Head of Personnel: Difference between revisions

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|imagebgcolor = lightblue
|imagebgcolor = lightblue
|img_generic = Generic_hop.png
|img_generic = Generic_hop.png
|img = Corgi.PNG
|img = Ian.PNG
|jobtitle = Head of Personnel
|jobtitle = Head of Personnel
|access = [[Chapel|Full]] [[Theatre|access]] [[Law Office|to]] [[Bar|all]] [[Hydroponics|civil]] [[Library|and]] [[Cargo Bay|supply]] [[Mining Station|departments]], [[Morgue]], [[Security Office]], [[Brig]], [[Research Division]], [[Medbay]], [[Engineering]], [[Construction Area]], [[Maintenance]], [[EVA]], [[AI Upload]], [[Bridge]], [[Vault]], [[Gateway]], HoP locker, Personal Lockers, ID computer.
|access = [[Chapel|Full]] [[Theatre|access]] [[Law Office|to]] [[Bar|all]] [[Hydroponics|civil]] [[Library|and]] [[Cargo Bay|supply]] [[Mining Station|departments]], [[Morgue]], [[Security Office]], [[Brig]], [[Research Division]], [[Medbay]], [[Engineering]], [[Construction Area]], [[Maintenance]], [[EVA]], [[AI Upload]], [[Bridge]], [[Vault]], [[Gateway]], HoP locker, Personal Lockers, [[Computers#Identification_Console|Full ID console access]].
|difficulty = Hard
|additional = N/A
|difficulty = Medium
|superior = [[Captain]]
|superior = [[Captain]]
|duties = Altering access on [[ID|ID cards]], manage civil and supply departments, being [[Ian]]'s bodyguard, running the ship when the captain dies
|duties = Altering access on [[ID|ID cards]], manage civil and supply departments, being [[Ian]]'s bodyguard, running the station when the captain dies
|guides = [[Space Law]], [[Chain of Command]], [[Identification Card#ID Console Access List|Default ID Access List]]
|guides = [[Chain of Command]], [[Guide_to_paperwork|Guide to Paperwork]]
|quote = All access, was it? I have a better idea. Congratulations on your promotion to Head of Sanitary Hygiene!
}}
}}
You are the Head of Personnel. You are the one on the left. The one on the right is a dog. You are not a dog.


You are the Head of Personnel. Your main responsibility is to sit in your [[Head of Personnel's Office|office]] and listen to people request access to X area or ask for Y job. You are also in charge of making sure the [[Quartermaster]] is managing the supply sector well and that each civil department is working.
'''Bare minimum requirements:'''
* You should have an understanding of what is expected of each job on the station, and explain those jobs to people requesting job transfers as necessary.
* Stay at your desk for the first 10 minutes and handle access change requests at the start of each shift.
* Appoint a head to every department which lacks one
* You will need to assume command of the station as acting Captain if the existing one is killed or none was appointed to the station.
* Consult heads of departments '''before''' transferring someone into their department or giving someone extended access to the department.
* Directly oversee the service and civilian jobs on the station, while communicating with the [[Quartermaster]] in regards to [[Cargo]]


[[File:HopOffice.png|300px|thumb|alt=HoP Office|[[Head of Personnel's Office|Your office.]] You sit in it.]]<br>
[[File:Bridge.png|300px|thumb|alt=Bridge|The [[Bridge]]]]<br>


==Fairy Godmother==
==[[File:Documents.png|32px]] Papers Please ==
[[File:HopOffice.png|250px|thumb|alt=HoP Office|[[Head of Personnel's Office|Your office.]] You sit in it.]]
Being essentially the right-hand man of the [[Captain]] does have its perks. For starters, you spawn in your cozy little office that should keep you sheltered from the [[Assistant|deranged]] [[Clown|lunatics]] outside. It's almost entirely constructed out of reinforced walls and comes with two layers of shutters to close people out of entering the HoP line (or from leaving it). The only people with access to your office are you and the [[Captain]] ([[Traitor|usually]]), so you should be pretty safe if [[Nuclear Operative|things get messy]].


