John Willard
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    # Coroner Coroner is a new Medical job meant to be RP-focused with the help of actual game mechanics, meant to compliment the Detective and Psychologist in the course of a round. ## Goals 1. Give a way to figure out niche or otherwise hidden causes of deaths, including from DNR'ed or soul-less bodies. 2. Encourage more use of the Medical Records console, allowing the Psychologist to be able to view a maintained records to facilitate their own work. 3. Encourage cooperation between Medical and Security, specifically the Detective, to catch evildooers, and entrusting them with medical-related activities (such as morguing dead people). 4. Add a nice way to uncover things going on. The DNA scanner is cool and all, but it's really the ONLY thing we've got currently. 5. Give a minor role that can help people learn Medical if necessary. ## Non-Goals 1. Be a straight-up buff to Security to catch antagonists, there should have some counters or at least some fudge to results, like the DNA scanner. 2. Immediately sell out all antagonist types, stealthy or not. ## Meet the Coroner The Coroner works within the Medical department and spawns in the Morgue. They are sorta like an Edgy-Doctor, with their black clothes and job revolving around dead bodies, compared to Medical working around living ones. ### The Analyzer The Analyzer is their tool of checking out the stats of a dead body. With a simple surgery (this should be simple, Coroners shouldn't need much medical expertise), the Coroner can see the damage to each limb, the causes of their wounds, their chemicals, diseases, organ status, and Time of Death. This can help 'confirm' certain Antagonists, such as an Esword Traitor, Armblade Changeling, Heretics, or even chemicals that kill incredibly easily. This will encourage Antagonists, if they wish to hide this, to use more 'generic' ways of murder. Using an Esword will be visible, using Sleeping Carp, or a toolbox, or a silencing reagent, will mask you more. The Analyzer spawns on the Coroner, but can be printed with Advanced Biotech (which requires Dissection experiments), so the Coroner can work towards a replacement themselves with their own Morgue bodies. Outside of helping find Antagonists, the Analyzer also lists Reagents in the Bloodstream and Symptoms of their Diseases, with their respective descriptions. This allows even new players to see what is in a body and what it does, allowing some form of learning Medical for beginner players who don't feel comfortable playing Medical Doctor. ### 'Secure' Morgue Trays There's now a few morgue trays that spawn 'secured'. The only people with access to this is the Coroner, CMO, and HoS. This is because Medical Doctors, RP-wise, are held to a hippocratic oath where you heal everyone. Coroners can block Doctors from healing 'blacklisted' personnel, such as those legally executed by Security, as they aren't actually licensed Doctors, however a side-effect of this is a nice benefit to Traitors. The Secure Morgue trays will also not beep when they go green, so people nearby won't be alerted/bothered by it (making it pretty good for Traitors). ### Body Preservation Coroners have Formaldehyde, much like Paramedics, to avoid organ decay. Morgue trays already prevent organ decay, however giving them this equipment would be beneficial if they need the bodies for other things, such as the player logging back in, wanting to give them a Funeral, or surgeries such as Dissection and Organ harvesting. The Coroner is given an Organ fridge to facilitate with this as well. They can hand it over to Medical staff if they wish, or maybe they can use it for bounties. This is more of an RP/fluff thing than an actual mechanic. ## Alternatives - The Coroner's kit could be integrated into the Detective. I originally decided against this, as I would like to see Medical/Security work more together, and would also like someone to be updating Medical Records for the deceased. Being tied to the Detective also means that the new tools (such as secure morgue access) would be worthless, as it's being given to someone who either won't use it (because they are not a Medical role so won't bother working in Medical often), and they can't roll antag to use it to their advantage. ## Future Changes There's a list of potential changes that we can add, if the Coroner is unable to get enough interactions with players within a round. ### Detective changes 1. The Coroner and Detective can spawn in a Chat Client together. This itself would be useless unless the Chat Client app itself supported sending images to eachother, allowing them to ping and send eachother info. 2. The Coroner can be given Security radio, like the Lawyer. 3. The Coroner can be added to Service, and can interact more with the Lawyer over the Detective (or the Detective THROUGH the Lawyer). ### Chaplain changes 1. The Chaplain's morgue trays can be removed, encouraging them to use Morgue more. 2. The Chaplain can get access to Medical records so they can keep records up-to-date as well, encouraging them to work with the Coroner. ### Psychologist changes I like Psychology and Coroner interactions because they are simultanously complete opposites with eachother while also being very similar to eachother. As in, Psych works with keeping living crew mentally fit, while the Coroner works with the dead and is mentally questionable, but desipte that they are both similar in behavior, they just work their medbay-but-not-medical job, revolve around RP, and are most likely to use medical records. I can't think of anything that would improve the interactions between these two jobs, but feel free to let me know of any suggestions. ### Coroner changes If 'damage packets' ever become a thing, then perhaps the Coroner can see the source of a death through their damage, rather than their wounds. This will make it significantly harder to hide this information, since all damage would now show to the Coroner, and would likely encourage people to simply round remove more, so I'm not sure I would want it even if it was available. ###### tags: `TGstation`

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