Difference between revisions of "Head of Personnel"

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(A table of access levels. It's smaller than I'd expect it to be.)
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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.
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.
Otherwise, ID/access-changing itself is pretty simple, but sometimes the name of the access levels are confusing or strangely named. Here's a table explaining them all and the extra things each entails.
{| class="wikitable sortable"
! Name
! Area Accessible
! class="unsortable" | Additional Notes
|-
| Morgue
| [[Morgue]]
| Includes both the one in [[Medbay]] and the one in the [[Chapel]].
|-
| Maintenance
| [[Maintenance]]
| Usually allows you to go through the airlocks into the station as well.
|-
| Chaplain's Office
| [[Chapel|Chaplain's Office]]
| Also lets you to open the [[Chaplain]]'s locker of nice outfits. Snazzy!
|-
| Technical Storage
| [[Tech Storage]]
|
|-
| Bar
| Behind the [[Bar]]
| The entrance into the general bar area is open to everyone; it's the area behind the counter that needs this access level. Not the same as Kitchen access!
|-
| Janitorial Equipment
| [[Custodial Closet]]
| Lets you open the [[Janitor]]'s locker of supplies as well.
|-
| Crematorium
| N/A
| Not [[Chapel|the room containing it]], but rather ''the switch'' in the room that turns it on.
|-
| Kitchen
| [[Kitchen]]
| Includes access to the FoodTech vendor as well.
|-
| Hydroponics
| [[Hydroponics]]
| But not the Seed Fabricators or GardenVends--those are open-access!
|-
| External Airlocks
| N/A
| Allows you to go through most of the airlocks into the station. Rarely used these days, since those airlocks tend to use Maintenance access nowadays.
|-
| Construction Site
| N/A
| Absolutely useless (for now).
|-
| Engineering
| [[Electrical Substation]]
| Allows you into the rooms where the SMES Units for the [[Solar Arrays]] (The units themselves require no particular access level to configure though.) Also lets you open the [[Engineer]]s' lockers.
|-
| Engineering Storage
| [[Engineering#Cogmap1|Primary Tool Storage]], [[Emergency Storage A]]
| Basically any storage areas solely intended for [[Engineer]]s, like the tool storage room in [[Engineering#Cogmap1|Cogmap1's Engineering]].
|-
| Electrical Equipment
| N/A
| Lets you unlock [[Engineering Objects#APC|APCs]] and configure their [[Engineer#APCs|settings]].
|-
| Engine Room
| [[Engineering|Engine Room, duh]]
| Lets you into the room(s) that contain the engine itself, which is usually, depending on the map, either the [[Powering the station#The_thermoelectric_generator|Thermo-Electrical Generator unit]] and its hot and cold loops or the [[Powering the station#The singularity engine|Singularity Generator]] and the little containment room for its gravitational generator.
|-
| Mechanical Lab
| [[Mechanics Workshop]]
| Allows you to open the [[Mechanic]] lockers too.
|-
| Engineering Gas Storage/Atmospherics
| [[Engineering|Gas Storage]], [[Atmospherics]]
| Lets you into the room containing all the gas canisters for the [[Powering the station#The_thermoelectric_generator|hot and cold loops]] and, of course, [[Atmospherics]]--if either of them are on the map.
|-
| Mining Shuttle
| N/A
| Basically unused. The Mining Shuttle itself and the computers that control it are public access.
|-
| Mining Department
| [[Mining Department]]
| Allows you to open Miner's lockers too. (You don't need any access to use the mineral magnet controller, however.)
|-
| Engine Control Room
| [[Engineering|Engine Control Room,duh]]
| Lets you into whatever place the map has designated the engine's control room, which is usually where there is an Engineering Output Monitor Computer. This also lets you lock and unlock [[Powering the station#The singularity engine|Emitters and Field Generators]] and, on [[Clarion]] and [[Destiny]], the [[Engineering Objects#Shield Generator|Shield Generator]] too.
|-
| Hangar
| N/A
| Unused. If it was, it'd probably be for the pod bay hangar doors, but in practice they don't need any access.
|-
| Cargo Bay
| [[Cargo Bay]]
| Lets you open the [[Quartmaster]]'s equipment lockers, but more importantly, lets you use the Supply Console, unlock [[Robots#MULEBot|MULEBots]] (actually controlling them uses a PDA app though), and, most importantly of them all, make announcements on the Quartermaster Announcement computer.
|-
| Medical
| [[Medbay]]'s doors, [[Pathology]]