Your job is to modify ID's when people request job changes and ask for extra access. Make sure to clear the requests with the appropriate department head. If you can't reach the head, ask the Captain. If you can't reach the Captain, decide for yourself. If there's no Captain, you're probably acting Captain, so again, decide for yourself. Promoting someone to a [[Heads of Staff|command]] position should not be done without consulting the [[Captain]].
Within your office, you have a plethora of goodies in your locker for the taking, including an [[Armor Vest]] for some basic protection, and a couple other things like a door remote for controlling Civilian Access doors, a stylish-looking Head of Personnel themed Cloak and spare uniforms for when you need to disguise as yourself.


Every now and then, someone wants to become a superhero of some sort. Use your own judgement to decide whether that's wise. People will come to you with requests ranging from outlandish to mundane, so use your own brain to sort out their trustworthiness (or just hand out access like candy at a parade and get arrested).


===Be Careful What You Wish For===
'''[[Guide to Head of Staff Equipment#Head of Personnel|Have a look at all your unique equipment here.]]'''


Who ever said Fairy Godmothers had to be benevolent? Whilst a little on the cruel side, you can strip unsuspecting people of their access to areas. This should be used as a punishment and not just a way to be a dick. Please remember that being a dick is bad, and should only be reserved for when you are a traitor.


If you deny someone's access request and they refuse to step out of the line, feel free to tase them with your energy gun so the next person can move up.


If someone abuses their access, you are well within your rights to demote them to a lower position after consulting their Head of Staff. Demoting a Head however, is something that should be done with the [[Captain]]'s consent.


===Security Plus===
When shit really hits the fan, make sure to get security officers to come to you. Upgrade their ID's quickly with what ever access is needed for them to do their jobs without the need of the AI to open doors for them. Recommended for syndicate agent threats and revolutions.


You have security access, an energy gun, and access to the security radio channel. If security can't manage on their own, don't be afraid to arrest and brig criminals.


==The Five Points of Human Resources Management==
==[[File:Clipboard paper.png]] Responsibilities ==
The Head of Personnel can either be a Godsend or worse than a banana-flinging clown for the station. He can also savor the prestige or feel shackled to the ID computer. If you find yourself wearing teal, make the most of it by doing your job correctly.
[[File:idconsole.png|400px|thumb|alt=ID console|Your ID console, the basic tool of your job.]]
===[[File:Identification console.png|32px]] ID Changes ===
Your primary purpose is to sit at your desk and process people's requests for access. People often wish to change jobs or require additional access in order to do their job more effectively (or further their dirty Syndicate goals). It's also your responsibility to wipe access from the IDs of troublemakers at the request of other heads.


'''1. Support the Captain.''' Always be on the captain's side, at least publicly. Remember that since you'll take up his banner if, or more often when, he's slain, you're the ''de facto'' second in command. Be sure to work as a team to lead the crew. If he's demanding, be persuasive. If he's soft-spoken, be a task-master. This means anyone annoyed at his leadership style will likely follow yours, but it also means he has to trust you. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance, like assigning new heads or calling the shuttle. Recognize, however, that you do not outrank any other Heads of Staff. You are simply sitting at the Captain's right hand, entrusted to the keys to the station, while all other heads must beg at your feet for access to so much as the bar. Don't let it go to your head, and the Head of Security won't brain you.
There are two ways to alter access. On the bottom of the ID console screen, after logging in, there is a list of accesses you can click to grant to or remove from an ID. These are usually access to specific areas of the station, but they may also affect one's ability to use certain ID-locked machines. You can also assign someone directly to a job by clicking "Show" under Assignment; this will bring up a list of potential jobs you can click to assign an ID to as well as a "Custom" option, which is useful for HoPs who want to give crew members special titles, or traitors who want their all-access ID to read "Assistant."


