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{{Reference}}
The alert system is a standardized system of 5 security levels that details the status of the ship, the dangers it faces, and the permissions and access granted to certain parts of the crew. The alert level is chosen by the Command team as they see fit to address any issues aboard. This is done via the Communication program on command-level devices, or, for higher levels, the Keycard Authentication Device.


Within the Stellar Corporate Conglomerate, we look to hire the best and brightest in a wide range of fields. Given the vast breadth of known inhabited space and the variety of university, doctorate programs and general experiences potential employees can be subject to, SCC HR has come up with these explicit requirements applicants much meet before being hired or allowed to work as a contractor.
==<span style='color: green'>Green Alert</span>==
A green alert status indicates that the ship is operational without any present danger or elevated privileges. This is the status that the ship is expected to be running under, and Command must work towards a return to this status should it ever change.


==IMPORTANT: Applicability==
During a green alert, all privacy laws are enforced and no additional privileges are provided to personnel. Security staff must not have weapons visible, may not conduct searches or arrest crew members without an applicable authorised warrant (exceptions apply). Camera access for non-Command personnel are limited to their own department. Suit sensors are not mandatory, and may be set to any setting based on the individual's personal preferences.
The following requirements and recommendations are applicable all Horizon crewmembers working for the SCC directly, or as a contractor employed by an SCC affiliate company. More on the SCC and it's affiliates can be found [[Stellar_Corporate_Conglomerate | here.]]


=Standard Requirements=
==<span style='color: blue'>Blue Alert</span>==
A blue alert status indicates that there is a high potential or unknown danger on the ship, or high potential for hostile encounters. This alert is used to assist Security personnel with identifying a potentially major threat, or to prepare the ship for hostile encounters. Security personnel are authorized to wear complete armor sets, helmets, and display weaponry at all times. Random searches of crew are permitted within reason. Locational searches are also permitted with probable cause, however Command Staff may shut down a locational search of an area under their authority. This includes but is not limited to: their own department, the bridge, vault, or any other shared command-restricted location. In both cases, it is the right of the department head, or the individual receiving the search to know the reason of said search.


All potential employees must be able to meet all of the following criteria to be considered for employment either directly or via contract by the SCC:
Blue alert unlocks additional access privileges for personnel. Security will obtain access to the entire ship's camera network, and maintenance airlocks will lose their access restrictions.


* Must be a citizen or possess a work visa from all applicable governments
It is an expectation for Command staff to raise the security level to blue if there is a suspected danger aboard the SCCV Horizon, however if the situation can be handled through warrants and is not evolving rapidly, then green alert should be preferred over blue.
* Must be at least 18 years old
* Must be of sound-mind
** Those with psychological disorders are subject to additional levels of psychological screening
* Must understand Tau Ceti Basic without a translator
** Must be fluent in speaking Basic or using Sign Language
* Must have no outstanding warrants or bounties in recognized states


=Standard Procedure=
==<span style='color: red'>Red Alert</span>==
A red alert status indicates that there is a confirmed and immediate threat to the ship. Authorising a red alert status requires two Command personnel to swipe their ID cards on keycard authorisation terminals located within their offices simultaneously.


All potential employees are subject to the following pre-employment procedures, regardless of species, race, age, nationality and socioeconomic status.
Red alert provides additional expectations and privileges to personnel. All on-board staff are required to set their suit sensors to maximum, and may be charged with Failure to Execute an Order if they are deemed non-compliant. Security may now have weapons unholstered at all times. Tau Ceti Basic is '''required''' on public channels.


The following are done in the order listed:
A red alert status may only be used if there is a confirmed, active and immediate danger aboard the ship, and Command are expected to work towards lowering the status and resolving the danger as soon as possible. If the ship remains on Red alert for a significant amount of time, a situation report must be faxed to CCIA to provide an update.


* Two-tier background check
'''Warning: Red Alert blocks any vote to end the round. Only remain on Red Alert for as long as is strictly necessary.'''
** Employment and Educational History
** Criminal Record
* Routine Level-1 Psychological Evaluation
* Interview(s) with HR and department head(s)
* Sign binding non-disclosure agreement


=Occupation Specific Requirements=
==<span style='color: orange'>Yellow Alert</span>==
A yellow alert indicates a confirmed biological hazard onboard the ship. All crew are to follow command instruction in order to ensure a safe return to standard operations.