| Lets go into any part of [[Medbay]] that isn't [[Genetics]] or [[Robotics]] basically, but ''not'' most of the lockers and vendors within. Those need Medical Equipment access. You can still get things from the NanoMed vendors, configure [[Robots#Medibot|medibots]], and use the Medical Records computer though, and, for some reason, use everything in [[Pathology]].
|-
| Toxins Research
| [[Plasma Research]]
| Pipes and connecters and burn chambers and most of the canisters and such, but not the place where the toxin/plasma is actually stored.
|-
| Toxins Storage
| [[Plasma Research]]
| For the restricted area where the canisters of plasma in [[Plasma Research]] are actually stored.
|-
| Med-Sci/Genetics
| [[Genetics]]
| Lets you into [[Genetics]]. However, the GeneTek consoles within are not-access locked.
|-
| Medical Equipment
| N/A
| ''This'' is what lets you open the medkit storage lockers, the medicine lockers, the blood supply fridges, the pathology fridge--basically any locker/vendor that isn't the restricted medicine locker (those need Medical Director Office access) or the NanoVend/Port-a-NanoMed (those are just Medical access).
|-
| Research Sector
| [[Research Wing]] corridors.
| Lets you into the [[Research Sector]] but not the labs within, each of which have their own individual access levels.
|-
| Robotics
| [[Robotics]]
| Lets you into [[Robotics]] and any little room within it too. Every piece of machinery within, though, is usuable by everyone, regardless of access.
|-
| Chemical Lab
| [[Chemistry]]
| Lets you into [[Chemistry]], duh. Every machine inside can by used by eveyone though, Chem Lab access or no.
|-
| Security
| General [[Security (place)|Security]] area.
| Lets you into any part of [[Security (place)|Security]] that isn't the [[Brig]], basically. You can also use the SecTech vendors and configure [[Robots#Securitron|Secbots]] (and for some reason, configure brig door timers), but you can't open the Security equipment lockers or use the [[Security Objects#Security Computer|Security computer]].
|-
| Brig
| [[Brig]]
| You'll also be able to view and modify [[Security Objects#Security Computer|Security computer]], as well as open the crate/locker of Confiscated Items.
|-
| Forensics
| [[Detective's Office]]
| Also lets you open the [[Detective]]'s locker of equipment (which, for some reason, is called a forensics equipment locker) and the [[Security Objects#Security Records|Security Records]] computer.
|-
| Armoury
| [[Armoury]], [[Security (place)|HoS's Office]]
| Also lets you open the Special Equipment lockers and the HoS's equipment locker and use the AmmoTech vendor within the [[Armoury]].
|-
| Security Equipment
| N/A
| Now, ''this'' is what you need to open Security equipment lockers (the weapons themselves, however, are not access-restricted. At all.)
|-
| Firearms Carry Permit
| N/A
| [[Robots#Securitron|Securitrons]] and [[Robots#GuardBuddy|GuardBuddies]] will not freak out if you're holding a stun baton, a taser, a riot shotgun, or anything like that in your hand. Of course, if you're stilling [[Syndicate Items|contraband]], they'll still go after you anyways, Permit or no Permit.
|-
| Research Director's Office
| [[Research Wing|Research Director's Office]]...duh.
| Also lets you open their equipment locker. But not [[TermOS#GuardBuddies|control the GuardBuddies]] or anything requiring su/superuser access.
|-
| Emergency Storage
| N/A
| Doesn't actually open [[Emergency Storage]].
|-
| ID Computer
| N/A
| Lets you modify access levels of ID cards using the ID Computer.
|-
| AI Upload
| [[AI Chamber]], [[AI Upload]], [[Computer Core]]
| Also lets you configure turret controls, letting you turn them turret off or on, on stun or on laser setting. Any [[Staff Assistant|chump]] can upload a law, however, if they've a AI Law board.
|-
| Teleporter
| [[Teleporter]]
| Everything else in the room is otherwise free to use by people of all access levels.
|-
| EVA
| [[EVA]]
|
|-
| Head's Quarters/Bridge
| [[Bridge]]
| Most importantly, lets [[Calling the Escape Shuttle|call the shuttle!]] It also lets you operate airbridge controls, view [[Computers#Bank Records|Bank Records]] and configure the mainframe in [[Computer Core]], and if the GuardBuddies are on [[TermOS#Assigning_a_buddy_to_purge|''purge'']], they will let you be.
|-
| Captain's Quarters
| [[Captain's Quarters]]
| Lets you open the [[Captain]]'s locker too.
|-
| Chief Engineer's Office
| [[Engineering|Chief Engineer's Office]]
| Lets you access the [[Chief Engineer]] locker within too.
|-
| Medical Director's Office
| [[Medbay|Medical Director's Office]]
| Gives access to the restricted medicine locker and [[Medical Director]]'s locker of supplies.
|-
| Head of Personnel's Office
| [[Head of Personnel's Office]]
| Lets you rummage through your (assuming you're reading this as the HoP) locker!
|}


