Difference between revisions of "Security Checkpoints"
Studenterhue (talk | contribs) (Finish this weird "since you can't just much it" fragment) |
Studenterhue (talk | contribs) (A tab for Atlas's Sec Foyer checkpoint, which is basically a love letter to Papers, Please. It even has the title theme.) |
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The APC for the West Hallway's checkpoint is in its top left corner, while the one for Medbay's is on the left wall. Escape Hallway Checkpoint doesn't have its own APC, since it's under the [[Escape Arm#Oshan|Escape Hallway's jurisdiction]]. | The APC for the West Hallway's checkpoint is in its top left corner, while the one for Medbay's is on the left wall. Escape Hallway Checkpoint doesn't have its own APC, since it's under the [[Escape Arm#Oshan|Escape Hallway's jurisdiction]]. | ||
</tab> | |||
<tab name="Atlas"> | |||
{{Location | |||
|Function=[https://www.youtube.com/watch?v=DbBB1j5qAFs Papers, please.] | |||
|Picture=AtlasSecurityFoyerCheckpoint.png | |||
|Access=[[Head of Security]], [[Security Officer]], [[Detective]], [[Vice Officer]], [[Lawyer]]}} | |||
Sectotzkan borders are notoriously tight. The only way in and out of [[Security (place)#Atlas|Sectotzka's]] iron border is through the '''Security Foyer Checkpoint''' in the bottommost parts of the country. It sees much traffic, and, unfortunately, crime. Prisoners are released through a chute nearby here, and [[Security Officer]]s, the [[Detective]], and occasionally [[Lawyer]]s go through it on a daily basis. The checkpoint is often target of delinquents who bait personnel into attacking to "train" them and thieves who want to steal weapons used by the Sectotzkan [[Security Officer]]s. | |||
Though its role is huge, its accommodations are small, consisting nothing more than a simple metal desk (reinforced, of course) with paper, pencils, a clipboard, and, in the place of a handbook, a [[Security Objects#Security Computer|SecMate Computer]], given under a trade agreement with the Non-Aligned Pact member United Command. In addition, inspectors for this checkpoint are chosen by lottery, in the name of impartiality and equality. | |||
As the only thing standing between Sectotzka and the rest of Atlas, the checkpoint's inspector must reject or approve entrants based on the Ministry of Admissions's ever-changing standards. One day, it may allow anybody who's on the crew manifest to enter. The next day, it may suddenly require a booklet affirming their presence on the manifest and departmental allegiance and permit stamped by an [[Security Officer|Sectotzkan officer]]. Some days, the Ministry may require it have with a reason, some days ID details, many days both. | |||
Standards respond to regional crises too. Bombings and theft may prompt random search policies, and particularly infamous crimes can result in the inspector getting involved in the manhunt. If a loathsome [[Pathology Research|bacterium]] with acute fevers, disorientation, and Shakespeare recital surfaces in [[Medbay#Atlas|Medistan]], the Ministry may require vaccination certificiates to ensure the disease does not reach Sectotzka and impair its [[Security Officer|law officers]]. | |||
Along the way, the inspector may encounter a number of curious characters, including smugglers, vigilantes, members of an highly mysterious conspiracy that dates back to the construction of Atlas, and a [[Clown|strange fellow]] with a "passport" from "Clownistan", who may be more than meets the eye. | |||
==Maintenance Information== | |||
There is no vent. Even air requires an access permit to go through here. | |||
The APC for this room is on the top left. | |||
</tab> | </tab> | ||
Revision as of 04:16, 24 March 2019
Security Checkpoints | |
Location | |
---|---|
A place to sit while traitors run rampant across the station. | |
Security |
Security Checkpoints are small guardposts where traitors with electromagnetic cards can loot sec gear with various amenities important to the boys in red. Each checkpoint has a desk with a chair to to help you converse with the public in relative safety, a printer, an intercom panel tuned to the security channel, a Security equipment locker or SecVend, and a recharger.
There are checkpoints located at the following locations:
- Arrivals: A basic checkpoint with just a chair, a Security Equipment locker, a mail chute, an intercom, and a table with a recharger and printer.
- Escape: Another basic checkpoint just like the Arrivals one, located in the upper arm.
- Public Garden: A moderately-sized outpost, intended for safely and securely processing arrested criminals. In addition to the standard amenities, there's a Security Records computer for updating Security Records, a SecVendor with spare handcuffs and flashes, a chute straight to the Security, and a computer for making your very own Wanted posters.
