriented for the standoff or catching the criminal at the perfect time.

## Hunches {.es-unimplemented }

The strongest tool the Detective has for pursuing killers are **Hunches**.
When in front of a dead body, the Detective can examine it to gain a "hunch" about the killer.

Hunches take the form of **clues** about the dead person's killer.
If there is no killer, it will be identified as being of natural causes.
If the killer has been seen before, the Detective will be notified that it appears to be the same perpetrator as the other named victim.
Unlike a [coroner's autopsy](coroner.md), which produces a physical report that can be somewhat verified, the hunch is entirely within the Detective's mind.
In that sense, the information is much weaker and easier to falsify, making others less likely to coordinate with the investigation.

As a mechanic, hunches exist to dissuade people from senselessly killing and leaving bodies to be found.
Since even one hunch could allow the Detective to narrow down the perpetrator significantly, people are incentivized to be more careful with how and where they kill people.
Additionally, since the mechanic is inherently tied to the Detective, it's a telegraphed game element (unlike certain [removed secret identities](../removed/insider.md)) which can be obviously countered by neutralizing them.
32 changes: 32 additions & 0 deletions src/design/jobs/forensic-scientist.md
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# Forensic Scientist

{{#template ../../templates/unimplemented.md}}

The Forensic Scientist is a role focused on investigation using the general forensics system as well as specialty evidence others can't notice.
Alongside the [Detective](detective.md) and [Coroner](coroner.md), they serve to respond to death on the station and potentially provide information that could help the crew deal with threats.
However, although they have superior investigative abilities, they lack the implicit tools to pursue suspects, requiring them to collaborate with others to utilize their results

## NERD!

Unlike their investigative contemporaries, the Forensic Scientist is a lab rat and does not have any skills in confrontational scenarios.
A complete lack of armor, firearms, or even just handy-in-a-pinch medical equipment means that they are weaker than most and more prone to being picked off by a scheming traitor.
However, this lack of brawn is made up for by their breadth of equipment.

The forensic lab as a location contains a wide array of machinery, capable of accepting any provided evidence (fingerprints, blood samples, etc.) and giving back a report on who it belongs to.
This makes the area a center of investigative work on-station, since any obtained evidence can be utilized and catalogued here, helping any do-gooders track down criminals.

## Looks Like You Missed Something

While general evidence like fingerprints and DNA samples can be collected by anyone, the Forensic Scientist has the intrinsic ability to collect additional evidence that the less-scrutinous crew have missed.
When someone interacts and leaves contact evidence (fingerprints or glove fibers) they also may leave speciality evidence.
This can be only be seen and collected by the Forensic Scientist, although since it always occurs alongside typical evidence, they can be alerted to it by other crew.

This evidence is generally based on [clues](../characters/clues.md), and while it cannot give a direct link to the perpetrator like typical forensics, it can be a helpful tool in eliminating potential suspects.
Some of this evidence includes:
- Hair strands (hair color)
- Skin cells (skin color)
- Sweat particles (sex)
- Fingernail material (age)

When collected, the evidence manifests as a small physical item which can be collated alongside other evidence in the forensics lab.
Additionally, this means that the forensic scientist's clues are much more reliable than the Detective's internal hunches, better suiting them to their more cooperative role.
30 changes: 30 additions & 0 deletions src/design/jobs/overseer.md
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# Overseer

{{#template ../../templates/unimplemented.md}}

The Overseer is a command role which has vast reaching control over [criminality](../criminality.md) as well as managing peoples' threat levels.
Much like the Captain, they are always a member of the [crew](../secret-identities/crew.md) (barring exceptions like the [Sympathizer](../secret-identities/traitor/syndicate-sympathizer.md)) and have a unique ID card which cannot be replicated.

In terms of hierarchy, the Overseer is not necessarily subservient to the Captain.
Should they both be present, they can both equally bother and undermine each other.
This introduces a bit of a equalizing force to command, since it creates a role which can challenge the Captain's general dominance and potentially take over critical duties.

## I AM THE LAW!

The Overseer's main tool for managing criminality is the **Threat Assessment Terminal** located within their office.
While the Overseer's specific ID is inside the console's primary slot, they can remotely set the threat level of anyone on the station.
Note that to facilitate this, a spare Overseer ID card will spawn in their office in the event that the role is not assigned.

Compared to previous security implementations where all members of security can modify the status of a suspect, the Overseer being the single central control point of Criminality means that system is much more authoritative and reliable.
Additionally, since the Overseer is more reliable than the average job on station, threat levels assigned by them are more consistently actionable.

## I WRITE THE LAW!

In addition to the Threat Assessment Terminal, the Overseer also has access to the Station's Central Law Codex.
This is a unique computer which is biometrically locked to the Overseer, preventing anyone but them from changing it.

This terminal gives a view of the various categories of contraband (knives, firearms, explosives, etc.) and allows their threat level to be set from 0 to 3.
Setting these values will queue up a law update for the entire station and, after a moderate delay, announce to the crew the changes to the contraband laws.
From that point on, crossing through scanners will use the new updated values for threat assignment.

Through this system, the Overseer is given a great amount of control to either greatly restrict the kinds of things entering secure areas or to significantly pave the way for traitors and other evildoers to bring dangerous materials across the station.
40 changes: 40 additions & 0 deletions src/design/jobs/peacekeeper.md
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# Peacekeepers

{{#template ../../templates/unimplemented.md}}

The Peacekeepers are a pair of jobs centered around neutralizing combat situations, nonlethal engagements, and restraining unruly people on the station.
They're most comparable to the traditional Security Officer, although their lack of affiliation with anyone besides each other makes them less of a unified police force and more of a roaming pair of bruisers.

## Dynamic Duo

Peacekeepers are always assigned in a round as a pair of players.
The two jobs are each marked by contrasting iconography on their gear as well as opposite names.

Some of the potential names may include:
- `Peacekeeper North / Peacekeeper South`
- `Peacekeeper Sun / Peacekeeper Moon`
- `Peacekeeper Black / Peacekeeper White`

Besides these visual identifiers, the Peacekeepers are the same, receiving identical equipment, access, and tools.

## Bro Attack

Since Peacekeepers function most effectively as a duo, this makes them naturally suited for combat encounters.
The inherent numbers advantage posed by their cooperation means that (if they are working as one) they can easily deal with lone assailants.

Additionally, actions which require two people to complete (like <span class="es-unimplemented">restraining players</span>) are made easier as well.
This inherent numerical advantage paired with their armor and nonlethal gear makes the Peacekeepers the primary option for dealing with unruly or dangerous individuals.

## Bro-lepathy

The Peacekeepers share a moderate psychic link with each other due to their innate closeness.
This manifests a handful of abilities:
- Peacekeepers always can tell where the other one is with a pinpointer-like alert
- Peacekeepers can telepathically speak with each other so long as they are conscious
- Peacekeepers can sense when another one is gravely injured or dies

If a Peacekeeper's counterpart perishes, the living Peacekeeper will be afflicted by a strong mood debuff for the remainder of the round.

These powers give Peacekeepers an inherently strong and protective link.
However, unlike an [Avenger](../secret-identities/crew/avenger.md) and their target, the Peacekeeper's relationship is obvious and known to all other players.
This gives others the chance to actively work around it, potentially even launching a dangerous assault on one of the bros in order to cripple the other.
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