Difference between revisions of "Security Officer"
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A Security Officer does not have the authority to assign sentences any more severe than confiscation of stolen items and 5 minutes in the brig. Execution, permabrigging, poisoning with Discount Dan's, or '''anything, anything, ANYTHING else''' requires the okay of the Head in command. In order of preference, that is: the [[Head of Security]], the [[Captain]], and the [[Head of Personnel]]. If the Captain tells you to execute someone and the Head of Security says no, '''listen to the Head of Security'''. | A Security Officer does not have the authority to assign sentences any more severe than confiscation of stolen items and 5 minutes in the brig. Execution, permabrigging, poisoning with Discount Dan's, or '''anything, anything, ANYTHING else''' requires the okay of the Head in command. In order of preference, that is: the [[Head of Security]], the [[Captain]], and the [[Head of Personnel]]. If the Captain tells you to execute someone and the Head of Security says no, '''listen to the Head of Security'''. | ||
== | ==Good Officer Checklist== | ||
'''A Security Officer should | '''A Security Officer should always be able to:''' | ||
* | * Justify any lives you need to take during duty. This applies between you and your colleagues and heads, the general populace, and lastly to the admins if they are looking into something. | ||
* | * Attempt to respond to things happening. You are a good guy after all, do your job and change how people view security. | ||
* | * Keep your cool! This is the biggest thing, losing your cool and having access to all those weapons will quickly go south. | ||
* | * Mind your surroundings. Don't strip a guy in front of everyone else, do it where troublemakers can't disrupt you and potentially become a bigger threat than the guy you caught. | ||
* | * Be careful not to leave prisoners trapped forever, most people do not need to be imprisoned for more than 5 minutes. If you need to keep someone locked away longer, be able to defend your judgment. | ||
* Finally, be fun! If you're a good and robust cop, you have nothing to fear from the bad guys and would come out on top anyway right? | |||
== Levels of Trouble == | == Levels of Trouble == |
Revision as of 05:41, 27 August 2014
A Security Officer is an agent employed by Nanotrasen to act as law enforcement aboard its stations. While many restrictions, laws, and customs surrounding due process may be relaxed in space, Security is still expected to maintain the base minimum of Space Law, act within the boundaries of their authority, answer to the station's chain of command, and generally avoid being shit. A person who starts the round as a Security Officer cannot be a traitor.
The Basics
This profession has a rather sour and ignoble history in most respects, and without a doubt, this particular job is by far the most scrutinized in the game. Even the Heads don't get nearly so much pressure. By deciding to go into Security you must understand what is expected of you and what is forbidden. Be ready to defend yourself and your actions calmly and rationally at all times. Your overarching motto should be: Don't take it personally.
You don't have to be helpless though-- if you're being excessively griefed just for being a security officer, adminhelp it.
Your Gear
Security gets a red-striped security headset capable of normal comms and a secure security channel. Type :h before the message to be sent to go through the secure channel. Command officers can coordinate security activity and conduct oversight, and in general, having a special channel that doesn't broadcast to every person on the station can be quite helpful.
You start with a couple handcuffs and armor. You will find the rest of your equipment in your locker or in the vending machine. You have three main tools for subduing suspects:
- The flash is a melee weapon with a random amount of uses that can stun one person next to you if they don't have proper eye protection- sunglasses or a welding helmet. A good minimum force tool.
- The stun baton is a melee weapon with 10 shots before it needs to be recharged. It has to be on to stun someone. When hitting someone with an active stun baton on the harm intent, you will instead stun yourself! If dropped, the baton can easily be turned against you, handle carefully.
- The taser is a ranged stun weapon with 6 shots and must be recharged when depleted. Can also be fired point-blank when used on any intent except help.
- The riot launcher launches smoke grenades that blur people's vision and make them cough, dropping whatever they're holding. The grenade hurts if it hits someone directly, so be careful.
- The armory, which requires Head of Security clearance, contains riot shotguns that stun and do moderate damage to unarmoured personnel.
- Your PDA keeps you in contact with securitrons, alerting you when someone has been detained, and lets you issue fines and tickets to offenders who don't merit arrest.
Use handcuffs on a downed suspect to restrain them. Once you start pulling a cuffed suspect (no need to use grab intent), they are incapable of running away, but bumping into someone else may break the hold. The port-a-brig is the safest way to transport prisoners.
The security records computer has records for every member of the crew. If you login and set someone to Arrest, they will be pursued by Officer Beepsky and other securitrons.
Tickets to the Prom
An officer that doesn't know how to fine or ticket is an officer without any balls.
Your security PDA is your key to this system, known as Ticket Master. To access ticket master: Boot up your PDA and go to file browser, click into Ticket Master. You have two options: Ticket or Fine.
Ticketing is regarded as a mild punishment, fit for clowns and drunks alike. It's also fit for inanimate objects, if you feel like ticketing the janitor's mop instead of the janitor himself. Feel free to give whatever reason you feel like.
Fining is a step further, invoking angry reactions of various degrees. Unlike ticketing, this requires the full name (i.e: Joe Mc Scrubs) of the recipient, as it will drain the bank account of those you fine. Obviously you can't fine George the dog as he doesn't have a bank account. Fining requires confirmation from a Head of Staff, unless of course you are a Head.
Whats even cooler about this is that it will go onto an online stat. Be creative!
Due Process
The station is not a police state! You are expected to practice a modicum of due process in detaining, searching, and arresting people. Suspects still have rights, and treating people like scum will usually just turn into more crime and bring about a swift end to your existence. Never use lethal force when nonlethal force will do!
