Head of Personnel

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Head of Personnel
Head of Personnel
Difficulty: Medium to Hard
Requirements: None
Access Level: Medbay, Robotics, Genetics, Research Sector, Chemistry, Plasma Research, Bridge, Computer Core, Bar, Kitchen, Hydroponics, Cargo Bay, Security, EVA, Maintenance, and the ID Computer
Additional Roleplay Access Level: None
Supervisors: Captain
Subordinates: All on-station staff, but primarily Botanists, the Chef, the Bartender, the Chaplain, the Janitor, and Staff Assistants
Responsibilities: Make sure your departments are working productively, transfer people between job departments, manage the station finances, and ensure the wellbeing of crewmembers.
Guides: This article, Calling the Escape Shuttle, AI Laws, Access Levels

Customs, in its typical HoP-free state
Customs, in its typical HoP-free state
Customs, in its typical HoP-free state
Customs, in its typical HoP-free state
Customs, in its typical HoP-free state
The Customs equivalent, in its typical HoP-free state

The Head of Personnel is in charge of administrative tasks on the station and is second-in-command to the Captain, unless there is an active Head of Security. The HoP's only real duties are ID Changes and making sure someone hasn't laundered the station's budget. The combination of high access and low responsibility makes the HoP a good job for doing whatever the hell you want.

As they are the most publicly accessible Head of Staff, and their disappearance is easily missed, the Head of Personnel is a common first target for revolutionaries and other antagonists seeking an early advantage.

HoP Swag

As the Head of Personnel, you usually spawn in either the Bridge or the Head of Personnel's Office at roundstart. On your person, you have a box of blank IDs and a box of access implants. You also get a flash for self-defense.

Your office, fittingly called the Head of Personnel's Office, usually contains some knicknacks, such a crayon that can write golden characters, and the "Head of Personnel's locker". This locker contains more blank IDs, your unique stamp, a spare flash, and the usual extra uniform set and alt outfits. Most notably, it also has an AccessPro and an armor vest. While the vest does indeed come in handy if you're going to battle, say, a Blob or Nuclear Operatives, it's more to protect you in case someone tries to assassinate you, e.g. someone has just tried to shoot you while you were filing paperwork or Security has warned you that there are revs onboard.

ID Changing


Main article: Access Levels

If you are standing by an ID computer, people will generally expect you to do ID modifications. Some of these requests will be simple upgrades or sidegrades to more interesting jobs. Some people will ask for additional access and may give a reason why, it's entirely your prerogative whether or not to grant it. Traitors will generally come up and ask for scientist access to better blow holes in the station, but if they can sling enough BS, who are you to say no? You may want to seek the approval of whatever head oversees the department someone is trying to get a transfer to, especially for anyone requesting higher-level access like that of a Security Officer or Head of Staff, given that some of these jobs are expected to have more responsibilities than others.

The other thing you'll deal with is people wanting gimmick jobs or just saying "whatever you want to give me works." Now, while you could just slap any job onto the card and be done with it, this is a fantastic opportunity to get creative and make the round more interesting. For example, why not give one guy the ID "Ghost", and the next guy the ID "Ghost Hunter"? If they're good sports they'll be chasing each other around the station for the rest of the round screaming over the radio. Get creative with the access and jobs you hand out and people will remember you.

To start changing access, you click on the ID computer with your ID (any ID with "ID Computer" access works), then the ID you want to change. Then you click on the ID computer with an empty hand and log in. Access changing itself is pretty simple; blue means they don't have that access level, red means they do, and you click on the underlined words to enable/disable access. You have groups of access settings for all the main station jobs, from Staff Assistant to Captain. If you're a bit confused/unsure about what each level listed in the ID Computer entails, consult the Access Levels page.

The Personal Equipment Manufacturer


Main article: Making and Breaking

Stashed away in your quarters is your very own fabricator, the Personal Equipment Manufacturer. This oft-neglected machine can make spare ID cards in case some hooligan steals the spare ID boxes. When hacked, it can also manufacture sweet shiny golden ID cards to leave out in the open as "captain" IDs .

Your Equipment Manufacturer can also make access implants, which are essentially unstealable (most of the time) ID cards that don't use a slot. To set the clearances on these little buggers, insert them into the ID Computer as you would a regular card and designate the appropriate access. By default, your manufacturer can only make temporary access implants with only eight charges, which translates into an unlimited amount of crates and eight access-locked doors or lockers. If you hack it, it can then produce tremendously superior, far cooler permanent access implants, which come with unlimited charges, functioning like a true physical ID card.

The AccessPro


Main article: Access Levels

Your locker comes standard with a handy little machine called the AccessPro, which can re-program the access levels of all doors on the station, built and otherwise, save for the Armory and Head of Security's Office/Quarters. The AccessPro can also alter the access requirements of many different vendors and machines. To use the AccessPro:

  • Wear your ID in your ID slot; the device is smart enough to check for this and if your ID doesn't meet the requirements to operate the AccessPro, you'll get a door denial beep when trying to use it and a message that your worn ID is not of the right access requirements
  • Have it in hand and use an ID on it; it then can copy the access level of that ID, and you can duplicate those permissions on doors by hitting the door with it

The AccessPro functions on an AND/OR logic basis. So if you were to have it on "OR" mode and you scan an ID, anyone with any access of any sort that the ID has can use the door. For example, if you were to scan the Captain's Spare ID on the AccessPro and then hit a door with it, anyone with any of the access levels listed on the ID can use the door, so all crew would be able to access it. If you scan the same ID on "AND" mode, only those who have the same level of access across the station as the ID would be able to access it. If you used the Captain's Spare ID on this mode, in the case of roundstart-IDs, that would make a door only the Captain and their spare ID could open. Changing a door's permissions takes 9 seconds, and you can't be interrupted when doing so otherwise your progress bar will fail.

To switch between modes, press C with it in your active hand when there is no ID inserted into it. When the AccessPro has an ID in it, it will indicate the type of ID (based on the ID card's color) on the screen with a letter for each respective area.

AccessProCiv.png A Civilian ID is in the AccessPro, which can include Hydroponics, Janitorial Supply, Kitchen, Bar, and Chapel access
AccessProClown.png A Clown ID is in the AccessPro, which has Maintenance access
AccessProEng.png An Engineering ID is in the AccessPro, which can include Engineering, Cargo Bay, and Mining access
AccessProHead.png A Head ID is in the AccessPro, which can include departmental access as well as Bridge, EVA, and AI Upload access
AccessProRes.png A Research ID is in the AccessPro, which can include Research and Medical Departments
AccessProSec.png A Security ID is in the AccessPro, which can include the Security Department and Detective's Office; but will not transfer Armory or Head of Security's Office access

When you're done, click the AccessPro to remove the inserted ID.

By default, the Head of Personnel, Captain and Chief Engineer are able to use the AccessPro with their ID levels.

Know your HoP

You may encounter many styles of HoP in the wild. Knowing what they are capable of may be the key to your survival.

The ????

This HoP will vanish 3 minutes into the round, never to be seen again. Those who call out for ID changes and replacements will hear their words echo back to them in vain. Who is this man? Where does he go? Can any of us ever hope to understand him?

The SecHoP

This HoP will, after giving themselves their customary all-access ID, head on down to security and load up to fight crime. SecHoPs, as they are derogatorily referred, often have short lifespans, typically after they run into somewhere regular security officers can't access to back them up. SecHoPs are also generally renowned for being humorless authoritarians who will brig anyone for the slightest infraction. SecHoPs are loathed by everyone, except the traitor who will inevitably help himself to the gear and all-access ID from his bloody, toolboxed corpse.

The Firefighter

Runs around from every part of the station making sure things are actually running well. Gets the engine running when the engineers all fuck off, stuffs dying people into cryo when there are no medical doctors around, grows food when the botanists are busy huffing jenkem, etc., etc. What a weirdo! Generally a nuisance to antagonists who thrive on chaos.

The Anarchist

Tosses out all-access IDs to anyone who asks, and then prior to disappearing, leaves their own ID in the ID computer. Generally, most crewmembers will respond to an unfamiliar presence barging into their office with a gentle toolboxing. As fights escalate security will find it difficult to assist after all of their gear has been looted. The anarchist HoP hopefully will have fled the station before the Captain and security wise up and strap him to an electric chair.

The Gimmickist

Give everyone knightly titles and upload a law making the AI act like a feudal king. Run a russian roulette tournament, offering increasing ID upgrades for each pull of the trigger. Sponsor boxing matches with cash prizes. Buy a million phasers and arm the station to the teeth. As long as frustrated grayshirts aren't tearing the station apart out of boredom, you're doing your job well. The sky is the limit!

The Career Bureaucrat

Stands motionless at his desk in customs for the entire round. Generally, people who see a HoP at customs after 10 minutes into the round will assume he is braindead and never bother to ask for an ID change.

The Backup Captain

This guy is the Starscream to the Captain's Megatron. He will generally be doing ID work or wander aimlessly around until the Captain shows up dead or in the late stages of an alcohol induced coma. That's when this HoP promptly announces his own promotion to the rank of Captain and proceeds to work very hard at doing no work at all, just like a real Captain.

Crew Objectives

As a loyal crew member, you can sometimes be assigned some strictly optional objectives to keep yourself busy while you wait for something to happen. The HoP can expect to see the following:

End the round alive but not on the station or escape levels
When the shuttle ETA is less then 5 minutes, get a jetpack and full spacesuit and go to another Z-level, just be careful about the dangers lurking in space. Alternatively, head by Pod Bay, hop into a pod, and fly away from all the inevitable chaos and madness.

Syndicate HoP: Corporate Rearrangement, the bloody way

So! The Syndicates finally convinced you that you are the best man to to take care of the station, and also convinced you that your drunken moron of a Captain, and his army of ignorant thugs dubbed "Security" has to go. By any means necessary.

A traitorous HoP is one of the toughest traitors to deal with. As soon as the round beings, he can create all-access cards for himself and his traitorous comrades, with little to no difficulty. He can make a trip to EVA to snatch up a space suit, and jetpack to plot in space, and he can grab the security equipment next to him with incredible ease. An HoP who knows how to harm the station can put the crew and ship in a world of hurt before they can even figure out how to turn the engine on. Have fun!

Supplementary Video

Jobs on Space Station 13
Command &
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director · Security Officer · Detective · Security Assistant · Nanotrasen Security Consultant
Medical &
Geneticist · Roboticist · Scientist · Medical Doctor
Engineering Quartermaster · Miner · Mechanic · Engineer
Civilian Chef · Bartender · Botanist · Rancher · Janitor · Chaplain · Staff Assistant · Radio Host · Clown · Gimmick jobs
Jobs of the Day Mime · Barber · Mailman · Lawyer · Tourist · Musician · Boxer
Antagonist Roles With own mode Arcfiend · Blob · Changeling · Conspirator · Gang Member · Flockmind · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire · Wizard
Others Grinch · Hunter · Krampus · Werewolf · Wraith · Wrestler · Zombie · Gimmick antagonist roles
Special Roles Artificial Intelligence · Battler · Cluwne · Critter · Cyborg · Ghost · Ghostdrone · Monkey · Santa Claus