User:Avimour:Sandbox-HOP

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SERVICE

Head of Personnel

Alternate Titles: Crew Supervisor, Employment Officer, Executive Officer
Superiors: Captain
Difficulty: Medium
Guides: Chain of Command, Guide to Paperwork, Paperwork Templates
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, Gateway, HoP locker, Personal Lockers, Full ID console access.
Duties: Altering access on ID cards, manage civil and service departments, being Ian's bodyguard, running the station when the captain dies
Minimum requirements: Get to your desk within a minute's notice and make sure the station is working efficiently.

SERVICE

Department head:
Head of Personnel
Service roles
Guides

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 (probably). Your main responsibility is to handle the personnel of the station, whether that be by assigning the jobless with jobs, changing someone's job, or handing out weapons permits. Your end goal is to make sure the station is working efficiently.

Bare minimum requirements: Don't give out all-access to everyone. Do background checks before giving someone a weapons permit. Don't abandon your post.

Head of Personnel Expectations

  • Coordinate with the other Heads to see which department is lacking and where.
  • Do background checks before giving someone access/a job/a weapons permit.
  • Be moderate with the amount of access you give out.
  • Have a bare minimum knowledge of Corporate Regulations in case there's no Consultant or Lawyer.
Command Policy

As a member of command, you are held to a higher roleplay standard. As such, instances of LRP and violations of the character guidelines will be treated more severely.

General guidelines for all command positions are as follows:

  • You should be competent with your department and aware of its relevant policy.
  • Command equipment and clothing is to only be given as necessitated.
  • Access should not be given out for frivolous reasons.
  • Do not change your job title outside of the titles provided.
  • Access changes are not to be used to promote players to veteran-only roles.
  • Command characters should have filled out records. See here for examples.

Who Can Demote?

  • All heads can demote subordinates within their own department. In the absence of a Head of Staff, the Captain may demote a member of the department.
  • The captain has the power to demote a head.

Acting Captain

  • For information regarding the acting Captain position, check the Captain job page.

Who Even Are You?

You are the Human Resources coordinator for the station. Everything that deals with the personnel, you should put your two cents in about. Did someone get demoted? Were there steps that could've been done to prevent the demotion (training, letter of injunctions, etc.)? You are here to listen to people's complaints and find a way to fix them. You're also here to sign papers and make sure every Head has their stamp on hand. Unless someone stole it.

One thing, while it's common for other sectors to have the Head of Personnel as the second in command to the Captain, that's not true in the Nova Sector. But, you still have a chance to take over ACO if the current captain is indisposed (not there), or dead. Be sure you know what all an ACO needs to do, in order to make sure the station stays safe and efficient.

To make sure you're doing your job as efficiently as possible, be sure to leave a papertrail. You never know when some gumshoe might come asking about who got medical access this shift! So, be sure to stock up on your stamps and ink. Cargo has a Bureaucracy Crate you can order from your PDA (which will buy it from the Service Budget), and this crate will have just about everything you need for paperwork. Besides your stamp with your job on it (Be sure to keep that sucker safe).

Efficient Efficiently Efficient

Checking It All Out

Background checks are a requirement to almost every request that's made out of you. After all, you don't want a former terrorist gaining access to ordnance, do you? For background checks, you'll be checking out their general records and security records. Look for discrepancies in these, as well as flat out requests to block Cannibal #2 from the morgue. We need those bodies!

But, all in all it will be up to you to determine if someone will get their access fulfilled or not. Try your best to make the right decision. And, if you made the wrong decision? No you didn't! Because you're the goddamn H to the O to the P.

Their Right to Bare Arms

Weapons permits are about as straight forward as you could imagine; there's only a few requirements!

  • The captain sets the price, and their availability, if the captain wants them to be a thousand, and not allowed for assistants, that's just how it'll be for that shift.
  • Permits by default require a filled out security record, the captain can overrule this if they want on an individual basis.
  • While not required, it's a good idea to inform the HoS, and the persons relevant department head (including yourself) when someone is issued a permit!

Lemme In!

Next to weapons permits, your next most requested thing will be access changes and job changes. Now, access and job changes are quite easy to give out. You make sure the ID card has the appropriate trim, and then you use your ID console to add or remove access (you can quickly change access by using a layout provided by the ID's trim in the ID console). Feel free to give someone a fancy new titles while you're at it! (Except Command, they don't get fancy new titles)

You should always be doing a background check before giving someone access to somewhere. And if they're wanting access or a job to a department you don't head, ask the current Head if they should happen. If the Head is missing, then it's up to your best judgement if they should get that or not.


The Five Points of Human Resources Management

The Head of Personnel can be a rather varied job. He can 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.

  1. Support the Captain. Be sure to work as a team to lead the crew. 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. You do not outrank the other heads, but you have the unique position of being able to assign people. You are the face of the Human Resources Department, so make sure you are good leadership material.
  2. Uphold the Rights of Crewmen. Security often commits excesses and the Captain is either dead or personally involved in a case. In these situations, remember to consider every side of the story before making a decision and try to follow Corporate Regulations, and get support Internal Affairs when they investigate. In the absence of a Lawyer or Internal Affairs agent, you may be asked to help resolve legal issues.
  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 and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a form and give it a good stamping so the Janitor will be able to show why he's mopping the Medbay floors.
  4. Talk to the Crew. The Captain is often too busy dealing with who knows what. The Head of Security is usually trying to keep his department in check. The Research Director is on fire, the Chief Medical Officer is up to his elbows injured people, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. 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 beaten to security, and generally reduce the frequency and intensity of mutinies.
  5. Manage your Department First. While technically you can demote everyone who's ID you seize 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, 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.

Ian

Ian, who starts in your office, is a dog that keeps you company. You can pet him or just pull him around for fun. Please try to be sensible about him.

It is traditional to rescue Ian if the station has to be evacuated.

Roleplaying Tips

  • You should have good knowledge of the command regulations.
  • As an example, you could play as a subservient right hand man to the Captain, or a devious power hungry maniac, only serving to further your own career goals. Remember, whatever you choose, try to enjoy it, and try not to ruin the round for other people.
  • You may have access to it, but you are not Security. Chasing and arresting criminals should be left to the likes of Security Officers and possibly the Head of Security. Your armor and weapon are for your protection only and do not give you the right to chase after criminals. If you should happen across a crime, pulling your weapon may hinder more than help. In addition, some departments may get upset and try to push trespassing charges on you if you enter secure areas without approval. Just because you have access doesn't mean that you can be there.
  • You can use the Guide to Paperwork if you want to make your own forms, or use the Example Paperwork page.


Jobs on Nova Sector Station