- Public Market: A moderately-sized outpost just like the one in Public Garden, but outside the Cargo Bay
- Main Hangar: The most well-equipped checkpoint in the station. Not only does it have both a SecVend AND a Security Equipment locker, it also has an ID computer, so the Head of Personnel can work here when Customs is blown up, as well as a Security Records computer, a Security Cameras computer, and another one of those computers that can make Wanted posters. There are also shutter switches in case working next to a giant laser beam isn't working out too well.
Security Checkpoints | |
Location | |
---|---|
A place to sit while traitors run rampant across the station. | |
Security |
Security Checkpoints are small guard outposts in the station, each stocked with a locker of Sec gear, a recharger, and a Security records computer. There are two, one near Cargo, and the other in Arrivals. Customs is technically a third one, but there really isn't anything for Security there.
Arrivals's also checkpoint has an ID Computer. Security Officers won't get much mileage out of it besides the manifest printout (which they already have as a PDA app), but the Head of Security can use to upgrade their and anyone else's ID access. Also, a very big space bee sometimes works here, which means it's instantly better than anything else on the station.
Meanwhile, the one in Cargo has a Mini-Brig. Not as cool as an big bee, but it can be useful, and it's much more secure than the main one.
Maintenance Information
Neither of these checkpoints have vents.
The APCs for both of these checkpoints are on the eastern wall.
Security Checkpoints | |
Location | |
---|---|
A place to sit while traitors run rampant across the station. | |
Security |
This Security Checkpoint is a small guard outpost where traitors with electromagnetic cards can loot sec gear with various amenities important to the boys in red. It features:
- A desk with a chair to to help you converse with the public in relative safety
- An intercom panel tuned to the security channel
- A SecVend with spare handcuffs and flashes
- A Security equipment locker, loaded with essential gear.
- A recharger for your taser and other energy weapons
- A brig chute for ease of prisoner transport halfway across the ship
- A Security Records computer for changing the records when you're far from the main department.
Maintenance Information
There is no vent.
The APC for this room is in the maintenance room above it.
Security Checkpoints | |
Location | |
---|---|
Space TSA Checkpoint | |
Security |
This Security Checkpoint is a small guard outpost where traitors with electromagnetic cards can loot sec gear where the boys in red can play Space TSA and do some last minute customs duty before the shuttle arrives. It features:
- Some sort of guardroom, where you can
snooze while looking like you're doing your jobcomfortably sit and watch over Escape in safety. - A Security equipment locker, loaded with essential gear.
- A Security Records computer for changing the records when you're far from the main department.
- A computer hooked up to the Security Camera network for being a Big Brother for all the crew.
- Various papers and stamps for pretend passports and other migration papers. Re-enact your favorite dystopian immigration inspection officer simulator!
Security Checkpoints | |
Location | |
---|---|
Officers' naptime corner | |
Security |
Security Checkpoints are small guard outposts in the station, supposedly for Security Officers to man. Each stocked with a locker of Sec gear, a recharger, and a Security records computer. There are two, one near Engineering, and one in Arrivals.
The Arrivals Checkpoint comes with an ID console, mostly so that the Head of Personnel and/or Head of Security can change people's access levels. Meanwhile, the Cargo Checkpoint comes with miniature version of the Brig, complete with a chute for ejecting prisoners.
Security Checkpoints | |
Location | |
---|---|
Officers' naptime corner | |
Security |
This Arrivals Security Checkpoint is a small guard outpost in the Shuttle Bay where Security Officers go to keep watch on whoever's coming in and out of the station hangar. Or spy on the rest of the station via the cameras. Because of the ID Computer here, HoPs sometimes use this as their Customs station.
On weekdays, on certain times of the day, there may be an space bee of unusual sassyness and grumpiness manning this outpost. Do not be afraid. Despite its unwelcoming countenance, it loves hugs and bee treats as much as any other greater domestic space bee, especially certain fine delicacies.
Security Checkpoints | |
Location | |
---|---|
Big bee enclosure. | |
Security |
The Arrivals Security Checkpoint is a small guard outpost in the Shuttle Bay where Security Officers and the like are apparently supposed to keep an eye on who's going to, from, through, and near the general Shuttle Bay area. It is absolutely never actually used for that purpose, but officers like it anyways because they can recharge their without having to walk all the way back to Security.