== The Personal Equipment Manufacturer ==
== The Personal Equipment Manufacturer ==

Revision as of 01:58, 28 January 2018

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 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 HoP spawns in his office near customs and can (and typically will) upgrade their own ID to all-access. The combination of high access and low responsibility makes the HoP a good job for doing whatever the hell you want.

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.

ID Changing

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?

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.

Otherwise, ID/access-changing itself is pretty simple, but sometimes the name of the access levels are confusing or strangely named. Here's a table explaining them all and the extra things each entails.

Name Area Accessible Additional Notes
Morgue Morgue Includes both the one in Medbay and the one in the Chapel.
Maintenance Maintenance Usually allows you to go through the airlocks into the station as well.
Chaplain's Office Chaplain's Office Also lets you to open the Chaplain's locker of nice outfits. Snazzy!
Technical Storage Tech Storage
Bar Behind the Bar The entrance into the general bar area is open to everyone; it's the area behind the counter that needs this access level. Not the same as Kitchen access!
Janitorial Equipment Custodial Closet Lets you open the Janitor's locker of supplies as well.
Crematorium N/A Not the room containing it, but rather the switch in the room that turns it on.
Kitchen Kitchen Includes access to the FoodTech vendor as well.
Hydroponics Hydroponics But not the Seed Fabricators or GardenVends--those are open-access!
External Airlocks N/A Allows you to go through most of the airlocks into the station. Rarely used these days, since those airlocks tend to use Maintenance access nowadays.
Construction Site N/A Absolutely useless (for now).
Engineering Electrical Substation Allows you into the rooms where the SMES Units for the Solar Arrays (The units themselves require no particular access level to configure though.) Also lets you open the Engineers' lockers.
Engineering Storage Primary Tool Storage, Emergency Storage A Basically any storage areas solely intended for Engineers, like the tool storage room in Cogmap1's Engineering.
Electrical Equipment N/A Lets you unlock APCs and configure their settings.
Engine Room Engine Room, duh Lets you into the room(s) that contain the engine itself, which is usually, depending on the map, either the Thermo-Electrical Generator unit and its hot and cold loops or the Singularity Generator and the little containment room for its gravitational generator.
Mechanical Lab Mechanics Workshop Allows you to open the Mechanic lockers too.
Engineering Gas Storage/Atmospherics Gas Storage, Atmospherics Lets you into the room containing all the gas canisters for the hot and cold loops and, of course, Atmospherics--if either of them are on the map.
Mining Shuttle N/A Basically unused. The Mining Shuttle itself and the computers that control it are public access.
Mining Department Mining Department Allows you to open Miner's lockers too. (You don't need any access to use the mineral magnet controller, however.)
Engine Control Room Engine Control Room,duh Lets you into whatever place the map has designated the engine's control room, which is usually where there is an Engineering Output Monitor Computer. This also lets you lock and unlock Emitters and Field Generators and, on Clarion and Destiny, the Shield Generator too.
Hangar N/A Unused. If it was, it'd probably be for the pod bay hangar doors, but in practice they don't need any access.
Cargo Bay Cargo Bay Lets you open the Quartmaster's equipment lockers, but more importantly, lets you use the Supply Console, unlock MULEBots (actually controlling them uses a PDA app though), and, most importantly of them all, make announcements on the Quartermaster Announcement computer.
Medical Medbay's doors, Pathology Lets go into any part of Medbay that isn't Genetics or Robotics basically, but not most of the lockers and vendors within. Those need Medical Equipment access. You can still get things from the NanoMed vendors, configure medibots, and use the Medical Records computer though, and, for some reason, use everything in Pathology.
Toxins Research Plasma Research Pipes and connecters and burn chambers and most of the canisters and such, but not the place where the toxin/plasma is actually stored.
Toxins Storage Plasma Research For the restricted area where the canisters of plasma in Plasma Research are actually stored.
Med-Sci/Genetics Genetics Lets you into Genetics. However, the GeneTek consoles within are not-access locked.
Medical Equipment N/A This is what lets you open the medkit storage lockers, the medicine lockers, the blood supply fridges, the pathology fridge--basically any locker/vendor that isn't the restricted medicine locker (those need Medical Director Office access) or the NanoVend/Port-a-NanoMed (those are just Medical access).
Research Sector Research Wing corridors. Lets you into the Research Sector but not the labs within, each of which have their own individual access levels.
Robotics Robotics Lets you into Robotics and any little room within it too. Every piece of machinery within, though, is usuable by everyone, regardless of access.
Chemical Lab Chemistry Lets you into Chemistry, duh. Every machine inside can by used by eveyone though, Chem Lab access or no.
Security General Security area. Lets you into any part of Security that isn't the Brig, basically. You can also use the SecTech vendors and configure Secbots (and for some reason, configure brig door timers), but you can't open the Security equipment lockers or use the Security computer.
Brig Brig You'll also be able to view and modify Security computer, as well as open the crate/locker of Confiscated Items.
Forensics Detective's Office Also lets you open the Detective's locker of equipment (which, for some reason, is called a forensics equipment locker) and the Security Records computer.
Armoury Armoury, HoS's Office Also lets you open the Special Equipment lockers and the HoS's equipment locker and use the AmmoTech vendor within the Armoury.
Security Equipment N/A Now, this is what you need to open Security equipment lockers (the weapons themselves, however, are not access-restricted. At all.)
Firearms Carry Permit N/A Securitrons and GuardBuddies will not freak out if you're holding a stun baton, a taser, a riot shotgun, or anything like that in your hand. Of course, if you're stilling contraband, they'll still go after you anyways, Permit or no Permit.
Research Director's Office Research Director's Office...duh. Also lets you open their equipment locker. But not control the GuardBuddies or anything requiring su/superuser access.
Emergency Storage N/A Doesn't actually open Emergency Storage.
ID Computer N/A Lets you modify access levels of ID cards using the ID Computer.
AI Upload AI Chamber, AI Upload, Computer Core Also lets you configure turret controls, letting you turn them turret off or on, on stun or on laser setting. Any chump can upload a law, however, if they've a AI Law board.
Teleporter Teleporter Everything else in the room is otherwise free to use by people of all access levels.
EVA EVA
Head's Quarters/Bridge Bridge Most importantly, lets call the shuttle! It also lets you operate airbridge controls, view Bank Records and configure the mainframe in Computer Core, and if the GuardBuddies are on purge, they will let you be.
Captain's Quarters Captain's Quarters Lets you open the Captain's locker too.
Chief Engineer's Office Chief Engineer's Office Lets you access the Chief Engineer locker within too.
Medical Director's Office Medical Director's Office Gives access to the restricted medicine locker and Medical Director's locker of supplies.
Head of Personnel's Office Head of Personnel's Office Lets you rummage through your (assuming you're reading this as the HoP) locker!

