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|img = Ian.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]], Weapon Permit, [[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]].
|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]].
|additional = N/A
|additional = N/A
|difficulty = Medium
|difficulty = Medium
|superior = [[Captain]]
|superior = [[Captain]]
|duties = Altering access on [[ID|ID cards]], manage civil and supply departments, being [[Ian]]'s bodyguard, running the station 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 = [[Chain of Command]], [[Identification Card#ID Console Access List|Default ID Access List]], [[Paper_BBCode#Forms_Ready_for_Use|Guide to Paperwork]]
|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!
|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]]




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. 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. Should the worst come to pass, as well, you will need to assume command of the station as acting Captain.
==[[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]].


'''Bare minimum requirements:''' Stay at your desk for the first 10 minutes, and don't wander off far.
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.


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


=== ID Changes ===
'''[[Guide to Head of Staff Equipment#Head of Personnel|Have a look at all your unique equipment here.]]'''
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.


People will come to you with requests ranging from outlandish to mundane, so use your brain, 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.


'''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.'''


==== Your ID ====
If you plan to make yourself an all-access Hero the Station Deserves, bear in mind that access is not equivalent to permission, and security will arrest you and throw you in the Brig or the [[Captain]] may demote you if you're seen waltzing into high security areas you're not supposed to be in. Talk to the head of the department you're visiting, and ask before taking anything valuable.


=== Job Slots ===
Your ID console has 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, demoted, traitorous, or an all-around useless chucklefuck.


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.


=== Departmental Management ===
==[[File:Clipboard paper.png]] Responsibilities ==
You're <s>supposed to be</s> in charge of the civilian and supply departments. Nobody in these departments is going to listen to whatever stupid orders you give, but feel free to befriend the quartermaster by opening secure crates for them, smoke weed with the botanists, or take a relaxing break on the mining base.
[[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.


=== Acting Captain ===
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."


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 the securing of the important items inside the [[Captain's Quarters]]: The Captain's Spare ID, 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 reason.
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.


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


=== Crew Relations ===
'''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.
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: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]].


=== Ian ===
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.
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. This is your most important job of all.


== Taking a Stroll as John Doe ==
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.
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.
===[[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.


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.


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.
'''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.


<s>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 reason for ending the round.</s>
==[[File:Light Bulb.png|32px]]Tips==
Fuck that shit, grab the nearest blunt object or gun and go out in a blaze of glory.
* 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.


== Gangs ==
* You can heal Ian by applying bruise packs to him.
You have the ability to mass produce all-access IDs, and you do not start the round loyalty implanted. As a result of this, you are a prime target for conversion. As soon as you hear that a gang has been discovered, move your ID console to security and get yourself implanted, assuming security hasn't been made [[Gangs|an offer they can't refuse]].


It is in your best interest to cooperate with security early on, as Gangs tend to bring out the worst in security, and being on their side early on can spare you a lot of pain later on. Unless of course you've already plegged your allegiance to a gang.
* Make sure to close the line's shutters once you're done to let people know that the line is closed.


== Revolution ==
* 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.
Similarly to Gangs, the Head of Personnel has the third ID that can be used to manage access levels for ID cards. Picture the biggest set of crosshairs you can imagine, and then picture them on your back. Get the hell outta dodge as soon as you can.


==Tips==
* 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.
* A good tactic is to have three ID cards on you. One ID is you general ID card (but with ID Console access removed), a second blank card is your hidden all access ID card (with ID Console access removed), and the final card is you actual ID Console access card. Hide or place your two special access cards somewhere (one of your ID Card boxes helps) and shuffle the deck. This will make it extremely hard for anyone who killed you to figure out which card is the all access.
* You can heal Ian by applying bruise packs to him.


== Inhuman Resources ==
Short of a Chief Engineer tasked with stealing his own blueprints, traitor HoP is the easiest traitor job on the station. Give yourself all-access, use cargo for free guns, try to become acting captain and turn the station into your personal playground of terror.
You can do a few fun things
*Voice Changer can allow you to  fake any kind of crisis if the AI isn't a problem. Come up with 5 names, switch between the IDs, have them yelling about nuclear ops/wizard/blob for a quick shuttle call.
*If you manage to become a Captain, buy a Emag, swipe it along the communications console and send a message to the Syndicate for special Captain Traitor objectives.
*If you depose the Captain you can all but put Security under your thumb. But be wary to not get on the nerves of the Head of Security, he's the only person on station who would dare to confront the Captain and win.
*Buying a syndicate Encryption Key can be an easy way to cause chaos, as the HoP speaking with other syndicates and giving them all access can easily let them take over the station.
*Don't be too obvious in giving other traitors/antags all access. The moment security/the Captain finds someone will all access they will instantly figure out who gave it to them, AKA you!
{{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