'''2. Uphold the Rights of Crewmen.''' Only the Captain can authorize a death warrant, and you are sometimes tasked with judging trials under [[Space Law]]. You are normally considered the most impartial officer for this task, which prevents the appearance of a mere kangaroo court. Furthermore, Security often commits excesses and the Captain is either dead or personally involved in a case. For these reasons, you need to be sure to call for trials for high crimes before the accused gets left to rot in a permacell forever. While this may put you at odds with Security, you should find them fanatically loyal to the Captain, who hopefully makes clear his full confidence in you. This delicate balance of power prevents excesses against the crew. Almost always, a weak Captain and Head of Personnel will result in [[shitcurity|shitcurity]].
People will come to you with requests ranging from outlandish to mundane, so use your brain and ask a Head over the command channel for any objections before assigning someone to their department. Note that you will be held accountable if you give out access to a department without authorization from its head. Use common sense: [[maintenance]] access isn't a big deal, access to [[Toxins Lab|toxins]] is.


'''3. Follow the Principle of Least Privilege.''' When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access or just for you to open the door for him while he gets a suit. If the chaplain is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure from thieves weaseling their way to their targets and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privilaged items on a sheet of paper and give it a good stamping so the janitor will be able to show why he's mopping Medbay's floors.


'''4. Talk to the Crew.''' The Captain gets nervous when someone stands next to him for too long. The Head of Security is too busy beating the clown. The Research Director is on fire, the Chief Medical Officer is up to his elbows in gore, and the Chief Engineer is trying to keep everyone warm and breathing in a vaccuum. You're really the only head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the robusted to security, and generally reduce the frequency and intensity of mutinies.
'''If you repeatedly ignore other heads of staff, adding people to departments randomly or handing out all access like candy, you can and likely will be contacted by an admin. Repeatedly handing out access to others in a way that causes problems for the station will result in you losing the ability to play as the Head of Personnel, so be mindful of what you do with that access computer. Refer to the''' [[Standard Operating Procedure|Standard Operating Procedures]] which every Head is required to follow.
===[[File:Hoppda.png|32px]] Job Slots ===
Your ID console and PDA have the ability to open and close slots for the majority of jobs. This is useful for <s>opening infinite clown positions oh god</s> situations where no more positions remain available and helps greatly to stem the sudden influx of 20+ assistants clamoring for access. This is also a good tool to use when somebody who has taken a valuable job is either [[dead]], [[Assistant|demoted]], [[Traitor|traitorous]] or an all-around [[Mime|useless]] [[Clown|chucklefuck]].


'''5. Manage your Department First.''' While technically you can demote everyone who's ID you sieze to assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the chef to throw a pizza party, ensuring the [[Quartermaster]] is on top of things, and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad security officers or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.
You can also mark jobs as high priority if you feel the situation on the station calls for extra security/engineers/whatever. This is shown to players in the lobby. No more than five jobs can be prioritized at once.


==[[File:Corgi.PNG]] Ian==
If you're feeling creative, make up your own jobs with custom titles and access levels. There's a world of fun [[Assistant#gimmicks|gimmicks]] you can play around with.
===[[File:Gavel.png|32px]] Departmental Management ===
You're in charge of the civilian and supply departments. See to it that Cargo isn't ordering ordering things they shouldn't be or smashing into crates and ensure the botanist isn't simply growing drugs instead of supplying the chef with much needed food.
===[[File:Id gold.png|32px]] Acting Captain ===
If the real Captain is KIA, MIA, or simply never arrives, the Chain of Command dictates that it is your job to <s>start a massive civil war against Security with your buddies in Cargo </s> step up and assume the position until they return. If this is the case at the start of the round, it is typically wise to make your first order of business to secure the important items inside the [[Captain's Quarters]]: the Captain's Spare ID located in the Bridge, the Nuclear Authentication Disk, and the corresponding Pinpointer. Picking up the Hand Teleporter never hurt anybody as well, considering it makes for a powerful escape tool in emergency situations. Do not forget that you will, in fact, need to up your access (preferably to Captain levels) to do so. The Pinpointer is often best left in the hands of the Head of Security or the Warden so that they can find your battered corpse or the perpetrator of your murder -- or track you down if you give them a reason.


