EVIDENCE SYSTEM
- UV Light Reveal Latent prints stay invisible until you sweep
- AFIS Comparator Match minutiae by hand — earn every ID
- Ballistics Match Compare striations under the microscope
- DNA Sequencing Swab blood & align loci against records
- Gunshot Residue Stub hands, count particles under SEM
- Trace Evidence Glass, fibres & paint prove contact
- Case Files Printed jackets + full chain of custody
- Config Studio Set it all up in game — no file editing
Invisible Until You Look - UV Latent Fingerprints
Prints are not markers on your screen. They are left behind automatically by crimes, they are completely invisible to the naked eye, and the only way to find them is to sweep the scene with a UV flashlight. Dust what you find, lift it onto a slide, and you have an exhibit.
- Latent prints are genuinely hidden - no blip, no prompt, no glow until the UV light hits them.
- Full collection chain: reveal with UV, dust with the brush, then lift onto a glass slide.
- Gloves stop a print being left at all, so countermeasures actually mean something.
- Prints fade on a timer you control - make forensics a response game or an investigation game.
- Left automatically by robberies, forced entry and vehicle theft, or by your own scripts.
AFIS Comparator - Earn the Identification
The script never simply tells you whose print it is. An officer sits at the laptop, lines up the two prints, and confirms the matching minutiae one by one. The answer only exists once somebody has actually done the work.
- Hands-on ridge comparison - align the minutiae yourself to confirm a match.
- Procedurally generated prints, so no two exhibits look the same.
- A hit requires the person to have been booked or swabbed first - booking suspects matters.
- Full, partial and smudged prints all behave differently at the bench.
- Issues an AFIS report as a real inventory item when the comparison lands.
Bag It, Seal It, Sign It
Every exhibit gets packed into a paper evidence bag and sealed on the spot. The label records what is inside and who sealed it, and that record follows the exhibit for the rest of its life.
- Pack multiple exhibits into a bag and seal it in-world.
- The seal is the record - the label lists the contents and the officer who closed it.
- Sealed bags can be booked into an evidence locker or handed over intact.
- Every exhibit carries its own evidence ID - nothing stacks, nothing merges, nothing is lost.
- Chain of custody starts the moment it is collected, not when it reaches the lab.
Real Case Files - Something a Court Would Recognise
Build a case jacket from the exhibits you have collected and print it. You get a cover sheet, an evidence index, a photo contact sheet and a full chain of custody, and it all survives a server restart.
- Printed case jacket with your department name on the cover sheet.
- Evidence index listing every exhibit attached to the case.
- Photo contact sheet built from your own scene photography.
- Complete chain of custody - who collected it, who sealed it, who analysed it.
- Case files are physical items. Whoever holds one can read it.
Prints That Travel With the Car
Lift a print off the door handle a thief used. It is anchored to the vehicle itself, so it drives away with the car instead of staying on the tarmac where the theft happened.
- Prints are anchored vehicle-local - they move with the car, not the street.
- Left automatically on hotwiring and lockpicking, or triggered from your own theft script.
- Recover a stolen car days later and the evidence is still on it.
- Same reveal-and-lift workflow as any other latent print.
- One export line wires it into any existing car theft resource.
The AFIS Bench
A dedicated fingerprint station you place wherever your lab lives. Load it with reagents, queue a lifted print, and work the comparison against everyone on file.
- Placed anywhere in the world with the in-game creator, and saved to the database.
- Consumes ninhydrin as a reagent, so a lab has to be supplied to keep running.
- Runs the ridge comparison against the print database.
- Live station billboard shows queue and status in-world.
- Refuses to start a job until it has been stocked. Benches are a resource to manage.
Recover the Casings - Correctly
Spent casings, deformed rounds and dropped magazines all land where the shooting actually happened. Pick them up with forceps, not your hands, and they become traceable exhibits.
- Pistol, rifle, shotgun and sniper casings, plus recovered rounds and magazines.
- Forceps required - grabbing evidence bare-handed is not an option.
- Configurable drop rates thin the clutter, so a firefight leaves a workable scene rather than hundreds of props.
- A dropped magazine carries the weapon serial and the prints of whoever loaded it.
- Nearby casings merge so a two-minute shootout does not bury the four that matter.
Comparison Microscope - Match the Tool Marks
A casing is just a casing until the bench says otherwise. Line up the firing-pin and breech marks under a comparison microscope and see whether the striations actually align with a weapon on record.
- Hands-on striation alignment under a real comparison scope.
- Matches against a firearms registry of serials and owners.
- A weapon with no registered serial dead-ends at the lab, exactly as it should.
- Report a gun as stolen, seized or destroyed from your own scripts.
- Issues a ballistics report naming the weapon, or confirming nothing on file fired it.
The Ballistics Bench
The station that turns recovered metal into an answer. Place it in your lab, keep it supplied, and it becomes the bottleneck every shooting investigation has to pass through.
- Placed anywhere in the world, saved to the database and restored on restart.
- Consumes objective lenses as a reagent.
- Queue casings, rounds and magazines for comparison.
- Optional setting to require the lab before any casing can be traced at all.
- In-world station billboard shows what is queued and what is done.
Blood Swabbing at the Scene
Blood pools are left by real injuries and carry the DNA of whoever bled. Swab one with a sterile swab and you have a sample, one that means nothing at all until the lab runs it.
- Blood carries the DNA of whoever actually bled, resolved server-side.
- Sterile swabs become an exhibit the moment they touch anything.
- Also triggerable from your own scripts for scripted stabbings and executions.