Processing badguys:
- Detain the suspect with minimum force.
- Handcuff the suspect and restrain them by pulling them. If their crime requires a brig time, bring them into the office, preferably via Port-a-brig.
- In the office, tell them you're going to search them before doing so. Empty their pockets and remove their backpack. Look through everything. Be sure to open containers inside containers, such as boxes inside backpacks. Be sure to replace all items in the containers when you're done. Don't strip them in the hallways
- If you need to brig them you can feed them into the little chute next to the brig. Remember to set the timer!
A Security Officer does not have the authority to assign sentences any more severe than confiscation of stolen items and 5 minutes in the brig. Execution, permabrigging, poisoning with Discount Dan's, or anything, anything, ANYTHING else requires the okay of the Head in command. In order of preference, that is: the Head of Security, the Captain, and the Head of Personnel. If the Captain tells you to execute someone and the Head of Security says no, listen to the Head of Security.
Good Officer Checklist
A Security Officer should always be able to:
- Justify any lives you need to take during duty. This applies between you and your colleagues and heads, the general populace, and lastly to the admins if they are looking into something.
- Attempt to respond to things happening. You are a good guy after all, do your job and change how people view security.
- Keep your cool! This is the biggest thing, losing your cool and having access to all those weapons will quickly go south.
- Mind your surroundings. Don't strip a guy in front of everyone else, do it where troublemakers can't disrupt you and potentially become a bigger threat than the guy you caught.
- Be careful not to leave prisoners trapped forever, most people do not need to be imprisoned for more than 5 minutes. If you need to keep someone locked away longer, be able to defend your judgment.
- Finally, be fun! If you're a good and robust cop, you have nothing to fear from the bad guys and would come out on top anyway right?
Levels of Trouble
A good security officer should know that there's more enemies to the station than just the antagonists. Be sure to prioritise. For example if there's a space yeti eating the entire medical staff, it'd probably better to deal with that first than the wizard spawning THC golems and debutting people.
Name | Attention | Mugshot | Description |
---|---|---|---|
Joker | Low | Appearance: Pretty much the entire goon population.
Crime: Breaking into places, eating security donuts. Sometimes both at the same time. Tripping people up, severely hurting themselves in the process. Notes: Some people may not like individuals in their workspace, such as barman or HoP. Be sure to mediate. | |
Asshole | Medium | Appearance: Often take the appearance of an idiot
Crime: Taking shit a step too far. Constantly harassing individuals. Being rude when told to stop. Notes: Certain assholes might actually be a miscreant or a Traitor | |
Shit Sec | Medium | Appearance: Looks like alot like you
Crime: Treating prisoners like animals. Being a bloodthirsty nutjob. Basically acting like hitler. Notes: Weed shit security out asap. One bad egg spoils the bunch. | |
Traitor | Medium | Appearance: Frequently well disguised, a dead give-away is their nefarious tools
Crime: Murder. Arson. Grievous bodily harm. You name it, they've done it. Notes: It's not particularly necessary to always murder a traitor, especially if they're just goofing around. Be creative with your punishments. | |
Rogue Silicons | Medium | Appearance: Takes shape in a once friendly metallic buddies, or the ominous AI
Crime: Not following their laws, murdering, bolting and shocking doors, calling you fleshling repeatedly. Notes: Rogue AI's and borgs can be fixed by reseting their laws. This does not apply to emagged borgs or Syndicate robots! | |
Vigilante | High | Appearance: Covered in the blood of innocents, boasting about how they murdered someone.
Crime: Non-antagonists outright murdering others they suspect to be antagonist, often stealing sec items and hurting innocents in the process. More than likely abusing stolen traitor gear. Notes: While killing antagonists isn't against the rules, vigilantes are hated amongst the community. Use your head when dealing with these assholes! | |
Wizard | High | Appearance: Comes in blue, red and black, but always with a white archaic beard. Smells like moth balls and urine.
Crime: Flinging spells. Conjuring mayhem. Being hipster. Notes: Wizards are a mixed bag. Be sure to study what spells they are using before making the assault. Wizards are just wrinkly dorks without their robes, and severely weakened if you manage to disarm them! | |
Vampire | High | Appearance: More than likely invisible and lurking in the dark with their bats.
Crime: Biting. Noise Pollution with their screams. Spreading rabies with their pet bats. Notes: Vampires weaknesses are strong lights, holy water and space (even if they're shielding themselves from the cold!) A vampire can and will resist one of your first stuns you inflict. | |
Changeling | Very High | Appearance: So deadly as they can look like anyone, but their twisted fleshy abomination form makes no mistake what they are.
Crime: Making husks. Making people hallucinate dragons and monkeys. Looking ugly as heck. Notes: Do not go alone when fighting a changeling. They thrive in 1-on-1 fights. They're susceptible to fire. Unless you're armed to the teeth and have a death-wish, it's advised to run against an abomination. They are weakened when returning back to their human state. | |
Nuclear Operative | Very High | Appearance: Have a very obvious name, stating their affiliation. Often sporting red. May be holding a disk depending how shit the captain is.
Crime: Blowing up absolutely everything you can imagine to hell and back, including the entire station. Notes: Protect the disk. Arm yourselves as much as you can. Some might consider arresting an operative valiant, others a stupid affair. | |
Other Threats | ??? | Appearance: Gangsters, Zombies, Werewolves, Spies, or Critters to name but a few.
Crime: All of (or none of) the above Notes: Threats don't have to be actual players. NPC's such as critters can just be equally bad. And asteroids. And kudzu. Don't forget: In space, nobody can hear you scream. |
Supplementary Video
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Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |