Security Officer
SECURITY STAFF | |
Security Officer |
Access: Security, Brig, Holding Cells, Courtroom, Weapon Permit Additional Access: Maintenance, Morgue Difficulty: Very Hard Supervisors: Head of Security Rank: Not defined Duties: Protect company assets, enforce Space Law, follow the Standard Operating Procedure, eat donuts Guides: Guide to security, Space Law, Standard Operating Procedure |
Welcome to Security. Chances are that you have been assigned this job because it was the only available position other than Assistant. Since you'd rather not end up a corpse, or doubt the prospects of reassignment, you've chosen the Few, the Red, and the Despised.
Important: DO NOT play Security if you are new to Space Station 13! You will become a liability and everyone will have a bad time.
The Peacekeeper
You are the sole guardian between the ideals of justice and the wild psychotics that your company has chosen to advance its interests in space. Just because everyone else is insane, however, does not mean you are permitted to go hog-wild and beat them all unconscious to strap them to beds. Professionals have standards. There is a protocol to be followed.
How to Do Your Job
- Learn your surroundings.
- Equip yourself appropriately.
- Learn what to do when an emergency is called out and you're needed.
- Go patrolling and keep your eyes and ears open.
Know Your Place
Well, this page is designed to turn you from angry, bitter waste of supplies into a useful and productive member of the station community. A few things to immediately note:
- This ship is not a democracy. You take orders from the Head of Security, who takes his orders from the Captain, who takes his orders from Central Command. This is a military Chain of Command.
- The Warden has authority over the Brig and Prison Wing. You are required to follow his orders while you are there.
- Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted tresspassers and demoting unwanted personnel from their departments.
- You are effectively the police. The corporations have agreed upon a set of laws that they are all beholden to. An example of these laws can be found in the library. Space Law is harsh. Obey the hierarchy and watch everyone with utter suspicion.
- Your essential job function is to keep the crew safe. You will inevitably fail at this task, more or less. Like a breeding salmon, keep swimming against the rapids, bears be damned.
- Even though the station is doomed, do your best to keep peace on station and you're the best officer there can be.
Assignments
Each officer is given an assignment when they join the game. Most will be assigned to guard a department. Department guards are given a small security office along with limited access, and are able to use that department's radio channel. Department guards are also marked with colour-coded armbands. While they are not required to remain at their post, it is their responsibility to protect it.
Like general Security Officers, department guards report directly to the Head of Security. However, they should generally follow the wishes of the head of the department they are guarding. Guards may be dismissed from their post by the department head.
Department Head: Chief Medical Officer
Additional Access: Medical
Radio Key: .m
Department Head: Research Director
Additional Access: Science
Radio Key: .n
Department Head: Chief Engineer
Additional Access: Construction Area, Engineering
Radio Key: .e
Department Head: Head of Personnel (but in practice, you will rather cooperate with Quartermaster)
Additional Access: Cargo Office, Mining
Radio Key: .u
Security Offices
The first step after you arrive is to find an unused security locker either in the main office or any of the security checkpoints around the station. If it has all been claimed, ask the Warden for additional resources.
Security Equipment
See here what items you're about to use and how to use them.
See here how to equip yourself so you'll be ready for everything the station may throw at you.
Remember to Recharge!
Always have your tools recharged after an arrest. If your flash is burnt out, get a new one from the lockers or security vending machine and hand your old one to a roboticist. Then take your baton or taser, pop them in the charger station in your security office or the Head of Personnel's desk, and wait for the light to change. Having a charged stun baton is sometimes the difference between life and death.
Donuts
Any good Security Officer always has some of these around at all times. They are delightful little munchables that can be obtained in a few ways. You can find an immediate supply in the donut boxes around the station, and you can use your Hacking skills to extract them from the security vending machines. If there is a severe shortage of donuts, you can always get the Chef to make you more. There are four types of donuts.
Plain Donut: Heals you, gives some nutrition.
Frosted Donut: Like the plain donut, but heals more health.
File:Jdonut1.gif Jelly Donut: Holy Jesus! What is that? What the fuck is that? WHAT IS THAT, PRIVATE PYLE? Only obtainable through the Chef. Heals more than the Frosted Donut, gives more nutrition.
Chaos Donut: Only obtainable through the Chef. Kills you, due to a great deal of entropy caused by eating it.
When Things Go Tits-Up
You are most essential when chaos has broken out. When Joe Schmoe has decided to take the law into his own hands, it's usually with murderous and arbitrary intent. This cannot be allowed. If you are doing your job, it should never come to pass.
Revolution: Red Uniforms Does Not Mean Communism
Sometimes syndicate forces will encourage the station crew to rebel against the Heads of Staff. This will not be a simple protest. It will be a riot culminating in multiple murders and a mutiny. Needless to say, you will be a target if you move to prevent this -- and you must move to prevent this.
When there has been proof established that a person has been brainwashed, detain them as normal and ask the Heads what you should do. Usually they'll want you to attempt to deprogram them. Request a loyalty implant from the Warden or Head of Security and they should visibly change their attitude when remembering their true allegiance. Barring that, apply your deactivated stun baton repeatedly to their forehead in a forceful manner. If death should occur without change, bring the body to the roboticists.
Nuclear Operatives: Invaders, Possibly From Space
There may be days when syndicate forces invade the station directly with the intent to use a nuclear device to destroy it entirely. Anyone who isn't crew is to be violently and sufficiently repelled. Detain them when able, confiscate everything, and eliminate when all other options are exhausted. Communication is most important right now. Ensure that the captain, or whoever bears the disk, is guarded at all times. If things go completely out of control, do what you must to get the shuttle called and the disk onto it. Trust no one if you can't see their face. It is not unreasonable to ask them to remove any masks and stun them to remove it yourself if they refuse.
Wizard: Of Bed-knobs And Broomsticks
When the Wizard Federation has sent a representative, it is not in peace. You are facing no mere mortal. A wizard is a highly trained killing machine of unknown potential. Your stun baton will be useless. Find a gun. You must keep your wits about you and your bravery steadfast! Stun the wizard, beat him unconscious, remove the clothing that gives him power, and don't stop hitting until his brain has exited his skull. The only good wizard is a dead wizard.