Difference between revisions of "Sandbox-2:WilliamMurdoch"

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{{Guides}}
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{{Jobs}}
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[[Category: Jobs]]
[[Category: Security]]
[[Category: Command]]

Revision as of 15:11, 18 November 2023

SECURITY & COMMAND STAFF
Head of Security
Head of Security
Access: All of medbay, All of security, All of research and development, Brig Timers, Bridge, Teleporter, Hydroponics, Atmospherics, Janitor's closet, Kitchen, Bar, Maintenance
Qualifications: At least 30 years of age, 10 years experience in security-related field and a relevant Bachelors or Masters degree.
Employers: The Stellar Corporate Conglomerate
Supervisors: Captain
Duties: Coordinate security, maintain order.
Guides: Guide to Security, Corporate Regulations, Chain of Command

The Head of Security is in charge of the Security forces on the ship. They command the Warden, Investigator, and Security Officers and make sure that they don't ruin everything.

Job Description

Your job isn't to hunt people down unless it's an urgent matter in one of the many places your normal security officers can't get into, so you can usually just sit in your office and let the officers do it for you. You have more access to the ship than anyone else in security, but less than the other heads. Try not to depend on it.

You are concerned with the following people:

  • Security Officers: These are your pawns, and it's your job to control them. If they're being incompetent resource wasters, yell at them and get them to fall in line. If they continue, tell them to stop or have them demoted. A security officer that does not do their job properly shouldn't even have that job in the first place.
  • Warden: This is a special security officer who acts as the Brig's watchdog. Make sure he doesn't set and/or support unfair and bad brig times, that he doesn't leave the Brig, and he won't bother you. He also hands out equipment in emergencies.
  • Investigator: The job of the Investigators is to investigate crimes. They specialize in interrogating suspects and witnesses, analyzing evidence procured at a crime scene and pursuing leads. They are firmly under your command, regardless of what they may say.

Strategy

Officers, Roll Out

The first step towards keeping the ship safe is to ensure that your own officers aren't a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding Corporate Regulations, and standard Security practices.

Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the Investigator collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date.

Laying Down the Law

Check to make sure that appropriate times are given out for violations of Corporate Regulations, and that your department only arrests people who have actually committed crimes. Remember, if they're doing something that you don't like but is technically not against the law, you can issue an official injunction - preferably in an official-sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.

If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a bad officer.

El Capitan

It is also important that you understand the relationship between Security and the Captain. The Captain's authority on the ship is absolute, except where it conflicts with Corporate Regulations; the Captain cannot pardon criminals, cannot get away with committing crimes, and so on. The only time that Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the ship. Other Heads of Staff are required to follow Corporate Regulations as well. However, this does not mean that you are the law. You are still outranked by the Captain. You can only arrest the Captain, or other Heads of Staff, if they've actually committed a crime. Until that time, you have to follow orders just like anyone else.


Finally, always remember to follow standard security procedures!

Office

Your office is in the Brig. It holds various security equipment for use in apprehending and detaining criminals. Your office also has both a security records computer and a security camera potato which you can use to monitor the ship from the comfort of your desk chair.

Brig

The holding area for prisoners. Only people with access to security can enter. It's still possible for normal crew members to view the cells through the windows behind them. As the windows are electrified, though, they're not a valid means of entry unless the person happens to have insulated gloves.

The brig also has blast doors in all of the windows, as well as the halls into the cells. There's a button to drop them in the warden's office and your office.

Prisoners may try to flee, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren't dangerous). And, SET A TIME TO THE TIMER (the door won't lock unless you do this). Make sure to keep the time to the crime.

In the event that a prisoner has been deemed too dangerous to release, they can be kept in one of the secure holding cells.

Links to Other Departments

As Head of Security, you coordinate your actions with the captain, the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. When a criminal damages ship infrastructure, you will work with Engineering to determine what happened and whether it's safe for your officers to investigate. Supply and Research can get you high-powered weapons if you need them. And do try to keep the janitor from thoughtlessly cleaning up the evidence.

Guides of the Horizon
Game Mechanics 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
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