Head of Personnel

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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 begins at 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 corpsed.

The Firefighter

Runs around from every part of the station making sure things are actually running well. Gets the engine 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 laser guns 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.

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.

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 Singularity on. Have fun!

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 · 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