For requirements on specific jobs, look at the job qualification section on specific job guides.
Code Yellow should be used for hazards such as carp, greimorians, vines, drones, blobs or any other hazard on the ship. It will give Command and any relevant departments the required flexibility (for example allowing officers to carry weaponry during a greimorian outbreak) to deal with any biological hazard threats, without sacrificing privacy rights or giving the Security Department the means to arrest/search crew without a warrant.


The physical requirements of each job are listed below.
==<span style='color: indigo'>Delta Alert</span>==
 
The ship has been compromised, and is beyond saving. This alert level can only be issued by the captain and admins, by following the protocol outlined on the [[Captain|Captain's page]]. Regulations are sidelined, security and command may do whatever is necessary to guide people to the escape pods and contain the threat long enough for the ship to be destroyed. Pray you might survive.
<div class="toccolours mw-collapsible mw-collapsed"><center>
==Job Accessibility Requirements==
<small>The Biesel Government alongside its companies has earned a reputation for inclusiveness, this applies not only their policy on aliens but also those differently-abled. Nonetheless, certain disabilities regrettably disallow the affected person to perform certain duties, which could lead to possible hazards, injuries in the workplace, or, in the worst case, loss of profit.
 
Note, this refers to the state of your character at the beginning of the round. Your character will not get fired because they lost their hand as an engineer in the middle of the round. However, your character should try to find corrective means within possibility as soon as possible. Like a Mechanical Limb.</small>
</center>
<div class="mw-collapsible-content">
===Criteria===
The following are classifications of disability levels that scale up according to the severity in regards to affecting the production of the crewmember. These classifications are not meant to imply that certain conditions are less severe or that individuals that have them are less important. It is simply meant as a simple way for players and admins to classify characters into job roles that are left purposefully vague.
 
Note, a job that allows characters with high severity disabilities likewise permits lower severity disabilities. Thus a job that allows muteness also allows every other "lower" speech impediment.
 
====Mobility:====
*'''Unimpaired:''' The job will require the character to move quickly, navigate obstacles and perform complex and exhausting maneuvers in high-stress environments. Characters with prosthetics that are just as effective as healthy limbs also belong to this category.
*'''Movement Impaired:''' The job will require a character to be able to move and navigate the station and main departments without issue. Characters with joint pain, Vestibular issues, and other disabilities that might require a cane belong in this category.
*'''Heavily Movement Impaired''': The job will require the character to be able to move in the main hallways and departments. Characters with missing legs, severe arthritis, and other disabilities that might require a wheelchair belong in this category.
 
====Eyesight:====
*'''Perfect:''' The job will require the character to be able to easily discern details, and have perfect depth of vision. Characters with nearsightedness, or other disabilities that may affect the eyes to a minor extent belong in this category.
*'''Flawed:''' This job will require the character to be able to see most of the light spectrum, and have adequate depth of vision. Characters with colorblindness or nearsightedness also belong in this category.
*'''Blind:''' This job will not directly require the character to see in any form. Characters that are blind, or otherwise unable to see belong to this category.
 
====Communication:====
=====Speech=====
*'''Minimal Speech Impediment:''' The job will require the character to enunciate quickly, clearly, and properly, lives will depend on their ability to speak. Characters with a minor, single-syllable stutter, or a light, and understandable accent belong in this category.
*'''Speech Impediment:''' The job will require the character to be able to speak quickly and properly, these characters might find themselves in emergencies where proper speech might save a life. Characters with the nervousness disability, a stutter, a lisp, or a heavy accent belong in this category.
*'''Heavy Speech Impediment:''' The job will require the character to be able to communicate with their co-workers. Characters with a limited ability to speak Tau Ceti basic, heavy stutter, and other disabilities that severely limit speech belong in this category.
*'''Mute:''' The job will require the character to communicate with their co-workers via text, sign language, or other means besides speech. Characters who are unable to talk at all, belong in this category.
 