Just so we're clear. Ian is YOUR little buddy. Protect him from the [[traitor|various]] [[assistant|dangerous]] [[clown|criminals]].


You can put hats, armour and station bounced radios on him.
'''Don't take too long to secure the Captain's items''', or else the Head of Security or some Assistant will take the mandate of Acting Captain upon themselves. Either way, it's a fight you'll have a hard time winning.
===[[File:Headheadset.png|32px]] Crew Relations ===
Due to your low workload compared to other heads, it's a good idea to always pay attention to general radio. People will often try to use this to summon you to your office when they need an ID upgrade. Aside from that it never hurts to have an awareness of what's going on around the station. Chat with the crew so they know you're not the stereotypical helmeted all-access mute that has come to epitomize the position.
===[[File:Ian.PNG|32px]] Ian ===
Just so we're clear. Ian is ''your'' little buddy. Protect him from the [[traitor|various]] [[assistant|dangerous]] [[clown|criminals]], and make sure he escapes on the shuttle alive. You can use the pet carrier all Heads of Staff get in their locker to transport him. This is your most important job of all.


'''Author's note:''' I am hurt that people think Ian is a reference to Cowboy Bebop, when I didn't even know that show existed when I named him.
==[[File:Light Bulb.png|32px]]Tips==
* Different permissions on an ID let you edit different types of access:<br>
ID Console - Can edit any access, including command, and lets you change assignments/jobs.<br>
HoS Office - Can edit any security access.<br>
CMO Office - Can edit any medbay access.<br>
RD Office - Can edit any research access.<br>
CE Office - Can edit any engineering access.<br>
HoP Office - Can edit any general and supply access. <br>
* As a fail-safe, you can remove your own ID console access after granting it to a special blank card. This should slow people down who attempt to use your stolen ID to hand out all-access.
* Asking for [[Paper Markdown|paperwork]] will defeat most all access asking shitters. It will also teach them the joys of asking the department's head of staff instead of you for menial access additions.


==Taking a Stroll as John Doe==
* You can heal Ian by applying bruise packs to him.


When [[Revolution]] abounds, you will be one of the more well armed and threatening heads. A tendency for disappearing acts makes the Head of Personnel usually the hardest Head to kill.
* Make sure to close the line's shutters once you're done to let people know that the line is closed.


You first move should be to [[Guide_to_construction#Computers_2|deconstruct]] your ID console and [[Guide_to_construction#Computers|reassemble]] it somewhere more secure (probably [[Security_Office|security]]). Leave an ID computer ID in it so security officers, heads and the implanted can give themselves all-access.
* Opening your windoor is a recipe for disaster, as anybody can simply let themselves in by climbing onto the table and hopping in your office. Keep it closed and refer to the above tip to prevent this from happening.


If shit hits the fan and you need to hide, pick a job where it's natural to be wearing a mask that hides your face. [[Scientist]], [[engineer]], [[mime]] and [[clown]] are all good examples. Make yourself a Captain ID with that job title and a false name. Travel to where the equipment lockers for that job are kept, and get dressed. Put your old clothes and equipment in your old backpack and put it into the locker, locking it after you're finished. If you leave your Head of Personnel's jumpsuit lying beside an open Engineer locker, anyone who sees it will figure out what you're disguised as. If you want to be an even more stealthy HoP, head to genetics and turn a monkey into a human. Proceed to stab yourself with the UI+UE of said monkey. Then just go and use your ID console to get an all access ID with your new name on it.
If you're the last remaining head, in the interest of fair play, you should try to escape the z-level instead of extending the round for your own benefit at the expense of all the dead people stuck sitting out. This will cause the revolutionaries to win, but you will survive. Self-preservation is a valid roleplay reason for ending the round.
==Inhuman Resources==
Short of a Captain tasked with stealing his own jumpsuit or a Chief Engineer with his own blueprints, traitor HoP is the easiest traitor job on the station. Give yourself all-access, use cargo for free parapens and guns. Be careful not to go too crazy with changing other people's access, though, because the other heads WILL be hammering down your door if they think you're doing your job poorly.