- Anonymous NPC blood is supported for scenes with no player victim.
- Pools persist on a timer you control, so a scene can wait for a unit to arrive.
DNA Sequencer - Align the Loci
Run a swab through electrophoresis and align the loci against a reference sample. A hit only happens if that person was booked or swabbed beforehand, which is what makes processing a suspect worth doing.
- Hands-on loci alignment against reference samples on file.
- Enrolment mode means a sample only names someone who has actually been booked.
- Optional mode to always resolve straight to the owner, if you want it simpler.
- Consumes lysis buffer and polymerase as reagents.
- Issues a DNA report as a physical item officers can attach to a case.
Gunshot Residue - Stub the Hands
Firing a weapon leaves residue on your hands. Stub a detained suspect and you capture it, but it fades over time, it washes off in water, and standing next to a shooter picks up a little of it too.
- Residue lands on the shooter and on nearby bystanders, at a fraction you set.
- Decays on a timer and can be washed off, optionally requiring full submersion.
- Configurable to detained suspects only, so it stays a procedural act.
- Works with custom weapons and scripted kills via a single export.
- Carries the signature of the weapon that fired, for the lab to match against the registry.
SEM-EDX Particle Analysis
Characterise what is actually on the stub. Separate genuine primer residue from ordinary environmental noise, and turn a raw particle count into a finding an officer can testify to.
- Hands-on particle characterisation under an electron microscope view.
- Separates primer residue from background contamination.
- A configurable reporting threshold decides what counts as significant.
- High counts mean they fired. Low counts mean they were merely close.
- Issues a chemistry report tied to the exhibit and its case.
The Mass Spectrometer
The bench behind every residue determination. Place it, supply it with carrier gas and a calibration standard, and it becomes the chemistry workhorse of your lab.
- Placed anywhere with the in-game creator.
- Consumes carrier gas and a calibration standard as reagents.
- Reports residue composition and what it came from.
- Live in-world billboard showing queue and status.
- Seeded empty on install, so a lab has to be stocked before it will run.
Field Particle Scanner
A handheld scanner with a live readout drawn directly onto its screen. Get an on-the-spot particle indication in the street, long before anything reaches the lab.
- Live UI rendered on the actual screen of the scanner, not a floating panel.
- Immediate field indication of residue on a suspect.
- Field results point you at who to detain. The lab still decides the truth.
- Reads the current residue count for your own MDT or checkpoint scripts.
- Residue can be cleared by your scripts for showers and decontamination scenes.
Glass From a Broken Window
Smashed windows leave fragments on the ground. Collect them and you can prove a specific pane was broken, then match it to the shards embedded in the clothing of a suspect.
- Fragments are generated by actual broken windows at the scene.
- Every pane has its own refractive index, so glass is not generic.
- Proves contact, never identity, which is exactly what real trace does.
- Persists on a configurable timer like every other scene trace.
- Pairs with a tape lift taken off a suspect for a two-sided comparison.
Refractive Index Comparator
Measure the refractive index of the fragments from the scene against the shards recovered from your suspect. If the indices match, that person was at that window.
- Hands-on RI measurement using immersion oil to match the index.
- Compares scene fragments against a clothing lift directly.
- A lift with too few fragments is not suitable for RI work, so quantity matters.
- Proves presence at a specific pane, not a vague association.
- Issues a trace report attachable to a case file.
Tape Lifts - Take the Scene Off Their Clothes
Glass and seat fibres transfer onto whoever was there. Run a tape lift over a detained suspect and you recover the scene from their clothing hours after they left it.
- Lift glass and fibres straight off the clothing of a suspect.
- Material transfers automatically from broken windows and vehicle interiors.
- Everything decays on its own clock, so timing an arrest matters.
- Configurable to detained suspects only.
- Your scripts can clear transfer for a change-of-clothes flow.
Fibre Comparator
Seat fibres place a person inside a vehicle interior. Compare them under polarised light and the birefringence tells you which kind of car they were sitting in.
- Birefringence comparison under polarised light.
- Places a suspect in a vehicle model, an interior rather than a plate.
- Fibres only transfer after a configurable dwell time in the seat.
- Decays on its own timer, separate from glass and paint.
- Issues a trace report with the finding.
Paint Transfer From a Collision
Hit-and-runs leave paint. Scrape the transfer off the panel with a scalpel and the layer stack underneath identifies the manufacturer finish that caused it.
- Paint transfers automatically between vehicles on collision.
- Scraped off a panel with a scalpel into a fold of paper.
- The layer sequence identifies a single manufacturer finish.
- Longest-lasting of the three transfer types by default, built for hit-and-run work.
- Cooldown between transfers so a single crash does not spam exhibits.
The Trace Bench
One station covering all three trace disciplines. Glass by refractive index, fibres by birefringence, paint by layer sequence. This is the evidence that proves contact rather than identity.
- Handles glass, fibre and paint examinations at a single bench.
- Consumes microscope slides and immersion oil as reagents.
- Placed anywhere in the world and restored on every restart.
- Live in-world billboard showing what is queued.
- Trace is a full third discipline, not a bolt-on to DNA.
Process the Scene Properly
Turn up with the right kit. Set down an equipment case, lay out numbered tent cards beside each exhibit, and put a shelter over the scene before the weather and the crowd get to it.
- Deployable equipment cases with markers, evidence bags and a photography kit.
- Numbered tent cards placed beside exhibits before photographing.
- Pop-up crime scene tent to cover a body or an exhibit.
- Forensic camera with a proper viewfinder for scene and exhibit photography.
- Photographs feed straight into the contact sheet in the case file.
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