=====Hearing=====
*'''Healthy Hearing:''' The job will require the character to receive and understand commands clearly and quickly. Characters with a hearing aid also belong in this category.
*'''Impaired Hearing:''' The job does not require the character to receive or understand commands clearly and immediately. Characters with a popped ear-drum, severe tinnitus, or impaired with deafness belong in this category.
 
====Limbs:====
*'''Unimpaired:''' The job will require the character to use both their limbs with precision and speed. Robotic limbs belong in this category.
*'''Impaired:''' The job will require the character to use their limb. Characters with a missing hand, a missing arm, or tremors belong in this category.
 
<div style="width:60%; font-size:100%; border:2px solid #ccc; background:#ffc1b5; margin:0; padding:.1em; text-align:center;color:#000;">!A CREWMEMBER SHOULD NEVER BE MISSING BOTH OF HIS ARMS OR HANDS!</div>
 
===Permission===
Here is a comprehensive list of which types of disability your character is permitted to have, per their job.
 
====Command====
Command is expected to lead during situations and emergencies. However, due to the amount of experience required to attain such a role and the variety, each role has different expectations associated with it.
 
{| class="wikitable sortable" align="center" border="1" cellspacing="0" cellpadding="2" width="80%"
|-
!style="background:lightblue;"| '''Command''' !! '''Mobility''' !! '''Eyesight''' !! '''Speech''' !! '''Hearing''' !! '''Limbs'''
|-
| Captain:|| Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired
|-
| Head of Security:|| Unimpaired  || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired
|-
| Head of Personnel:|| Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired
|-
| Chief Engineer:|| Unimpaired || Perfect ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired
|-
| Research Director:|| Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired
|-
| Chief Medical Officer:|| Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired
|-
| Consular:|| Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired
|-
| Operations Manager:|| Movement Impaired || Flawed || Speech Impediment || Healthy Hearing || Unimpaired
|-
|}
 
====Security====
Security is one of the most physically demanding departments. Chasing assistants, wrestling with a drunk Unathi, or hunting space carp all belong on the work-list of security. With the exception of cadets, all members of the department are expected to be capable of EVA activity if required.
 
{| class="wikitable sortable" align="center" border="1" cellspacing="0" cellpadding="2" width="80%"
|-
!style="background:blue;"| '''Security''' !! '''Mobility''' !! '''Eyesight''' !! '''Speech''' !! '''Hearing''' !! '''Limbs'''
|-
| Security Officer:|| Unimpaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired
|-
| Security Cadet:|| Unimpaired  || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired
|-
| Warden:|| Unimpaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired
|-
| Investigator:|| Unimpaired || Perfect ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired
|-
|}
 
====Science====
While scientists are widely considered lazy and weak, this doesn't mean just anyone can join. Many roles require the crewmember to perform heavy duty work, complicated EVA maneuvers, or delicate movements. Much more leeway is afforded, however, to the basic scientist role as this role can vary wildly in its specialization.
 
{| class="wikitable sortable" align="center" border="1" cellspacing="0" cellpadding="2" width="80%"
|-
!style="background:violet;"| '''Science''' !! '''Mobility''' !! '''Eyesight''' !! '''Speech''' !! '''Hearing''' !! '''Limbs'''
|-
| Scientist:|| Movement Impaired  || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired
|-
| Phoron Researcher:|| Unimpaired  || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired
|-
| Xenoarcheologist:|| Unimpaired || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired
|-
| Anomalist:|| Unimpaired  || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired
|-
| Xenobiologist:|| Movement Impaired || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired
|-
| Lab Assistant:|| Specialization Dependent* || Flawed ||  Specialization Dependent* || Specialization Dependent* || Specialization Dependent*
|}
'''*''' Choose based on the science role your Lab Assistant is specializing for.
 
====Medical====
The medicinal field is much more permissive towards the disposition of the doctors. More frequently they'll be expected to stand around for long hours rather than running to any patients, with the exception of first responders.
 
