Security Officer
Security Officer |
Superiors: Head of Security
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NanoTrasen has developed a state-of-the-art research station, and in the same breath they signed a clown onto the payroll. It henceforth falls to you to protect the station from threats, real or perceived.
At the end of the day, your basic role is to ensure crew safety. This may mean putting yourself at risk, but that’s why we wear the badge.
It is important to note that Security is one of the most mechanics-heavy roles on the station and requires a fairly high degree of proficiency in the game’s basic controls. For this reason, it is suggested you get a good deal of experience in other roles before attempting to play as Security, lest you be branded “Shitcurity” – or worse. Bare Minimum Requirements: Don’t create more problems than you solve. Be a deterrent simply by being.
The Heat!
Criminals are out there, and you’re the last bastion between them and Total Anarchy! This cannot be allowed. Space Law is absolute, and you are its executioner. That said, you are not AN executioner. Your job is to protect the station and its people. It is essential that you at the very least speak to the crew as you go about your patrols – the more you get to know your crew, the more cooperative they will be in the future.
Knowing your Butt from your Baton.
There is a wide misconception that being Security means beating people into submission and ruling with an iron first. This is the farthest possible thing from the truth. As Security, the station puts its trust in you to be an effective peacekeeping force. While the corporate regulations exist and should be followed, they are not the be all and end all of your job.
What the clown gets up to is, by Space Law, a crime; but you’re better than that. You are able to talk to the clown. You can work to make them less disruptive to the crew while also avoiding a fight. If done well, the clown will get to keep up their hilarious antics – if done poorly, expect to find a bloodied bike horn in disposals. While diplomatic solutions are not always possible, they should be what you strive for. When they fail, you have |an arsenal of tools at your disposal. If faced with a crime scene and few leads, call for the detective and avoid touching anything. If you don’t have a detective, get ready for some good ol’ fashioned problem solving! Once the perp is apprehended, take them to the brig for processing. The Warden Should be able to help you here, but you should know the law regardless. Remember; sentence time starts from when they are apprehended. Treat the prisoner with respect and kindness – they are human, after all. While you will usually have an assigned department, patrolling is still an essential part of your job. Check your maintenance corridors, the quiet areas of the ship, and stay in contact with both your assigned department and the security department via the radio.
Guns at the Ready!
When getting kitted up, your previously mentioned cabal of tools are a must-have. Generally speaking, you’ll be wanting to hit up the brig for such things. Should these leave you empty-handed, check in with the Warden. Worst case, it may be worth checking the checkpoints that are scattered around the area. Outside of this, however, there are a few other items that can also be useful;
- A Universal Recorder can be useful for recording confessions or ensuring your word is able to be believed. Evidence can be essential for tough to crack cases!
- A Plush Toy can be useful for consoling some crew members. While this may seem strange, it is often harder for a person to be angry when looking at a fluffy friend!
- An active personal AI can be a lifesaver when the going gets tough! While not the most commonly accessible device on the station (at least in an active state) a good pAI can operate as a rookie with the ability to pull open a door in an emergency.
The Daily Grind
In the Security Department, you are the lowest rung. While you are not directly subservient to the Warden, you are expected to follow their instructions. Above both of you is your Head of Security, and above them is the Captain themselves. This chain of command is what you will primarily be operating under aboard the station. Outside of the station, Central Command provides direction to the Captain, meaning some orders passed down to you may be from CentComm themselves. When assigned to a department, you may also receive orders from its Head of Staff. While these are not as important as the ones from your direct superiors, it will put you in the department’s good books if you do as asked. When patrolling, take the time to get to know your fellow crewmate; it may make them easier to talk down from crimes if you already have an established rapport. Most pressingly, be kind. Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution. ||Mechanical Minds, Silicon SecOffs|| One of your most useful tools is your small friend, Officer Beepsky. Your Sec HUD can be used to set someone’s arrest status on the fly, and for those you can’t see you can call in to the Warden, who can set this status on their console. Once he finds a target, his on-board radio will let you know when he finds the no-good criminal! It cannot be overstated how useful this can be during a manhunt. An extra pair of eyes is nothing to scoff at, so be sure to call in reports of criminals frequently. ||GREAT GOOGLY MOOGLY IT’S ALL GONE TO SHIT|| There comes a time in every good officer’s life where things go, to put it kindly, tits up. The most important thing is to remember that most situations can be resolved by organization, and that more chaos will simply lead to worse problems down the line. Keeping in contact is more essential than ever when the red alert is raised. It may be worthwhile to establish regular check-ins. Information should be compiled regularly and, where possible, communication to the opposing force should be maintained. In the event that the opposition is actively avoiding diplomacy, then it’s time to raise hell.
