Head of personnel

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COMMAND STAFF
Generic hop.png Ian.PNG
Head of Personnel
Access: Full access to all civil and supply departments, Morgue, Security Office, Brig, Research Division, Medbay, Engineering, Construction Area, Maintenance, EVA, AI Upload, Bridge, Vault, Gateway, HoP locker, Personal Lockers, ID computer.
Difficulty: Hard
Supervisors: Captain
Rank: Not defined
Duties: Altering access on ID cards, manage civil and supply departments, being Ian's bodyguard, running the ship when the captain dies
Guides: Space Law, Chain of Command, Default ID Access List, a few forms

The Head of Personnel is the person in charge of the parts of the station that nobody saw fit to assign to any of the other heads. High in access and low in responsibility, they are often seen running around other people's departments, evading security and angry crewmembers alike, their motivations only known to themselves.

HoP Office
Your office. You sit in it.

Responsibilites

ID changes

Your primary purpose is to sit at your desk and process people's requests for access. People often wish to change jobs, or require additional access in order to do their job more effectively (or further their dirty Syndicate goals). It's also your responsibility to wipe access from the IDs of troublemakers at the request of other heads.

If you want to maintain a good relationship with the other heads, ask them over the command channel for their opinion before assigning someone to their department.

Your ID

It may be wise to make yourself a captain-level ID. A quick way to do this is to set your job to "Captain" then click "Custom" for job title and enter "Head of Personnel".

Bear in mind that access is not equivalent to permission, and security may arrest you and throw you in the brig if you're seen waltzing into high security areas you're not supposed to be in. Talk to the head of the department you're visiting, and ask before taking anything valuable.

Job slots

Your ID console has the ability to open and close slots for most jobs. An extra janitor or engineer may sometimes be useful. Feel free to go wild and fill the station with clowns.

Departmental management

Technically you're supposed to be in charge of the civilian and supply departments. Nobody in these departments is going to listen to whatever stupid orders you give, but feel free to befriend the quartermaster by opening secure crates for them, smoke weed with the botanists, or take a relaxing break on the mining asteroid.

Backup Captain

If the real Captain is missing or never arrives, it's your job to step up and take their place. When you spawn at the start of the round, the first thing you should do is check whether there's a Captain. If there isn't, make sure that after giving yourself access you run to the Captain's Quarters to secure the nuke disk and the captain's spare ID. You do not want to be "that guy" when the station explodes as the nuke ops find the disk sitting exactly where it spawned.

Crew relations

Due to your low workload compared to other heads, it's a good idea to always pay attention to general radio. People will often try to use this to summon you to your office when they need an ID upgrade. Aside from that it never hurts to have an awareness of what's going on around the station. Chat with the crew so they know you're not the stereotypical helmeted all-access mute that has come to epitomize the position.

HoPcurity

If security is low on officers, you can help make up the numbers. You have access to security lockers, so make sure you grab a security HUD, security encryption key, and carry plenty of handcuffs (lasering someone to death because you didn't have the foresight to bring enough restraints is incredibly shit). Remember that your high level of access is a double-edged sword: if you get yourself trapped or killed somewhere that security officers can't access, they won't be able to rescue you, so be careful.

Even if you're not playing officer, you have a lot of power to respond to an emergency. Order the AI to bolt EVA open, order relevant supplies from cargo, and hand out extra access to security and engineers.

Ian

Just so we're clear. Ian is your little buddy. Protect him from the various dangerous criminals. This is probably your most important job of all.

Taking a Stroll as John Doe

When Revolution abounds, you will be one of the more well armed and threatening heads. A tendency for disappearing acts makes the Head of Personnel usually the hardest head to kill.

You first move should be to deconstruct your ID console and reassemble it somewhere more secure (probably security). Leave an ID computer ID in it so security officers, heads and the implanted can give themselves all-access.

If shit hits the fan and you need to hide, pick a job where it's natural to be wearing a mask that hides your face. Scientist, engineer, mime and clown are all good examples. Make yourself a Captain ID with that job title and a false name. Travel to where the equipment lockers for that job are kept, and get dressed. Put your old clothes and equipment in your old backpack and put it into the locker, locking it after you're finished. If you leave your Head of Personnel's jumpsuit lying beside an open Engineer locker, anyone who sees it will figure out what you're disguised as. If you want to be an even more stealthy HoP, head to genetics and turn a monkey into a human. Proceed to stab yourself with the UI+UE of said monkey. Then just go and use your ID console to get an all access ID with your new name on it.

If you're the last remaining head, in the interest of fair play, you should try to escape the z-level instead of extending the round for your own benefit at the expense of all the dead people stuck sitting out. This will cause the revolutionaries to win, but you will survive. Self-preservation is a valid reason for ending the round. Fuck that shit, grab the nearest blunt object or gun and go out in a blaze of glory

Cult

You have the ability to mass produce all-access IDs, and you do not start the round loyalty implanted. As a result of this, you are a prime target for conversion. As soon as you hear that a cult has been discovered, run to security and get yourself implanted, assuming security hasn't been consumed by eldritch horrors.

Inhuman Resources

Short of a Chief Engineer tasked with stealing his own blueprints, traitor HoP is the easiest traitor job on the station. Give yourself all-access, use cargo for free parapens and guns.

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