{| class="wikitable sortable" align="center" border="1" cellspacing="0" cellpadding="2" width="80%"
|-
!style="background:green;"| '''Medical''' !! '''Mobility''' !! '''Eyesight''' !! '''Speech''' !! '''Hearing''' !! '''Limbs'''
|-
| Physician:|| Movement Impaired  || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired
|-
| Surgeon:|| Movement Impaired  || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired
|-
| Pharmacist:|| Movement Impaired || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired
|-
| First Responder:|| Unimpaired  || Flawed || Minimal Speech Impediment || Healthy Hearing || Unimpaired
|-
| Psychiatrist:|| Heavily Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Impaired
|-
| Medical Intern:|| Specialization Dependent* || Flawed || Specialization Dependent* || Specialization Dependent* || Specialization Dependent*
|-
|}
'''*''' Choose based on the medical role your Medical Intern is specializing for.
 
====Engineering====
Engineers are expected to deal with station emergencies and physical work is their daily bread and butter. As far as speech impediments are concerned they aren't as strict.
 
{| class="wikitable sortable" align="center" border="1" cellspacing="0" cellpadding="2" width="80%"
|-
!style="background:orange;"| '''Engineering''' !! '''Mobility''' !! '''Eyesight''' !! '''Speech''' !! '''Hearing''' !! '''Limbs'''
|-
| Station Engineer:|| Unimpaired || Perfect ||  Speech Impediment || Healthy Hearing || Unimpaired
|-
| Atmospheric Technician:|| Unimpaired || Perfect ||  Speech Impediment || Healthy Hearing || Unimpaired
|-
| Engineering Apprentice:|| Unimpaired || Perfect ||  Speech Impediment || Healthy Hearing  || Unimpaired
|-
|}
 
====Service:====
The Service department features many jobs and many people. Thus, it is the most permissive department in regards to disabilities.
 
{| class="wikitable sortable" align="center" border="1" cellspacing="0" cellpadding="2" width="80%"
|-
!style="background:grey;"| '''Service''' !! '''Mobility''' !! '''Eyesight''' !! '''Speech''' !! '''Hearing''' !! '''Limbs'''
|-
| Chaplain:|| Heavily Movement Impaired || Blind ||  Mute || Impaired Hearing || Impaired
|-
| Librarian:|| Heavily Movement Impaired || Flawed ||  Mute || Impaired Hearing || Impaired
|-
| Reporter:|| Heavily Movement Impaired || Flawed ||  Speech Impediment|| Healthy Hearing || Impaired
|-
| Janitor:|| Unimpaired || Flawed ||  Mute || Impaired Hearing || Impaired
|-
| Bartender:|| Heavily Movement Impaired || Flawed ||  Mute || Impaired Hearing || Impaired
|-
| Chef:|| Heavily Movement Impaired || Flawed ||  Mute || Impaired Hearing || Unimpaired
|-
| Hydroponicist: || Heavily Movement Impaired || Flawed ||  Mute || Impaired Hearing || Impaired
|-
| Assistant:|| Specialization Dependent* || Specialization Dependent* || Specialization Dependent* || Specialization Dependent* || Specialization Dependent*
|-
|}
'''*''' Assistants can assist in a variety of roles, refer to the above tables when deciding into which role they should be permitted.
 
====Operations:====
Operations is, likewise, relatively permissive. However, it is much more specific to each individual role as a Shaft Miner will be required to do much more physically than a Hangar Technician or a Operations Manager.
 
{| class="wikitable sortable" align="center" border="1" cellspacing="0" cellpadding="2" width="80%"
|-
!style="background:gold;"| '''Cargo''' !! '''Mobility''' !! '''Eyesight''' !! '''Speech''' !! '''Hearing''' !! '''Limbs'''
|-
| Hangar Technician:|| Unimpaired || Flawed || Mute || Healthy Hearing || Unimpaired
|-
| Shaft Miner:|| Unimpaired || Flawed || Heavy Speech Impediment || Healthy Hearing  || Unimpaired
|-
| Machinist:|| Movement Impaired || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired
|-
|}
</div></div>
 
{{Jobs}}
{{Guides}}
{{Guides}}
{{jobs}}

Latest revision as of 03:12, 2 August 2024

The alert system is a standardized system of 5 security levels that details the status of the ship, the dangers it faces, and the permissions and access granted to certain parts of the crew. The alert level is chosen by the Command team as they see fit to address any issues aboard. This is done via the Communication program on command-level devices, or, for higher levels, the Keycard Authentication Device.

