Difference between revisions of "User:MoistBrother/Sandbox"

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{{Important
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{{Infobox jobs
|Title=These are In-Character Guidelines
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| headerbgcolor = gray
|Note=<font size='2'>[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.</font>
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| bgcolor = lightgray
|Color=#0398fc
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| image = Generic_lawyer.png
|Image=Docs blue.png
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| supervisors = [[Executive Officer]]
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| rank = Civilian ('''CIV''')
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| duties = Advocate for prisoners, create law-binding contracts, ensure [[Security]] is following protocol and [[Space Law]]
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| guides = [[Space Law]], [[Guide to Trials]], [[Paper Markdown]]
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| headerfontcolor = white
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| access = [[Law Office]], [[Courtroom]], [[Brig]]
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| access2 = N/A
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| difficulty = Easy
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| caption = "<i>I will have evidence and there will be consequences.</i>"
 
}}
 
}}
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The Staff judge advocate is tasked with the thankless job of providing legal aid to the crew. This tends to involve defending [[Traitor|Traitors]] in trials, suing [[Security Officer|Security]] or the [[Backstory#Nanotrasen|company]] or [[xenos|aliens]] or anyone else they can think of for endangering the crew. Other duties include hassling the [[Station Engineer|engineers]] and [[scientist]]s over health and safety violations, and general ambulance-chasing.
  
  
=[[File:Captain_action.png|64px]][[Captain]]=
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The Staff Sudge Advocate serves as the supreme source for legal services and counsel throughout the force, they provide legal advice and counsel on behalf of the federal central command on administrative investigations, inquiries, government information practices, SOP complaints, military personnel law, civil litigation, and regulatory issues and compliance matters requiring the interpretation and application of Standard Operating Procedure, Space law.
'''Higher alert levels overwrite SOP of lower ones.'''
 
===Duty:===
 
'''The captain is to command the ships operation from the bridge, they may involve themselves directly, it is however advised to let the XO handle most departmental problems.'''
 
  
'''The Captain must ensure the combat readiness of the vessel.'''
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Their main tasks on Whiterapids naval vessels are the following:
  
===<span style="color:green">CONDITION 3 - RELAXED OPERATIONS</span>===
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# Provide legal counsel to the captain, and the crew as a whole.
 +
# Identify and Document any violations of Standard Operating Procedure or Space Law within the vessel's departments, then report those violations to the correct authority.
 +
# Serve as representation in trials held aboard the ship.
 +
# Ensure the correct application of Space Law by the local Military Police Department.
  
# The Captain may not change the alert level to circumvent any laws or Department Standard Operating Procedure Guidelines. The alert level must always be set to the appropriate level.
 
# The Captain is subject to Space Law.
 
# The Captain is not permitted to perform regular Security duty. However, they may still assist Security if they see a crime being committed.
 
# If a department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position.
 
# The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the department. Said Acting Head of Staff must be a member of the department they are to lead with the exception of cases where none are available. When this is the case a crewmember from another department may be appointed to the position, under the condition they resign when a more suitable candidate becomes available.
 
# The Captain may not fire or demote any Head of Staff without reasonable justification (ie: incompetency, criminal activity, repeatedly breaking Department Standard Operating Procedure, or otherwise any action that endangers/compromises #the ship and/or crew) or during an engagement with hostile forces.
 
# The Captain must have the approval of at least two Heads of Staff to modify the AI’s lawset. The Captain must order the AI to state their new laws immediately after uploading them. This Guideline is null if the ship lacks two Heads of Staff or if the change is merely to reset the AIs laws.
 
# The Captain is to ensure that Space Law is being appropriately enforced by the Head of Security and their officers.
 
# The Captain may only order the execution of a crewmember in compliance with Space Law.
 
# The Captain is only allowed to carry their designated command glock, and their ceremonial weapons such as their ion sabre or similar.
 
