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Psionic Mantis

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Revision as of 22:00, 1 July 2023 by Debug (talk | contribs) (1 revision imported)
EPISTEMICS STAFF
File:Forensic Mantis.png
Forensic Mantis
Difficulty: Hard
Requirements: Whitelisted, 5 hours of playtime, 1 hour in Epistemics, 1 hour in Security
Access: Epistemics, Brig, Forensic Mantis, Maintenance
Extended Access: None
Supervisors: Mystagogue, Head of Security
Subordinates: None
Duties: Solve mysteries.
Guides: Forensics, Psionics


The Forensic Mantis lives with one foot each in Security and Epistemics. While they technically report to the Mystagogue, their forensic know-how and seeking warrants can lead to them spending more time with Security. Thus, while a Mantis’ key jobs are to identify the psychic powers of the crew and analyze evidence, they can serve many other roles with some authority.

Tools

Image Name Description
PDA This isn’t just an ID holder. It holds pens, too! The Notekeeper function can help you keep a Psychic Registry on the go, and the Crew Manifest is indispensable for referencing crew IDs.
Forensic Analyzer Detects any fingerprints or DNA left on objects, from guns to doors to people. Gloves leave fiber residues.
Forensic Pad Now that you know whose fingerprints are on the knife, you’ll need to use this pad on a suspect’s bare hands to look for a match.
Mindbreaker Toxin The standard solution for removing psionics without physically damaging humanoids.
Anti-Psychic Knife Exceptionally powerful against psionic creatures.
File:SecLight.png Seclight A beefy maglite capable of some sweet chin music.
Insulative Skullcap An armored helmet which insulates its wearer from psionic abilities. This also suppresses your own powers.
Insulative Headcage A more restrictive version of the skullcap, usually for fitting on prisoners. It's difficult to take off on your own.

Tips

  • Don’t forget you’re a member of Epistemics. You have the access and ability to progress research or control glimmer in the absence of acolytes.
  • Your Metapsionic Pulse is key to identifying nearby psychics and recognizing abilities they use. However, it has an inconveniently large radius, and can be affected by psychic phenomena that aren’t the crew, such as The Oracle.
  • Fingerprints are (practically) unique and one pair of insulated yellow gloves is as good as another. Therefore, don’t be afraid to go barehanded when handling evidence. Also note that evil twins have different fingerprints from their counterparts.
  • Telepathic speech comes through anonymously. While it can help you identify crew members with powers and can be used to communicate even while in critical condition, it can never be fully trusted.
  • Psychics aren’t inherently evil. There are many who never use their powers or can be called upon to help in times of need. Don’t underestimate a trusted friend’s ability to gather information with Telegnosis.
Roles on DeltaV
Command Captain · Head of Personnel · Head of Security · Chief Engineer · Mystagogue · Chief Medical Officer · Logistics Officer · Chief Justice
Justice Department Chief Justice · Clerk · Prosecutor · Lawyer
Security Head of Security · Warden · Security Officer · Prison Guard · Corpsman · Detective · Security Cadet
Engineering Chief Engineer · Atmospheric Technician · Station Engineer · Technical Assistant
Epistemics Mystagogue · Psionic Mantis · Chaplain · Scientist · Research Assistant
Medical Chief Medical Officer · Medical Doctor · Paramedic · Chemist · Psychologist · Medical Intern
Logistics Logistics Officer · Cargo Technician · Salvage Specialist · Courier
Service Head of Personnel · Janitor · Bartender · Botanist · Chef · Service Worker · Boxer · Clown · Martial Artist · Mime · Musician · Reporter · Passenger · Zookeeper · Librarian · Gladiator · Prisoner
Sillicon Cyborg · Personal AI
Antagonists Traitor · Nuclear Operative · Space Ninja · Thief · Paradox Anomaly · Revenant · Space Dragon · Listening Post Operative · Zombie