Green Alert

A green alert status indicates that the ship is operational without any present danger or elevated privileges. This is the status that the ship is expected to be running under, and Command must work towards a return to this status should it ever change.

During a green alert, all privacy laws are enforced and no additional privileges are provided to personnel. Security staff must not have weapons visible, may not conduct searches or arrest crew members without an applicable authorised warrant (exceptions apply). Camera access for non-Command personnel are limited to their own department. Suit sensors are not mandatory, and may be set to any setting based on the individual's personal preferences.

Blue Alert

A blue alert status indicates that there is a high potential or unknown danger on the ship, or high potential for hostile encounters. This alert is used to assist Security personnel with identifying a potentially major threat, or to prepare the ship for hostile encounters. Security personnel are authorized to wear complete armor sets, helmets, and display weaponry at all times. Random searches of crew are permitted within reason. Locational searches are also permitted with probable cause, however Command Staff may shut down a locational search of an area under their authority. This includes but is not limited to: their own department, the bridge, vault, or any other shared command-restricted location. In both cases, it is the right of the department head, or the individual receiving the search to know the reason of said search.

Blue alert unlocks additional access privileges for personnel. Security will obtain access to the entire ship's camera network, and maintenance airlocks will lose their access restrictions.

It is an expectation for Command staff to raise the security level to blue if there is a suspected danger aboard the SCCV Horizon, however if the situation can be handled through warrants and is not evolving rapidly, then green alert should be preferred over blue.

Red Alert

A red alert status indicates that there is a confirmed and immediate threat to the ship. Authorising a red alert status requires two Command personnel to swipe their ID cards on keycard authorisation terminals located within their offices simultaneously.

Red alert provides additional expectations and privileges to personnel. All on-board staff are required to set their suit sensors to maximum, and may be charged with Failure to Execute an Order if they are deemed non-compliant. Security may now have weapons unholstered at all times. Tau Ceti Basic is required on public channels.

A red alert status may only be used if there is a confirmed, active and immediate danger aboard the ship, and Command are expected to work towards lowering the status and resolving the danger as soon as possible. If the ship remains on Red alert for a significant amount of time, a situation report must be faxed to CCIA to provide an update.

Warning: Red Alert blocks any vote to end the round. Only remain on Red Alert for as long as is strictly necessary.

Yellow Alert

A yellow alert indicates a confirmed biological hazard onboard the ship. All crew are to follow command instruction in order to ensure a safe return to standard operations.

Code Yellow should be used for hazards such as carp, greimorians, vines, drones, blobs or any other hazard on the ship. It will give Command and any relevant departments the required flexibility (for example allowing officers to carry weaponry during a greimorian outbreak) to deal with any biological hazard threats, without sacrificing privacy rights or giving the Security Department the means to arrest/search crew without a warrant.

Delta Alert

The ship has been compromised, and is beyond saving. This alert level can only be issued by the captain and admins, by following the protocol outlined on the Captain's page. Regulations are sidelined, security and command may do whatever is necessary to guide people to the escape pods and contain the threat long enough for the ship to be destroyed. Pray you might survive.

Guides of the Horizon
General Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Gunnery - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes - Chain of Command
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink
Jobs on Aurora
Command Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager
Command Support Corporate Liaison - Consular Officer - Bridge Crewman
Security Security Officer - Warden - Investigator - Security Cadet
Engineering Engineer - Atmospheric Technician - Engineering Apprentice
Medical Surgeon - Physician - Paramedic - Psychologist - Pharmacist - Medical Intern
Research Scientist - Xenobiologist - Xenobotanist - Lab Assistant
Operations Hangar Technician - Shaft Miner - Machinist
Service Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter
Non-human AI - Cyborg - Personal AI
Special Merchant - Ghost Roles