Because of the ID Computer here, HoPs sometimes sets up shop here as well. In addition, on certain times on certain days of the week, you may find an space bee of unusual size sleeping here. Do not be alarmed; it's just doing its job and is supposed to be here. Behind its grumpy countenance is a benevolent soul, with a hearty love of hugs, food, bubble baths, and fine electronics.
Security Checkpoints | |
Location | |
---|---|
Officers' naptime corner | |
Supply Depot Checkpoint is a little place in, obviously, the Supply Depot that really should be named Supply Depot Outpost . It's never really used like a regular checkpoint (though, on a small station like Chiron, the idea could work); most officers prefer to go on patrol rather than do guard duty here.
That's not to say it isn't useful though. Sometimes it's nice to be able to use a recharger without having to go all the way back to Security; same for the extra locker of Sec gear. The brig chute's great too; being able to send someone to the Brig without having to escort them the whole way there makes things so much more secure and so much easier. And it's great to have a miniature backup version of the Brig in case the regular one's been broken into/destroyed/rendered unusable for whatever reason.
Maintenance Information
There is no vent.
The APC for this room is on the right wall, behind the locker of Security equiment.
Security Checkpoints | |
Location | |
---|---|
A place to sit while traitors run rampant across the station. | |
Security Checkpoints are small outposts across the station where traitors with electromagnetic cards can loot sec gear Security Officers can recharge their weapons and restock on supplies without having to travel all the way to the main Security Department, among other things. There's one in Escape, another east of Medbay, and a third above the Bar, each with slightly different amenities:
- West Hallway: Contains a cabinet of medical supplies all those nasty bar brawls, plus a cameras monitor and Security equipment locker.
- Escape Hallway: Also has a medical cabinet, because fights before and during shuttle arrival are pretty nasty too. It has a Security equipment locker too, as well as a Security Computer and a special red chute linked directly to the Brig.
- Medbay: No cabinet since it's right next to Medbay, and instead of a Security equipment locker, it's a SecVend. Still has a brig chute and Security Computer, plus an ID Computer, apparently for the HoS or HoP. Security Officers can't get much out of it besides a list of crew members, which they already have on their PDA.
Maintenance Information
None of these checkpoints have air vents or injectors. But you're just be visiting them for a short while anyways, so it sort of doesn't matter.
The APC for the West Hallway's checkpoint is in its top left corner, while the one for Medbay's is on the left wall. Escape Hallway Checkpoint doesn't have its own APC, since it's under the Escape Hallway's jurisdiction.
Security Checkpoints | |
Location | |
---|---|
Head of Security, Security Officer, Detective, Vice Officer, Lawyer |
Sectotzkan borders are notoriously tight. The only way in and out of Sectotzka's iron border is through the Security Foyer Checkpoint in the bottommost parts of the country. It sees much traffic, and, unfortunately, crime. Prisoners are released through a chute nearby here, and Security Officers, the Detective, and occasionally Lawyers go through it on a daily basis. The checkpoint is often target of delinquents who bait personnel into attacking to "train" them and thieves who want to steal weapons used by the Sectotzkan Security Officers.
Though its role is huge, its accommodations are small, consisting nothing more than a simple metal desk (reinforced, of course) with paper, pencils, a clipboard, and, in the place of a handbook, a SecMate Computer, given under a trade agreement with the Non-Aligned Pact member United Command. In addition, inspectors for this checkpoint are chosen by lottery, in the name of impartiality and equality.
As the only thing standing between Sectotzka and the rest of Atlas, the checkpoint's inspector must reject or approve entrants based on the Ministry of Admissions's ever-changing standards. One day, it may allow anybody who's on the crew manifest to enter. The next day, it may suddenly require a booklet affirming their presence on the manifest and departmental allegiance and permit stamped by an Sectotzkan officer. Some days, the Ministry may require it have with a reason, some days ID details, many days both.
Standards respond to regional crises too. Bombings and theft may prompt random search policies, and particularly infamous crimes can result in the inspector getting involved in the manhunt. If a loathsome bacterium with acute fevers, disorientation, and Shakespeare recital surfaces in Medistan, the Ministry may require vaccination certificiates to ensure the disease does not reach Sectotzka and impair its law officers.
Along the way, the inspector may encounter a number of curious characters, including smugglers, vigilantes, members of an highly mysterious conspiracy that dates back to the construction of Atlas, and a strange fellow with a "passport" from "Clownistan", who may be more than meets the eye.
Maintenance Information
There is no vent. Even air requires an access permit to go through here.
The APC for this room is on the top left.