Head of Personnel
|Disclaimer: This page cannot be used as an argument for in game actions.|
|COMMAND & SUPPLY STAFF|
Head of Personnel
|Alternative Titles: Chief of Staff, Head of Internal Affairs, First Officer|
Access: Full access to all civil and supply departments, Weapon Permit, Morgue, Security Office, Brig, Research Division, Medbay, Engineering, Construction Area, Maintenance, EVA, AI Upload, Bridge, Vault, HoP locker, Personal Lockers, Full ID console access.
Additional Access: N/A
Subordinates: Quartermaster, Janitor, Bartender, Cook, Botanist, Lawyer, Clown, Mime, Artist, Chaplain, Curator, and Clerk
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, Disk Procedure, Identification Card
Minimum Age: 26
Quote: It seems you forgot a pen. I’d let you borrow mine, but that is property of Nanotrasen, so you will have to fill out this form to requisition it.
You are the Head of Personnel. Your primary responsibility is to sit in your office and listen to people request access to X area or ask for Y job. You also ensure the Quartermaster manages the supply sector well and that each civil department is working. Should the worst come to pass, you will also need to assume command of the station as acting Captain.
Remember you are not security, unless you are the acting Captain or during an emergency. Self-defense is acceptable, but hunting people down and arresting them is not.
Bare minimum requirements: Stay at your desk for the first 10 minutes, and don't wander off far.
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 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 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.
Do not ignore heads of staff, add people to departments, or hand out all access without a good reason. You are in a position of great power and can singlehandedly cause the station's destruction. Take your job seriously, do not squander the accessing computer and cause trouble for the station without a purpose, like being an antagonist.
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.
Your ID console can 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 significantly to stem the sudden influx of 20+ assistants clamoring for access. This is also an excellent tool 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 jobs with custom titles and access levels. There's a world of fun gimmicks you can play around with.
supposed to be 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.
Suppose the real Captain is KIA, MIA, or never arrives. In that case, 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 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.
Due to your low workload compared to other heads, it's a good idea always to pay attention to the common radio channel. 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.
Other Things to Know
You and Security
The Head of Personnel's locker contains an armor vest, sunglasses, a flash, cable cuffs, and an Energy Pistol. However, CentComm has decided that the HoP is not a member of security. You have been given all the tools to be an effective vigilante, but your bosses have mandated otherwise. Unless you are the acting captain or the station goes into Red Alert, you shouldn't be using your equipment offensively. However, if someone breaks into your office, you should
shoot them dead, stun & cuff them. After they're detained, you should ask security to take care of them. If security is busy, release them back into the hallway.
Taking a Stroll as John Doe
When Revolution abounds, you will be one of the more well-armed and threatening heads. However, because of your supreme ID abilities, you'll also be one of the most valuable heads to lynch & loot.
Your first move should be to deconstruct your ID console and reassemble it somewhere more secure (probably security). Please leave a valid ID-Console card 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 wear a mask that hides your face. Scientists, engineers, mimes, and clowns are all excellent 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 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, 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 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.
When a Gang War happens, you will be one of the more well-armed, and you can 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 made 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 much pain later on. Unless, of course, you've already pledged your allegiance to a gang.
- As a fail-safe, you can remove your ID console access after granting it to a special blank card. This should slow people 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 your 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 your actual ID Console access card. Hide or place your two unique access cards (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 sutures to him.
- If Ian is getting in your way, you can buckle him to his bed like it were a chair.
- You are sought out more often than Captain because HoP is less equipped and an effective way to get AA. Try not to wander into maints or catch yourself alone in obscured places.
- If you're a failure and allow Ian to die in a shift, Ian will be a puppy at the start of the next shift. If Ian survives multiple rounds, Ian will be loaded on a wheelchair. Finally, if Narsie touches Ian, he will turn into Narsie-Ian with a new demonic look.
- Ian can be instantly revived if you use a strange reagent on them.
- If Ian is put inside a laundry machine turned on, he will be gibbed upon it finishing its cycle.
Like a Chief Engineer tasked with stealing his blueprints, traitor HoP
is the most straightforward job on the station. Round start antagonist roles do not exist for the HoP on Yogstation. However, as the HoP, you can be converted by various degenerate criminals after a round starts or promoted by short-sighted Captains. The HoP is not currently immune to becoming Obsessed or Heretic.
If you're subverted, it will become your duty to serve your new coworkers.
- Use your ID console to quietly slip all-access onto the ID cards of your newfound friends. However, be careful not to change their job title, or it'll be evident to all of Security what has happened. Security will instantly know whom to look for.
- You'll likely be trusted in and around the armory, and it'll be easy to take advantage of this when no one is looking. Share gifts.
- If you depose the Captain, you can all but put Security under your thumb. But be wary not to get on the nerves of the Head of Security. He's the only person on the station who would dare to confront the Captain and win.
- As gangster HoP, you are the closest person to the disk. If you don't already have the disk, it shouldn't be too hard for you to corner the Captain or take the Pinpointer that he conveniently left in his office.