{{Jobs}}
{{Jobs}}
[[Category: Jobs]]
[[Category: Jobs]]

Latest revision as of 22:58, 8 March 2024

COMMAND STAFF

Head of Personnel
Access: Full access to all civil and supply departments, Morgue, Security Office, Brig, Research Division, Medbay, Engineering, Construction Area, Maintenance, EVA, AI Upload, Bridge, Vault, Gateway, HoP locker, Personal Lockers, Full ID console access.
Additional Access: N/A
Difficulty: Medium
Supervisors: Captain
Duties: Altering access on ID cards, manage civil and supply departments, being Ian's bodyguard, running the station when the captain dies
Guides: Chain of Command, Guide to Paperwork
Quote: All access, was it? I have a better idea. Congratulations on your promotion to Head of Sanitary Hygiene!

You are the Head of Personnel. You are the one on the left. The one on the right is a dog. You are not a dog.

Bare minimum requirements:

  • You should have an understanding of what is expected of each job on the station, and explain those jobs to people requesting job transfers as necessary.
  • Stay at your desk for the first 10 minutes and handle access change requests at the start of each shift.
  • Appoint a head to every department which lacks one
  • You will need to assume command of the station as acting Captain if the existing one is killed or none was appointed to the station.
  • Consult heads of departments before transferring someone into their department or giving someone extended access to the department.
  • Directly oversee the service and civilian jobs on the station, while communicating with the Quartermaster in regards to Cargo


Papers Please

HoP Office
Your office. You sit in it.

Being essentially the right-hand man of the Captain does have its perks. For starters, you spawn in your cozy little office that should keep you sheltered from the deranged lunatics outside. It's almost entirely constructed out of reinforced walls and comes with two layers of shutters to close people out of entering the HoP line (or from leaving it). The only people with access to your office are you and the Captain (usually), so you should be pretty safe if things get messy.

Within your office, you have a plethora of goodies in your locker for the taking, including an Armor Vest for some basic protection, and a couple other things like a door remote for controlling Civilian Access doors, a stylish-looking Head of Personnel themed Cloak and spare uniforms for when you need to disguise as yourself.


Have a look at all your unique equipment here.




Responsibilities

ID console
Your ID console, the basic tool of your job.

ID Changes

Your primary purpose is to sit at your desk and process people's requests for access. People often wish to change jobs or require additional access in order to do their job more effectively (or further their dirty Syndicate goals). It's also your responsibility to wipe access from the IDs of troublemakers at the request of other heads.

There are two ways to alter access. On the bottom of the ID console screen, after logging in, there is a list of accesses you can click to grant to or remove from an ID. These are usually access to specific areas of the station, but they may also affect one's ability to use certain ID-locked machines. You can also assign someone directly to a job by clicking "Show" under Assignment; this will bring up a list of potential jobs you can click to assign an ID to as well as a "Custom" option, which is useful for HoPs who want to give crew members special titles, or traitors who want their all-access ID to read "Assistant."

People will come to you with requests ranging from outlandish to mundane, so use your brain and ask a Head over the command channel for any objections before assigning someone to their department. Note that you will be held accountable if you give out access to a department without authorization from its head. Use common sense: maintenance access isn't a big deal, access to toxins is.


If you repeatedly ignore other heads of staff, adding people to departments randomly or handing out all access like candy, you can and likely will be contacted by an admin. Repeatedly handing out access to others in a way that causes problems for the station will result in you losing the ability to play as the Head of Personnel, so be mindful of what you do with that access computer. Refer to the Standard Operating Procedures which every Head is required to follow.

