36411- ᴛʏᴋᴇ × ᴛᴀʏʟᴏʀ ᴋᴇᴇ (
puppydogeyes) wrote2012-01-17 10:00 pm
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security information
IF YOUR CHARACTER IS NOT IN SECURITY Then they should still be aware of the team being around. The security team operate a patrol system that covers all populated areas of the ship, keeping an eye out for trouble or anyone who might need assistance. There's no set uniform and nanite numbers aren't always readily viewable, so it could be easy enough for your character to just assume they're walking around, but the team keeps to a rota that should make a behaviour pattern easy enough to notice. Of course this isn't a fool-proof system, as the ship is huge and the security team is still only made up of rather small numbers in comparison to that size, so we're not stopping any characters from getting away with anything plot related. That said, if you ever want a security member to come across your character doing something, perhaps break up a fight or help them with a rogue turkey, feel free to contact a character and use the patrols as a convenient excuse for them being around! The SEC team also keep an eye on the network both in a professional and personal manner, but of course we as players are only human. If you feel you want a security member in a post or thread, feel free to contact one of us about it. If your character wants to contact security, either as a general team or an individual member directly, many of us have IC inboxes, or are open to having things plotted. Please feel free to approach us about including security in any plots you might think of, whether grand scale villain plots or smaller altercations. In relation, please bear us in mind when making posts about events that would draw the attention of the SEC team (e.g. fights or assaults; something being stolen or damaged; a character death). As part of their duties, SEC characters are ICly obliged and expected to respond to these situations and face IC consequences from the community if they are not handled correctly. There is no NPC police force in game - all of these duties are handled by other player characters and in turn can reflect on them for the future. However, we have no interest in godmoding or stepping on anyone's toes with the plots or events they have planned with their characters. Contacting us before these things occur helps us work out exactly how you are comfortable with them being dealt with, while also making sure SEC players are ready and available to respond in a timely manner. |
IF YOUR CHARACTER IS NOT IN SECURITY, BUT WANTS TO JOIN Recruitment is generally run ICly, either through an open SEC team character post asking for new members, or through character enquiries leading them to a SEC team character. As the SEC team are responsible for the safety and protection of the passengers on board the TQ, new recruits are assessed before they are signed up. This covers general personality and motivations type questions, background and experience, and an either played out or handwaved skills demonstration and assessment. Tyke places an emphasis on physical skills and tends to look for people with a military, combat (or equivalent) or policing background. That said, she has taken on people who want to join and lack these skills with the understanding that they will be trained in them. Please bear this and the general security duties expected of characters (listed below) in mind before signing your character up. |
IF YOUR CHARACTER IS IN SECURITY Then you might have had something of an IC rundown of what happens already, but I'm just going to go over it again and fill in some details here. |
WEAPONS If your character does not have a weapon of their own, once they are assigned to SEC they are able to pick one up from Gunnery. These are standard issue weapons native to the TQ as well as a few others collected up along the way. Gunnery do not have access to a full sci-fi armoury so don't expect any flamethrowers or grenade launchers hanging around, though there are tazer-like stun guns as well as regular pistols. Tyke expects weapon usage to be minimal and only in necessary situations, but she does expect members of the team to be armed. |
SHIFTS & PATROLS Security operate a twelve-hour shift system, cutting the days into alpha (afternoon & evening) and beta (night & morning) shifts, with a couple of days off for downtime. Please don't feel like this is hard-and-fast rules, we don't need you to account for where your character is and what shift they're on all the time! This is mainly a device for CR building and simply knowing what the security department is doing in general. Patrols are what your character will be doing 90% of the time. They will be assigned an area of the ship and basically expected to beat-cop walk it for their shift. They can do this alone or in pairs, but with the low levels of SEC members I'm gonna say no bigger than that at this current time. Patrols cover the following areas as marked on the game map:
Tyke expects a report from each member of security at the end of every shift, even if it's a one liner saying they didn't see anything unusual. These can be written, video or verbal - they can be sent to her device or dropped off in the boardroom (covered below). As no one actually needs - or wants - to be writing up any reports, this is obviously handwaved. |
SECURITY BOARDROOM Detailed here, this is basically SEC's catch-all office/break room. This is where SEC meetings are held (if any are called), as well as where SEC can gather as a team, hang out between shifts to chat or eat, and Tyke actively encourages this behaviour to strengthen team unity. All SEC files are also kept here, which include the daily reports, documents detailing past events on the ship (a copy of this is kept readily accessible) as well as assessments on particular passengers. The secretary (CURRENTLY UNFILLED) is in charge of maintaining and organising these files. All of them are encrypted for SEC-only access, though access can vary depending on the contents of the files, and there are some encrypted files kept on the console that are only accessible by Tyke. This area is screened off from the main communal area in order to give some privacy for the secretary to do their work. |
TRAINING Due to the nature of the events they have to deal with on the ship and the unusual abilities of many of the passengers, Tyke prioritises physical and military type capabilities over other skills. As such, SEC have adopted the nearest gym area to the security boardroom (the 001 gym) for team training (though obviously it isn't out of bounds to non-SEC characters). If your character has signed up to SEC and is low on the physical skills scale, Tyke will want them to take up some training with another member of SEC who is high on that scale. This will probably be at an assigned time, with possible opportunities as a group activity later down the line/depending on interest! If your character is already fully trained, she will expect them to exercise regularly to maintain peak physical condition, and use the gym with the rest of the team to strengthen team bonds. There also might be some group training exercises in the future, event simulations and team-building stuff (not the trust-falling kind, don't worry). Again, these things are more CR opportunities than anything else. Please feel free to arrange things with other players, whether they're played out or handwaved! |
MEDICAL TRAINING As security are often first responders on incidents, whether individual or within game-wide events, members of the team are also expected to train in basic field medicine with medical staff (unless they already have related knowledge). This is more extensive than first aid but still less than what a fully trained paramedic or EMT. The intended goal of this is for security members to have the skills to potentially revive and/or stabilise an injured person at a scene, giving them either enough time to get the injured party to medical or for medical staff to get there - or to help another security member in the case of them being injured during an incident. Please feel free to arrange things regarding medical training with players of medstaff characters, whether handwaved or not! |
SECURITY STATION Tyke has managed to persuade Ward to give the team access to one of the many official Security Stations around the ship. Located close to the Passenger Quarters, this is something of a holdover or half-way point for dealing with troublesome passengers or dangerous items. Somewhere between a large tollbooth and a small police station, the security station contains a couple of desks and chairs and a set of lockers. Both the station itself and the lockers are accessible only with SEC nanites. The security station can be used as a smaller break room or as a meeting point/locating point for crisis situations. |
THE BRIG As detailed here, the brig is the Tranquility's on board prison. Depending on the severity of the infraction, this can be the starting or end point for characters' punishments. As the NPCs are currently AWOL, the brig's cells have been left permanently unlocked. SEC have implemented systems to combat this - primarily the use of magic and similar skills from SEC team members - as well as a very rigid guarding schedule. Sentences should still be arranged on the page linked above, but with the understanding that the responsibility of prisoners & sentencing now rests solely on the SEC team. |
THE SECURITY TEAM For reference, a current list of known SEC team members as they are considered ICly. 001 » 011 | TYKE (CHIEF SECURITY OFFICER) 033 » 047 | ALLISON ARGENT 006 » 026 | ANNE CUNNINGHAM 022 » 157 | EMMA SWAN 031 » 022 | FENRIS 033 » 103 | JOHN KENNEX 027 » 072 | NORMAN JAYDEN 001 » 056 | REY 005 » 078 | SIRIUS BLACK 030 » 100 | STEVE ROGERS |