  
===<span style="color:orange">CONDITION 2 - STANDARD OPERATION</span>===
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SOP violations should be reported to the Head of Staff for the relevant department, and Space Law violations to Security. If the Head of Staff is not present or not receptive, contact the Executive Officer, failing that, take the matter to the highest rank; the Captain. SJA is a roleplay oriented job, and it requires that you either know SOP & Space Law well, or that you are willing to look it up often while playing. You are effectively much like a safety inspector/lawyer hybrid - you do inspections of ship departments and report your findings to their supervisors, as well as investigating matters that people report to you.
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED</u>
 
  
# The captain may request basic security gear (Pepper Spray, Stunbaton, Taser) for protection of themselves and the bridge; such equipment must be returned after CONDITION 3 is resumed.
 
# The captain may outfit bridge staff with stun batons or pepper spray if they deem it necessary, such equipment must be returned after CONDITION 3 is resumed.
 
  
===<span style="color:red">CONDITION 1 - GENERAL QUARTERS</span>===
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'''Bare minimum requirements:''' Talk to prisoners and speak to security on their behalf if asked. Encourage the [[warden]] to reduce [[Space Law|overly harsh sentences]]. [[Guide to trials|Represent]] aggrieved crewmembers if needed.
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED</u>
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==Duties ==
 +
You're expected to be an impartial auditor, investigator, arbitrator, and unbiased source of good information for the department heads. This being said, let's go through what should be known and done:
  
# The Captain must stay on the bridge at all times to oversee the engagement, delegating off-bridge tasks to the Executive Officer. .
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=== Do ===
# The Captain may carry lethal weapons to protect the CIC from potential harm, but will be held accountable for their actions after the alert level has been lowered.
 
# If not in combat, the captain must announce the reason for entering General Quarters, and delegate resources to fixing the reason for the alarm, and may order the XO to do so in their stead if needed.
 
  
===<span style="color:blue">CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED</span>===
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* '''Peeping Tom:''' Walk around the ship, observing what the rest of the crew are doing, and noting any violations of their job SOP or Space Law that you see. Report any SOP violations to the head of that department, preferably via PDA. Report any Space Law violations to Security, preferably over security radio. Part of this observation is directly watching what other employees are doing, and part of it is asking people if there are any issues in their department. Often, they'll inform you about an issue if you ask, even though they'd never actually report this issue had you not asked.
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED</u>
 
  
# The captain is to don a space-capable hardsuit, preferably their own, and needs to maintain a constant supply of oxygen.
+
* '''Watch Security:''' Double-check that security is complying with Space Law and Standard Operating Procedure. This means double-checking every sentence (both timed and perma) that security gives to prisoners, and verifying that they got the timer right. It also means making sure they don't violate it in other ways, such as harmbatoning prisoners. Bad behaviour by Security should be reported to the HOS. If they are not available, or do not listen, contact the XO.
# The captain must announce the reason for entering CONDITION ZEBRA, and delegate resources to fixing said reason, and may order the XO to do so in their stead if needed.
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* '''Ascertain guilt or innocence.''' When a suspect is brought in, check the stories of officers. You may be able to convince them when they either have the wrong person or if they committed a lesser crime than thought. Ask the Detective for his forensics scanner to get physical evidence that supports your client ("your client" being any suspect brought in).
  
 +
* '''Mind The Ruckus:''' Respond to any calls for an SJA over PDA, general radio, etc. Usually these are from prisoners who feel they have been mistreated, or people who wish to report a SOP/law violation you should probably investigate.
  
 +
* '''Remind Yourself Of Your Stay:''' Remember that you're here to serve command's interests, NOT to dogmatically enforce SOP even during emergency situations where it makes no sense to do so.
  
=[[File:Generic_hop.png|64px]][[Executive Officer]]=
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* '''Present Yourself Available:''' Remember that you're here to HELP the various department heads, but since you're not in their department, they will regularly forget you exist. So, it is helpful to remind them, via a quick message, early on, that if there is any matter that they'd like help investigating (e.g: member of their department ignoring SOP) that you are available and they should feel free to call on you.
'''Higher alert levels overwrite SOP of lower ones.'''
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* '''Participate in trials.''' An unfortunately small part of your job; you can sometimes get trials for inmates scheduled to be executed or when you can convince the HoS that it would be entertaining. Fortunate Staff judge advocates may get the chance to defend high profile persons, like wizards.
===Duty:===
 
'''The Executive Officer must ensure smooth operation in and between departments.'''
 
