Head of Personnel: Difference between revisions

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You're <s>supposed to be</s> in charge of the civilian and supply departments. Nobody in these departments will 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.
You're <s>supposed to be</s> in charge of the civilian and supply departments. Nobody in these departments will 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.
=== Acting Captain ===
=== Acting Captain ===
Suppose the real Captain is KIA, MIA, or never arrives. In that case, 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. Suppose this is the case at the start of the round. In that case, it is typically wise to make your first order of business the securing of the essential 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, considering it makes for a powerful escape tool in emergencies. Do not forget that you will 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.
Suppose the real Captain is KIA, MIA, or never arrives. In that case, 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 essential 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, considering it makes for a powerful escape tool in emergencies. Do not forget that you will 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.


Please 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, it's a fight you'll have a hard time winning.
Please 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, it's a fight you'll have a hard time winning.
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