The Syndicate
Perhaps NanoTrasen’s most known rival, The Syndicate have a long-standing grudge against NanoTrasen for their actions. These units often work in secret, but occasionally choose to go loud. Be aware that one of their favourite tricks is to punch a hole through our beloved station, and no amount of plastic surgery can recover your brain from the fine paste that used to be your skull; in short – use an Explosive Ordinance Disposal (E.O.D.) suit when handling anything that looks like it might turn you into mincemeat. Recovery of NanoTrasen assets is tantamount to a successful anti-operative response. Beware that your silicon intelligences remain unaffected should it come to light that your station has been targeted.
Nuclear Operations
Your conversations with Nuclear Operations are likely to be little more than interrogation. Let me be clear, you’ll need all the information you can get – but these people will not be willing to talk to you for very long. With the goal of detonating the on-board Nuclear Failsafe, killing anyone and everyone caught in the blast, these teams will be a significant test of your preparedness. Once an incursion is confirmed, keeping an eye on the nuke is a good idea; however patrol teams are also strongly encouraged – the best defence is a good offence. The Nuke Ops are useless without your on-station nuke disk. Guard this with your life. If this situation is confirmed, you will want to upgrade your kit from the Armoury. Despite what you might hope, your pea shooter and lightning gun are unlikely to hold up against the forces of a paramilitary incursion. Work with your team, stay together, and report in regularly if you wish to keep your body from resembling Swiss cheese.
Revolution
Let’s be honest; NanoTrasen isn’t the best company to work for. While most are usually placated by the smooth taste of Vodka and the delicious flavour of Donk Pocket, the working man may one day find that their ongoing labour violations are too much. In this situation, you have one positive thing going for you; by the nature of concession, these folks are the most likely to be willing to hold a conversation. Try to find out what their issue is and to work with them. In the event that they simply wish anarchy upon the station, then I’m afraid you’re out of luck.
The old adage of “You can’t put us all in Prison” may eventually ring true, thankfully for you NanoTrasen has Mindshield Implants available. These implants will free the afflicted of their less loyal ideas and can be acquired by asking the Warden or Head of Security politely. Be sure that the Blueshield keeps an extra close eye on the Department Heads during such a turbulent time.
The Cult of Nar’sie
An unconfirmed group, but a worrying one none the less. Keeping track of those in this group of interest will be an essential part of supressing them, in the event that they are present. Cults rely on power by numbers, so attempt to keep their numbers down. Mindshields may or may not work on eldritch magic – our information is unclear, but at any rate there may be another on the station with a more spiritual solution.
Shitcurity II: The Reckoning
Good news; you’ll have a front-row seat to any investigation into your own actions. Better news; you’re not too suspicious wherever you go. The AI will usually let you into most places, but in doing this you will likely be followed to ensure you do as you say – at least briefly. Final news; you’re able to keep track of all the news on your brothers and sisters should you have additional people on your side. You can usually get away with arresting someone on your word alone. Be careful, though – your team might sense foul play if they don’t end up back at the brig. Your access to weapons is rivalled only by [Science|R&D] and Cargo, and your work is usually already slandered over the radio – giving you a Get out of Jail Free card. At least for now.