  
'''Though the Executive Officer has the authority to do so, it is advised not to directly interfere in a head’s department, they should instead consult with the relevant head.'''
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*'''Create law-binding contracts.''' As a Staff judge advocate the easiest and most efficient way to get something done is to [[Paper_Markdown|create contracts]], despite popular belief. There are many different types of contracts but a common one is a contract which requests that both parties do a particular action for the other party; ie: trading helmets. If you display these contracts to the Staff judge advocate Gods, then you MIGHT get something nice from them.
  
===<span style="color:green">CONDITION 3 - RELAXED OPERATIONS</span>===
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*'''Litigation.''' Health, safety, and human rights violations abound on the ship, but be warned that actually getting anything done about it will test your law skills.
  
# The Executive Officer must inform the relevant Head of Staff when giving a crewmember a job in their department.
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=== Don't ===
# The Executive Officer may not grant themself or anyone else all access.
 
# The Executive Officer should not grant someone access to an additional department if said department is staffed (e.g. don’t give Shaft Miners access to Science while Scientists are already doing research). However, the Executive Officer can transfer crewmembers to other departments in compliance with Guideline 1.
 
# The Executive Officer may not fire or demote any crewmember without authorization from the relevant Head of Staff, unless they have violated Space Law or Department Standard Operating Procedure.
 
# The Executive Officer is free to utilize paperwork at their discretion.
 
# The Executive Officer should report to their desk when a crewmember requests it.
 
# The Executive Officer is in charge of Supply, however, it is recommended to let the Quartermaster handle things.
 
# The Executive Officer is bound to the same Guidelines regarding ordering crates as the Quartermaster and Cargo Technicians.
 
# The Executive Officer is not permitted to perform Security duty.
 
# The Executive Officer is only allowed to carry their designated command glock, and their ceremonial weapons such as their ion sabre or similar.
 
# The Executive Officer must follow the same Head of Staff promotion/demotion Guidelines as the Captain, in addition to seeking approval from the captain.
 
# The Executive Officer must assign squads to needed duties, and is to ensure crew members are in squads that are appropriate for their normal jobs.
 
  
===<span style="color:orange">CONDITION 2 - STANDARD OPERATION</span>===
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* '''Just Wait In Your Office:''' There is always something you can do if you get out there and explore the ship. You can always just start going through departments and verifying that they are complying with SOP (or have good reasons to not be doing so). You can always offer your help to heads with troubleshooting problems in their department. There are times (interviewing people, checking records, etc) where you need to be in your office, but you don't need to be in your office most of the time, and you shouldn't be spending most of the shift just sitting there.
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED</u>
 
  
# The Executive Officer may carry basic security gear(Pepper Spray, Stunbaton, Taser) for protection, such equipment must be returned after CONDITION 3 is resumed.
+
* '''Threaten:''' Never threaten other crew members. This includes threats to report them, or get them fired. Threats are never helpful.
# The Executive Officer may temporarily grant themselves additional access to deal with problems that could affect the combat readiness of the vessel.
 
# The Executive Officer may demote or detain a crewmember if they are significantly, maliciously or otherwise, hampering the combat readiness of the vessel, they are to be handed off to security as soon as possible, where they must be dealt with according to space law.
 
# The Executive Officer should not enforce undue standards of paperwork. Expediency should take precedence over bureaucracy.
 
# The Executive Officer may order any legal crate if such is needed to ensure the combat readiness of the vessel.
 
# The Executive Officer is to ensure operation of squads, and must coordinate their efforts with their pager.
 
  
===<span style="color:red">CONDITION 1 - GENERAL QUARTERS</span>===
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* '''Validhunt:''' You are not a sec officer, and should not be patrolling maintenance or otherwise trying to find antags. Instead, you should be concerned mostly with minor SOP breaches and unintentional space law violations by the normal crew within their departments. Your concern is being helpful to the department heads by reporting these issues to them, so that the departments can be better managed.
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED</u>
 
  
# The Executive Officer may carry lethal weapons to deal with threats to the ships combat readiness, but will be held accountable for their actions after the alert level has been lowered.
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* '''Take Sides:''' Your job is to represent the best interests of Command. DO NOT always take the side of a prisoner - you are NOT their defence lawyer(except if you are). DO NOT always take the side of security either, as security is perfectly capable of being wrong. Always consider what is in the ship's best interests.
# The Executive Officer may have any access during the entirety of the combat engagement to carry out the orders of the Captain, or to respond to threats affecting combat capability of the vessel, though it is advised not to do so personally.
 