Job Slots

Your ID console and PDA have the ability to open and close slots for the majority of jobs. This is useful for opening infinite clown positions oh god situations where no more positions remain available and helps greatly to stem the sudden influx of 20+ assistants clamoring for access. This is also a good tool to use when somebody who has taken a valuable job is either dead, demoted, traitorous or an all-around useless chucklefuck.

You can also mark jobs as high priority if you feel the situation on the station calls for extra security/engineers/whatever. This is shown to players in the lobby. No more than five jobs can be prioritized at once.

If you're feeling creative, make up your own jobs with custom titles and access levels. There's a world of fun gimmicks you can play around with.

Departmental Management

You're in charge of the civilian and supply departments. See to it that Cargo isn't ordering ordering things they shouldn't be or smashing into crates and ensure the botanist isn't simply growing drugs instead of supplying the chef with much needed food.

Acting Captain

If the real Captain is KIA, MIA, or simply never arrives, the Chain of Command dictates that it is your job to start a massive civil war against Security with your buddies in Cargo step up and assume the position until they return. If this is the case at the start of the round, it is typically wise to make your first order of business to secure the important items inside the Captain's Quarters: the Captain's Spare ID located in the Bridge, the Nuclear Authentication Disk, and the corresponding Pinpointer. Picking up the Hand Teleporter never hurt anybody as well, considering it makes for a powerful escape tool in emergency situations. Do not forget that you will, in fact, need to up your access (preferably to Captain levels) to do so. The Pinpointer is often best left in the hands of the Head of Security or the Warden so that they can find your battered corpse or the perpetrator of your murder -- or track you down if you give them a reason.


Don't take too long to secure the Captain's items, or else the Head of Security or some Assistant will take the mandate of Acting Captain upon themselves. Either way, it's a fight you'll have a hard time winning.

Crew Relations

Due to your low workload compared to other heads, it's a good idea to always pay attention to general radio. People will often try to use this to summon you to your office when they need an ID upgrade. Aside from that it never hurts to have an awareness of what's going on around the station. Chat with the crew so they know you're not the stereotypical helmeted all-access mute that has come to epitomize the position.

Ian

Just so we're clear. Ian is your little buddy. Protect him from the various dangerous criminals, and make sure he escapes on the shuttle alive. You can use the pet carrier all Heads of Staff get in their locker to transport him. This is your most important job of all.

Tips

  • Different permissions on an ID let you edit different types of access:

ID Console - Can edit any access, including command, and lets you change assignments/jobs.
HoS Office - Can edit any security access.
CMO Office - Can edit any medbay access.
RD Office - Can edit any research access.
CE Office - Can edit any engineering access.
HoP Office - Can edit any general and supply access.

  • As a fail-safe, you can remove your own ID console access after granting it to a special blank card. This should slow people down who attempt to use your stolen ID to hand out all-access.
  • Asking for paperwork will defeat most all access asking shitters. It will also teach them the joys of asking the department's head of staff instead of you for menial access additions.
  • You can heal Ian by applying bruise packs to him.
  • Make sure to close the line's shutters once you're done to let people know that the line is closed.
  • Opening your windoor is a recipe for disaster, as anybody can simply let themselves in by climbing onto the table and hopping in your office. Keep it closed and refer to the above tip to prevent this from happening.


Jobs on Beestation

Command Captain, Head of Personnel
Security Head of Security, Security Officer, Warden, Detective
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist, Exploration Crew
Medical Chief Medical Officer, Medical Doctor, Brig Physician, Chemist, Geneticist, Virologist
Service Janitor, Bartender, Cook, Botanist, Clown, Mime
Civilian Assistant, Lawyer, Chaplain, Curator, Gimmick
Cargo Quartermaster, Cargo Technician, Shaft Miner
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Clockwork Cultist, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Creep, Fugitives, Hunters, Heretics, Space Dragon
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland Role