The Personal Equipment Manufacturer

Stashed away in your quarters is your very own fabricator, the Personal Equipment Manufacturer. This oft-neglected machine can provide spare ID cards when some hooligan steals the spare ID boxes. When hacked, it can manufacture sweet golden ID cards for leaving out in the open as schmuck bait doing your duties in style.

In addition to ID cards, your PEM will also provide access implants. These essentially work as implantable, usually unstealable ID cards. To set the clearances on these little buggers, insert them into the ID Computer as you would a regular card and set the appropriate access. By default, your manufacturer can only make temporary access implants that work for only two charges, meaning they'll open two access-locked doors and two access-locked lockers, though they'll open an unlimited amount of crates. Hacking the manufacturer will make it produce the tremendously superior, far cooler permanent access implants with unlimited charges, working like a implanted physical ID card.

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 &
Security
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director · Security Officer · Detective · Security Assistant · Nanotrasen Security Consultant
Medical &
Research
Geneticist · Roboticist · Scientist · Medical Doctor
Engineering Quartermaster · Miner · Engineer
Civilian Chef · Bartender · Botanist · Rancher · Janitor · Chaplain · Staff Assistant · Radio Host · Clown · Gimmick jobs
Jobs of the Day Dungeoneer · Barber · Mail Courier · Lawyer · Tourist · Musician · Boxer
Antagonist Roles With own mode Arcfiend · Blob · Changeling · 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