# The Executive Officer may demote and or detain a head of staff if they are significantly or maliciously hampering the combat readiness of the vessel, it is required to seek captains approval before doing such.
 
  
===<span style="color:blue">CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED</span>===
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* '''Display Bias:''' Avoid investigating matters concerning any personal friends of yours, if at all possible. Refer these matters to someone else, who can conduct an independent and unbiased investigation. A biased investigation can be worse than no investigation at all.
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED</u>
 
  
# The Executive Officer is to don a space-capable suit, and needs to maintain a constant supply of oxygen.
+
==Work as a consultant and inspector.==
# The Executive Officer needs to assign damage control squads and coordinate with engineering to deal with damage or breaches.
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[[File:Lawoffice.png|thumb|alt=Law Office|The [[Law Office]], where you can be safely ignored]]
 +
You'll need to ingratiate yourself with Security personnel; otherwise your shift as Staff judge advocate will likely be fruitless and painful. You have virtually no physical power, but you can accumulate social power. Greet them when you first see them, use titles like "officer" when referring to them, say please and thank you, and generally try to roleplay a friendly fellow crew member. Don't let your speech imply authority, though: your Head is the XO, not the HoS. Make it clear that your function is to uphold justice, the welfare of your clients, and the good of the ship. Do not abuse your security headset or sec will at the least take it away or at the worst brig you for it AND take it away.
  
  
 +
Make sure all crewmembers know you are present by giving them a quick heads up via PDA at the start of the shift, the sheer presence of a SJA is likely to bring order into chaos, for fear of the great equalizer: Paperwork.
  
=[[File:Felinid bridgestaff.png|64px]][[Bridge Staff]]=
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Speaking of paperwork, you will likely want to document some of your more egregious findings on paper, below are some pointers as to how to make a good report.
'''Higher alert levels overwrite SOP of lower ones.'''
 
===Duty:===
 
'''Bridge Staff control the Helm and Tactical consoles, they are to engage the enemy on the captain's orders.'''
 
  
'''They also chart routes and perform jumps, they dodge incoming fire and coordinate attacks with each other.'''
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This information should be gathered regardless of your intent to file a proper report in paper since it's greatly beneficial to have all the facts before pointing fingers at someone.
  
===<span style="color:green">CONDITION 3 - RELAXED OPERATIONS</span>===
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Before reporting a violation, it is a good idea to make sure you have all the relevant facts. For example:
  
# Bridge Staff may not fire the weapons systems without prior authorization from the captain.
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* '''Who''' did it
# Bridge Staff may not fire on friendly or neutral ships.
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* '''What''' they did
# Bridge Staff may not jump the ship without specific orders to do so.
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* '''Which''' exact point of Space Law or SOP they violated (including the exact number, you should be able to cite it by number)
# Bridge Staff may only use their designated console unless the other Bridge Officer is not on the bridge.
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* '''Where''' they did it (if you can find out)
# Bridge Staff may not waste ammunition. Only fire it while targeting hostile ships that are in range.
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* '''Why''' they did it (SOP can be justifiably broken in emergencies, hence the 'why' bit is very helpful in figuring out if they had good cause)
# Bridge Staff may not move the ship if doing so will leave behind crewmembers.
 
# Bridge Staff must announce that they are moving the ship into combat and give ample time for crewmembers to get on board.
 
# Bridge Staff may leave the bridge, in which case it is advised to inform others.
 
  
===<span style="color:orange">CONDITION 2 - STANDARD OPERATION</span>===
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== FAQs ==
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED</u>
 
  
# Bridge Staff are permitted to detain unauthorized crewmembers on the bridge, however, Security must be notified immediately and the prisoner must be turned over to them.
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* '''How do I check a department is following SOP correctly?''' Pull up the wiki SOP page for that department's jobs, then check, for each item, whether or not it is being done. E.g. if the SOP for Medical Doctor requires they put synthflesh in the cloner, set up the cryo tubes, and label corpses, check that these things are being done. Then report any that are NOT done to their boss (the CMO).
# Bridge Staff may request non-lethal security equipment such as stun batons or pepper spray, which must be returned once the ship reverts to CONDITION 3.
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* '''What are the limits on what a SJA can do?''' SJAs cannot act against the ship's interests. So, they can't demand SOP be followed even if doing so would be against the ship's interests, e.g. during a major emergency. They are not allowed to do anyone else's job for them. They are not allowed to violate Space Law in any way. They cannot, in short, be detrimental to either the ship or to Whiterapids/Command overall.
# Bridge Staff need to ensure that suitable safety equipment is near and ready to use in case of emergencies.
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* '''What happens if a SJA abuses their authority?''' SJAs who are acting against the interests of the ship/Command can be demoted by the XO, or Captain. SJAs who break Space Law can additionally be arrested and brigged by Security. Admins hold SJA to a higher standard than most jobs, which means that an SJA who acts against the ship/Command's interests (e.g: seriously breaking Space Law) is likely to be banned from playing SJA.
# Bridge Staff should ensure that at least one person is on the bridge at any time, they are not to leave the bridge unattended.
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* '''Can command/sec ignore the SJA?''' In theory yes, but this should only be done if the SJA is (through their own lack of knowledge) demanding attention for a relatively small issue at a time when command/sec is busy dealing with a far more important matter. In that situation, the SJA should be told that sec/command is busy dealing with an emergency (and what the emergency is). Once they've been informed, they can be ignored until the emergency is over, at which point command/sec should come back and address the matter they raised. If an SJA refuses to stop demanding attention, even after they've already been told that command/sec is busy with a far more important matter, then you should carefully consider whether they're right, or they're being unreasonable, and potentially acting against the interests of the ship/command by distracting command/sec during a major emergency.
  
===<span style="color:red">CONDITION 1 - GENERAL QUARTERS</span>===
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=== More Example Scenarios ===
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED</u>
 
  
# Bridge Staff may fire the weapons systems freely.
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* Is there no food? Inform the XO.
# Bridge Staff must report promptly to the bridge and take their post.
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* Is cargo still waiting for those research disks? Contact the RD and ask what their status is.
# Bridge Staff are permitted to FTL jump during combat if they believe the ship will not survive. This Guideline supersedes any orders given by the Captain or Executive Officer.
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* Are there strange floorpills everywhere? Ask the detective to scan them (drug distribution is illegal). Also ask the CMO to check what their chemists are doing.
# Bridge Staff may not leave the bridge at any time during combat.
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* Is the Roboticist unable to complete their goal because nobody has the resources yet? Check what is going on with mining, then inform the QM and XO.
# Bridge Staff may not leave the Helm unattended during General Quarters, always ensure the ship is ready to evade incoming fire.
 
# Bridge Staff are not to activate the brakes before jumping, to ensure that the ship is able to maneuver once the jump is completed.
 
  
===<span style="color:blue">CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED</span>===
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== How To React If A Department Head Ignores You ==
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED</u>
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For example: you're in medical, and you notice that corpses are laying around, not properly bagged. You should PDA the CMO to inform them that SOP is being ignored, that corpses are laying around, not properly bagged. You suggest a corrective action: CMO to talk to the MDs about this. Give it a few minutes for the CMO to act on your feedback, after which you re-check whether the problem has been corrected, or not. If not, you PDA the CMO again. If the CMO is ignoring you, or brushes you off, you can decide whether you think the CMO is failing to manage medbay properly. If they aren't (CMO is busy, or medical is overwhelmed) then it may be a good idea to let the matter rest for now, and check back later. If, on the other hand, you feel the CMO is neglecting to manage their department properly, at that point, you should contact the XO.
  
# Bridge Staff are to don a space-capable suit, and need to maintain a constant supply of oxygen.
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==Justice for None==
# Bridge Staff need to ensure the ship stays out of combat to prevent further damage to the hull, unless otherwise ordered to engage the enemy by the Captain.
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'' I would like to announce that I believe my client to be a DISGUSTING TRAITOR, and I resent the fact that I've been given the task of defending him. You should probably just toss him out of the airlock or something, I rest my case sir.''
 +
 
 +
As a traitor, you have closer ties to security than anyone else. Officers may go into the break room alone, and make themselves vulnerable to attack; reducing the number of officers may help even when they aren't your target. Your briefcase can fit the contents of a toolbox in it, but is considerably less suspicious than carrying a toolbox around. It is not difficult to stuff it with handcuffs and flashbangs if you can acquire them from Security storage. You can also hear security radio, which gives you a lot of intel.
 +
===Overthrowing Rulers for Fun and Profit===
 +
As a Revolutionary, you have access to sec, with the possibility of dragging away revolutionaries. Very quickly though you'll end up being implanted if you're not fast. You can also use a screwdriver, and give your headset encryption to Rev Heads, helping them listen to security radio, which gives a lot of intel during a revolution.
 +
 
 +
 
 +
{{Jobs}}
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[[category: jobs]]

Revision as of 04:12, 8 August 2022

MoistBrother/Sandbox
Generic lawyer.png
"I will have evidence and there will be consequences."
Information
AccessLaw Office, Courtroom, Brig
Additional AccessN/A
DifficultyEasy
SupervisorsExecutive Officer
RankCivilian (CIV)
DutiesAdvocate for prisoners, create law-binding contracts, ensure Security is following protocol and Space Law
GuidesSpace Law, Guide to Trials, Paper Markdown

The Staff judge advocate is tasked with the thankless job of providing legal aid to the crew. This tends to involve defending Traitors in trials, suing Security or the company or aliens or anyone else they can think of for endangering the crew. Other duties include hassling the engineers and scientists over health and safety violations, and general ambulance-chasing.


The Staff Sudge Advocate serves as the supreme source for legal services and counsel throughout the force, they provide legal advice and counsel on behalf of the federal central command on administrative investigations, inquiries, government information practices, SOP complaints, military personnel law, civil litigation, and regulatory issues and compliance matters requiring the interpretation and application of Standard Operating Procedure, Space law.

Their main tasks on Whiterapids naval vessels are the following:

  1. Provide legal counsel to the captain, and the crew as a whole.
  2. Identify and Document any violations of Standard Operating Procedure or Space Law within the vessel's departments, then report those violations to the correct authority.
  3. Serve as representation in trials held aboard the ship.
  4. Ensure the correct application of Space Law by the local Military Police Department.


SOP violations should be reported to the Head of Staff for the relevant department, and Space Law violations to Security. If the Head of Staff is not present or not receptive, contact the Executive Officer, failing that, take the matter to the highest rank; the Captain. SJA is a roleplay oriented job, and it requires that you either know SOP & Space Law well, or that you are willing to look it up often while playing. You are effectively much like a safety inspector/lawyer hybrid - you do inspections of ship departments and report your findings to their supervisors, as well as investigating matters that people report to you.


Bare minimum requirements: Talk to prisoners and speak to security on their behalf if asked. Encourage the warden to reduce overly harsh sentences. Represent aggrieved crewmembers if needed.

Duties

You're expected to be an impartial auditor, investigator, arbitrator, and unbiased source of good information for the department heads. This being said, let's go through what should be known and done:

Do

  • Peeping Tom: Walk around the ship, observing what the rest of the crew are doing, and noting any violations of their job SOP or Space Law that you see. Report any SOP violations to the head of that department, preferably via PDA. Report any Space Law violations to Security, preferably over security radio. Part of this observation is directly watching what other employees are doing, and part of it is asking people if there are any issues in their department. Often, they'll inform you about an issue if you ask, even though they'd never actually report this issue had you not asked.
  • Watch Security: Double-check that security is complying with Space Law and Standard Operating Procedure. This means double-checking every sentence (both timed and perma) that security gives to prisoners, and verifying that they got the timer right. It also means making sure they don't violate it in other ways, such as harmbatoning prisoners. Bad behaviour by Security should be reported to the HOS. If they are not available, or do not listen, contact the XO.
  • Ascertain guilt or innocence. When a suspect is brought in, check the stories of officers. You may be able to convince them when they either have the wrong person or if they committed a lesser crime than thought. Ask the Detective for his forensics scanner to get physical evidence that supports your client ("your client" being any suspect brought in).
  • Mind The Ruckus: Respond to any calls for an SJA over PDA, general radio, etc. Usually these are from prisoners who feel they have been mistreated, or people who wish to report a SOP/law violation you should probably investigate.
  • Remind Yourself Of Your Stay: Remember that you're here to serve command's interests, NOT to dogmatically enforce SOP even during emergency situations where it makes no sense to do so.
  • Present Yourself Available: Remember that you're here to HELP the various department heads, but since you're not in their department, they will regularly forget you exist. So, it is helpful to remind them, via a quick message, early on, that if there is any matter that they'd like help investigating (e.g: member of their department ignoring SOP) that you are available and they should feel free to call on you.
  • Participate in trials. An unfortunately small part of your job; you can sometimes get trials for inmates scheduled to be executed or when you can convince the HoS that it would be entertaining. Fortunate Staff judge advocates may get the chance to defend high profile persons, like wizards.
  • Create law-binding contracts. As a Staff judge advocate the easiest and most efficient way to get something done is to create contracts, despite popular belief. There are many different types of contracts but a common one is a contract which requests that both parties do a particular action for the other party; ie: trading helmets. If you display these contracts to the Staff judge advocate Gods, then you MIGHT get something nice from them.
  • Litigation. Health, safety, and human rights violations abound on the ship, but be warned that actually getting anything done about it will test your law skills.

Don't

  • Just Wait In Your Office: There is always something you can do if you get out there and explore the ship. You can always just start going through departments and verifying that they are complying with SOP (or have good reasons to not be doing so). You can always offer your help to heads with troubleshooting problems in their department. There are times (interviewing people, checking records, etc) where you need to be in your office, but you don't need to be in your office most of the time, and you shouldn't be spending most of the shift just sitting there.
  • Threaten: Never threaten other crew members. This includes threats to report them, or get them fired. Threats are never helpful.
  • Validhunt: You are not a sec officer, and should not be patrolling maintenance or otherwise trying to find antags. Instead, you should be concerned mostly with minor SOP breaches and unintentional space law violations by the normal crew within their departments. Your concern is being helpful to the department heads by reporting these issues to them, so that the departments can be better managed.
  • Take Sides: Your job is to represent the best interests of Command. DO NOT always take the side of a prisoner - you are NOT their defence lawyer(except if you are). DO NOT always take the side of security either, as security is perfectly capable of being wrong. Always consider what is in the ship's best interests.
  • Display Bias: Avoid investigating matters concerning any personal friends of yours, if at all possible. Refer these matters to someone else, who can conduct an independent and unbiased investigation. A biased investigation can be worse than no investigation at all.

Work as a consultant and inspector.

Law Office
The Law Office, where you can be safely ignored

You'll need to ingratiate yourself with Security personnel; otherwise your shift as Staff judge advocate will likely be fruitless and painful. You have virtually no physical power, but you can accumulate social power. Greet them when you first see them, use titles like "officer" when referring to them, say please and thank you, and generally try to roleplay a friendly fellow crew member. Don't let your speech imply authority, though: your Head is the XO, not the HoS. Make it clear that your function is to uphold justice, the welfare of your clients, and the good of the ship. Do not abuse your security headset or sec will at the least take it away or at the worst brig you for it AND take it away.


Make sure all crewmembers know you are present by giving them a quick heads up via PDA at the start of the shift, the sheer presence of a SJA is likely to bring order into chaos, for fear of the great equalizer: Paperwork.

Speaking of paperwork, you will likely want to document some of your more egregious findings on paper, below are some pointers as to how to make a good report.

This information should be gathered regardless of your intent to file a proper report in paper since it's greatly beneficial to have all the facts before pointing fingers at someone.

Before reporting a violation, it is a good idea to make sure you have all the relevant facts. For example:

  • Who did it
  • What they did
  • Which exact point of Space Law or SOP they violated (including the exact number, you should be able to cite it by number)
  • Where they did it (if you can find out)
  • Why they did it (SOP can be justifiably broken in emergencies, hence the 'why' bit is very helpful in figuring out if they had good cause)

FAQs

  • How do I check a department is following SOP correctly? Pull up the wiki SOP page for that department's jobs, then check, for each item, whether or not it is being done. E.g. if the SOP for Medical Doctor requires they put synthflesh in the cloner, set up the cryo tubes, and label corpses, check that these things are being done. Then report any that are NOT done to their boss (the CMO).
  • What are the limits on what a SJA can do? SJAs cannot act against the ship's interests. So, they can't demand SOP be followed even if doing so would be against the ship's interests, e.g. during a major emergency. They are not allowed to do anyone else's job for them. They are not allowed to violate Space Law in any way. They cannot, in short, be detrimental to either the ship or to Whiterapids/Command overall.
  • What happens if a SJA abuses their authority? SJAs who are acting against the interests of the ship/Command can be demoted by the XO, or Captain. SJAs who break Space Law can additionally be arrested and brigged by Security. Admins hold SJA to a higher standard than most jobs, which means that an SJA who acts against the ship/Command's interests (e.g: seriously breaking Space Law) is likely to be banned from playing SJA.
  • Can command/sec ignore the SJA? In theory yes, but this should only be done if the SJA is (through their own lack of knowledge) demanding attention for a relatively small issue at a time when command/sec is busy dealing with a far more important matter. In that situation, the SJA should be told that sec/command is busy dealing with an emergency (and what the emergency is). Once they've been informed, they can be ignored until the emergency is over, at which point command/sec should come back and address the matter they raised. If an SJA refuses to stop demanding attention, even after they've already been told that command/sec is busy with a far more important matter, then you should carefully consider whether they're right, or they're being unreasonable, and potentially acting against the interests of the ship/command by distracting command/sec during a major emergency.

More Example Scenarios

  • Is there no food? Inform the XO.
  • Is cargo still waiting for those research disks? Contact the RD and ask what their status is.
  • Are there strange floorpills everywhere? Ask the detective to scan them (drug distribution is illegal). Also ask the CMO to check what their chemists are doing.
  • Is the Roboticist unable to complete their goal because nobody has the resources yet? Check what is going on with mining, then inform the QM and XO.

How To React If A Department Head Ignores You

For example: you're in medical, and you notice that corpses are laying around, not properly bagged. You should PDA the CMO to inform them that SOP is being ignored, that corpses are laying around, not properly bagged. You suggest a corrective action: CMO to talk to the MDs about this. Give it a few minutes for the CMO to act on your feedback, after which you re-check whether the problem has been corrected, or not. If not, you PDA the CMO again. If the CMO is ignoring you, or brushes you off, you can decide whether you think the CMO is failing to manage medbay properly. If they aren't (CMO is busy, or medical is overwhelmed) then it may be a good idea to let the matter rest for now, and check back later. If, on the other hand, you feel the CMO is neglecting to manage their department properly, at that point, you should contact the XO.

Justice for None

I would like to announce that I believe my client to be a DISGUSTING TRAITOR, and I resent the fact that I've been given the task of defending him. You should probably just toss him out of the airlock or something, I rest my case sir.

As a traitor, you have closer ties to security than anyone else. Officers may go into the break room alone, and make themselves vulnerable to attack; reducing the number of officers may help even when they aren't your target. Your briefcase can fit the contents of a toolbox in it, but is considerably less suspicious than carrying a toolbox around. It is not difficult to stuff it with handcuffs and flashbangs if you can acquire them from Security storage. You can also hear security radio, which gives you a lot of intel.

Overthrowing Rulers for Fun and Profit

As a Revolutionary, you have access to sec, with the possibility of dragging away revolutionaries. Very quickly though you'll end up being implanted if you're not fast. You can also use a screwdriver, and give your headset encryption to Rev Heads, helping them listen to security radio, which gives a lot of intel during a revolution.


Jobs on

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Command Captain, Executive Officer, Bridge Staff
Security Head of Security, Security Officer, Warden, Detective, Brig Physician
Engineering Chief Engineer, Ship Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist
Medical Chief Medical Officer, Medical Doctor, Chemist, Geneticist, Virologist, Paramedic
Service Janitor, Staff Judge Advocate, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator
Munitions Master At Arms, Munitions Technician, Flight Leader, Fighter Pilot, Air Traffic Controller
Cargo Quartermaster, Cargo Technician, Shaft Miner
Civilian Assistant, Gimmick
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Heretic, Nuclear Operative, Blood Cultist, Bloodling, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Creep, Fugitives, Hunters, Syndicate Drop Trooper
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian