Difference between revisions of "Blueshield Officer"

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{{WIP}}{{JobPageHeader
{{JobPageHeader
|headerbgcolor = darkblue
|colour = 127BB7
|headerfontcolor = white
|hcolour = white
|stafftype = SPECIAL SECURITY
|stafftype = CENTRAL COMMAND DIGNITARY
|imagebgcolor = #9999ff
|img = Blueshield.png
|img_generic = Blueshield.png
|img =
|jobtitle = Blueshield
|jobtitle = Blueshield
|access = [[Brig|Security]], Blueshield's Office, [[Morgue]], [[Maintenance]], [[Bridge]]
|access = Blueshield's Office, Bridge, Brig, Medbay, Science, Engineering
|difficulty = Medium to Hard
|difficulty = Hard to Very Hard
|superior = The [[Chain of Command]]
|superior = [[NanoTrasen Representative]], [[Nanotrasen Central Command]]
|duties = Act as a bodyguard and advisor for the Central Command VIPs.
|duties = Act as a bodyguard and advisor for Command and CentCom VIPs.
|guides = [[Guide to Security]], [[Space Law]], [[Standard Operating Procedure]] and even a little of medical treatment.
|guides = [[Standard Operating Procedure]], [[Standard Operating Procedure (Command)#Blueshield Officer|Standard Operating Procedure (Command)]], [[Guide to Security]], [[Guide to Combat]], [[Guide to Medical]], [[Space Law]]
}}
}}<div style="float: right;">{{JobVIP}}</div>


== The Man In Blue ==
A '''Blueshield''' is a member of a specially trained branch of NanoTrasen employees dispatched from Central Command '''to protect the Captain, Heads of Staff, and Centcom VIPs'''. This job requires 50 hours of command play time.
So,you've chosen to be the Blue Warden protecting one of those pesky, noisy and boring heads, huh?


Well, sucks to be you!
== The Crew Member In Blue ==
Welcome, Blueshield. You have been given special training by Central Command, and been dispatched to serve as the personal bodyguard of everyone with access to Command Comms.


In fact, you will spend most of your time following a Head, protecting his life and in general being a sort-of Third Echelon with your chosen head!
Most of your time will be spent shadowing those you have been assigned to protect, making sure that they're alive and well, and keep an eye on a crew monitor to make sure they're still on sensors. Your job is to '''keep everyone in Command, as well as CentCom VIPs, alive'''.


There is one very important aspect of your job and it's you're not part of the Security, nor you are a freelancer mercenary. You are a loyalty implanted bodyguard, so you should act as one and not running around freely ignoring that [[Research Director]] burning alive inside toxins or that [[Chief Engineer]] is curious to see what the Singularity looks like from inside.
One very important detail of your job is that '''you are not Security'''. Do not let your Security access fool you. You should not be concerned with the goings-on at Security, nor should you be doing their job for them. You are not a Security Officer with a private office and snazzy outfit. You are a '''bodyguard'''.
If you spent the 30 [[Karma]] for this job, you should know that you're not a [[Security Officer]] with a private office where you can drink till you pass out, you are '''The Bodyguard!'''


Now that we pointed out this little thing, time to see what you should know and what you should do!
=== Preparation ===


=== Preparation ===
As you would expect, you will be looking after members of the [[Chain of Command]] during the shift. You begin in your office wearing a Blueshield's Uniform, and Blueshield Armour (functionally the same as Security Armour, only with a Blue signet on it). In your bag you have a box of Death Alarm Bio-Chips and your Advanced Energy Revolver.
As you would expect, you will be looking after members of the [[Chain of Command]] during the shift. You begin in your office wearing a NanoTrasen Navy Uniform, and Blueshield Officer armor. In your office you can come into possession of a number of things; these include a flash, a black webbing vest, a pair of handcuffs, a fully loaded revolver, an advanced first aid kit, a stun pistol, a stun baton, and a trusy officer's beret. Keep in mind, your weaponry is only to keep the senior staff save, and you should never use your revolver unless a situation calls for deadly force.
 
* The Death Alarm Bio-Chips will go off if the implanted person dies, triggering a message on the Common Comms channel that will state "X has died in Y". They malfunction if hit with an EMP or Ion technology and goes off as if the person died.
 
* The Advanced Energy Revolver is your main weapon. It can fire either Disabler or Laser rounds (20 and 10 rounds maximum, respectively), and can be recharged at any recharger. Beyond useful when handling threats to Command, and quick to provide a lethal alternative if required;
 
In your office you can come into possession of several useful things:


Aside from arming yourself, however, there is more preparation to be had. You have in your bag, in addition to default items, a box of death alarm implants along with an injector. Upon the death of anyone injected with such an implant, a station wide alert through the radio-feed will declare their demise, as well location. This can be used to quickly retrieve a body for cloning and, sometimes, catch their murderer.
* A fully equipped '''Security Belt''', containing:
** A Stunbaton,
** A Flash,  
** A Flashbang,  
** A Pepperspray
** A single pair of cuffs
* The '''Crew Pinpointer''', which shows the location of a selected crewmember's relative to your position. You can acquire more of these from a medical dispenser
* An '''Advanced First Aid Kit''', containing twelve Burn Kits, twelve Trauma Kits, one Emergency Autoinjector, six Rolls of Gauze and a Medical Analyzer. Useful for quick, emergency healing, and in the case of gauze - stopping bleeding
* A '''Garment Bag''' full of alternative clothing:
** Two Berets, which offer head protection
** Three jumpsuits
** Spare Armour Vest
** Blueshield's Coat, which sacrifices protection for two additional pockets
** Two pairs of shoes
** A sechailer gas mask
** Four pairs of sunglasses
*:- Plain Sunglasses
*:- Security HUDglasses
*:- Medical HUDglasses
*:- Skills HUDglasses
** A blue tie
* The '''Blue Zippo''', a unique Zippo lighter


One of your first acts should be to notify the heads of staff of your presence and request them to meet you at the [[Bridge]] for implantation. In this way, you can quickly administer implants before everyone gets busy and preoccupied. Be warned, though, that you don't actually have enough implants for every member of the senior staff, so prioritization is key. Additionally, all heads of staff have a right to refuse implantation. Forcing an implant on one of the people you are sworn to protect is poor form for your role and it can surely guarantee your presence will not be a welcome one.
One of your first acts should be to notify the Heads of Staff of your presence and request that they maximize their suit sensors, so you can locate them for implantation and in emergency situations. You should also acquire a handheld crew monitor from [[Medbay]] so that you can keep easier track of the health of your charges. Be warned, though, that you don't have enough implants for every member of the senior staff, so prioritization is key. Additionally, all Heads of Staff have a right to refuse implantation, though you should always attempt to convince them otherwise if they are high-ranked/important enough, such as the Captain or Head of Security.


=== Protection Detail ===
=== Protection Detail ===


After your preparation is complete. It is up to you how you will go about your objectives, so long as you pursue them. You may choose to accompany the Captain on his ventures for the entire round, or you may decide that you wish to keep a vigil on the Head of Personnel or any other head of staff. You may also decide to not attach yourself to any particular head and instead choose to keep a constant rotation on each one, including even the [[NanoTrasen Representative]].
After your preparation is complete, it is up to you how you will go about your objectives, so long as you pursue them. You may choose to accompany the Captain on their ventures for the entire round, or you may decide that you wish to keep a vigil on the Head of Personnel or any other Head of Staff. You may also decide to not attach yourself to any particular head and instead choose to keep a constant rotation on each one, including even the [[NanoTrasen Representative]], by constantly checking up on their workplaces. Alternatively, you can use either a Portable Crew Monitor or the Crew Monitoring Computer in the Bridge, to keep constant track of all of Command. Regular Comms check-ups are also a useful tool.


One of the most important things to consider, and one that is highly stressed about the Blueshield job, is that you have little authority over fellow crew. If you cuff someone, you must take them to proper authorities for processing. You are not a vigilante. Until an emergency occurs, the role of Blueshield is heavily roleplay based. So being able to convey a character and generally have a good time roleplaying with the people you need to protect and those around you will make you a blueshield everyone wants to have around. Conversely, you are just as valid as playing a stoic character, quietly shadowing those they are sworn to protect, never speaking unless spoken to.
One of the most important things to consider, and one that is highly stressed about the Blueshield job, is that you have no authority over the fellow crew. You may have a pair of cuffs, but you should only apprehend someone if they have directly impacted/attacked a member of Command or a Centcom VIP, or are tresspassing into a command area. Afterwards, you must take them to the proper authorities for processing.
You are not a vigilante. Until an emergency occurs, the role of Blueshield is heavily roleplay based and, much like the Representative, you should serve as an adviser regarding Command's decisions. How you go about interacting with Command is entirely up to you, but you should always leave them feeling '''safe'''.


Additionally, as the Blueshield, you must prioritize. In an emergency, you may have to make harsh decisions, and you may need to let people die. The Heads of Staff are more important than any other member of crew, so you should not be stopped from covering your superior to save a security officer in the face of doom if it will endanger a head. Additionally, pay attention to the chain of command. The Captain is more crucial to your mission than anyone else, with the [[Head of Personnel]] and other senior staff as less prudent, though still extremely important to your mission. The NanoTrasen Representative also falls under your purview, but he is of less consequence than any of your other charges.
Additionally, as the Blueshield, you must prioritize. In an emergency, you may have to make harsh decisions, and you may need to let people die. When it comes down to an emergency, your immediate charges take precedence, so don't hesitate to let an Officer die if that means you can safely get away with, for example, the Head of Personnel. The Chain of Command is also important to take into consideration. The Captain is more crucial to your mission than anyone else, with the [[Head of Personnel]] and other senior staff as less crucial, though still extremely important. The NanoTrasen Representative and Magistrate also fall under your purview, though they are of less consequence than any of your other charges.


Due to the status of your job, it is important to know the basics of treating injuries. See the [[Guide to Medicine]] for more details. In your locker, you have an advanced first aid kit, which has splints for limb breaks, as well as trauma packs and advanced burn packs that can be used to give a moderate heal to any body area for brute and burn damage respectively.
Due to the status of your job, it is important to know the basics of treating injuries. See the [[Guide to Medicine]] for more details. Remember, you have an advanced first aid kit in your locker.


=== Relation with Security ===
=== Relation with Security ===


Aside from being a part of Brigston in the [[Nations]] game mode, you don't have any formal relations with the security team. You may decide to coordinate with security forces in investigations if there is evidence of a threat against command personnel, but this should not deviate you from your physical vanguard. You have a pair of handcuffs in your office, but this does not make you obligated to carry out [[Space Law]]. Apprehension of criminals is their job, and your handcuffs should be used to neutralize threats to the senior staff, only for your prize to be handed off to the [[Warden]] so you can get right back to protection detail as soon as possibly.
You don't have any formal relations with the Security team. You may have Security access, but that's only so you can reach the Head of Security's office if required. You may decide to coordinate with Security forces in investigations if there is evidence of a threat against Command personnel, but this should not deviate you from your physical vanguard. You have a pair of handcuffs in your office, but this does not make you obligated to carry out [[Space Law]]. The apprehension of criminals is '''their''' job, not yours, and your handcuffs should be used to neutralize threats to the Command staff, only for your prize to be handed off to the [[Warden]] so you can get right back to protection detail as soon as possible.
 
== After You, Sir. [[File:Swordred.gif]] ==
Round-Start antagonists are ineligible to be be matched to the job of Blueshield.
 
Note that if you are selected as antag, but your character's job preferences are set such that the round is unable to match you to <i>any</i> available non-mindshielded job, you will be instead be returned to the lobby, and the antag role will be assigned to another player.
 
As a mindshielded crew member, you cannot be converted into an antagonist through thralling, unless you have lost your mindshield implant, either to cloning or surgical removal.  If, however, you are somehow unshielded, thralled, and then re-implanted with a mindshield, you will <i>remain</i> thralled.
 
This doesn't mean that all of your charges cannot be antagonists, however. You should not protect your charges from the consequences of breaking [[Space Law]], but should also avoid detaining them, unless they pose an immediate danger to other command staff. When in doubt, report the situation to the security team and let them handle the it.


{{JobsTable}}


{{Jobs}}
[[Category:Jobs]]
[[Category:Jobs]]

Latest revision as of 19:39, 8 May 2024

CENTRAL COMMAND DIGNITARY

Blueshield.png
Blueshield

Superiors: NanoTrasen Representative, Nanotrasen Central Command
Difficulty: Hard to Very Hard
Guides: Standard Operating Procedure, Standard Operating Procedure (Command), Guide to Security, Guide to Combat, Guide to Medical, Space Law
Access: Blueshield's Office, Bridge, Brig, Medbay, Science, Engineering
Duties: Act as a bodyguard and advisor for Command and CentCom VIPs.

CentComm Dignitaries

A Blueshield is a member of a specially trained branch of NanoTrasen employees dispatched from Central Command to protect the Captain, Heads of Staff, and Centcom VIPs. This job requires 50 hours of command play time.

The Crew Member In Blue

Welcome, Blueshield. You have been given special training by Central Command, and been dispatched to serve as the personal bodyguard of everyone with access to Command Comms.

Most of your time will be spent shadowing those you have been assigned to protect, making sure that they're alive and well, and keep an eye on a crew monitor to make sure they're still on sensors. Your job is to keep everyone in Command, as well as CentCom VIPs, alive.

One very important detail of your job is that you are not Security. Do not let your Security access fool you. You should not be concerned with the goings-on at Security, nor should you be doing their job for them. You are not a Security Officer with a private office and snazzy outfit. You are a bodyguard.

Preparation

As you would expect, you will be looking after members of the Chain of Command during the shift. You begin in your office wearing a Blueshield's Uniform, and Blueshield Armour (functionally the same as Security Armour, only with a Blue signet on it). In your bag you have a box of Death Alarm Bio-Chips and your Advanced Energy Revolver.

  • The Death Alarm Bio-Chips will go off if the implanted person dies, triggering a message on the Common Comms channel that will state "X has died in Y". They malfunction if hit with an EMP or Ion technology and goes off as if the person died.
  • The Advanced Energy Revolver is your main weapon. It can fire either Disabler or Laser rounds (20 and 10 rounds maximum, respectively), and can be recharged at any recharger. Beyond useful when handling threats to Command, and quick to provide a lethal alternative if required;

In your office you can come into possession of several useful things:

  • A fully equipped Security Belt, containing:
    • A Stunbaton,
    • A Flash,
    • A Flashbang,
    • A Pepperspray
    • A single pair of cuffs
  • The Crew Pinpointer, which shows the location of a selected crewmember's relative to your position. You can acquire more of these from a medical dispenser
  • An Advanced First Aid Kit, containing twelve Burn Kits, twelve Trauma Kits, one Emergency Autoinjector, six Rolls of Gauze and a Medical Analyzer. Useful for quick, emergency healing, and in the case of gauze - stopping bleeding
  • A Garment Bag full of alternative clothing:
    • Two Berets, which offer head protection
    • Three jumpsuits
    • Spare Armour Vest
    • Blueshield's Coat, which sacrifices protection for two additional pockets
    • Two pairs of shoes
    • A sechailer gas mask
    • Four pairs of sunglasses
    - Plain Sunglasses
    - Security HUDglasses
    - Medical HUDglasses
    - Skills HUDglasses
    • A blue tie
  • The Blue Zippo, a unique Zippo lighter

One of your first acts should be to notify the Heads of Staff of your presence and request that they maximize their suit sensors, so you can locate them for implantation and in emergency situations. You should also acquire a handheld crew monitor from Medbay so that you can keep easier track of the health of your charges. Be warned, though, that you don't have enough implants for every member of the senior staff, so prioritization is key. Additionally, all Heads of Staff have a right to refuse implantation, though you should always attempt to convince them otherwise if they are high-ranked/important enough, such as the Captain or Head of Security.

Protection Detail

After your preparation is complete, it is up to you how you will go about your objectives, so long as you pursue them. You may choose to accompany the Captain on their ventures for the entire round, or you may decide that you wish to keep a vigil on the Head of Personnel or any other Head of Staff. You may also decide to not attach yourself to any particular head and instead choose to keep a constant rotation on each one, including even the NanoTrasen Representative, by constantly checking up on their workplaces. Alternatively, you can use either a Portable Crew Monitor or the Crew Monitoring Computer in the Bridge, to keep constant track of all of Command. Regular Comms check-ups are also a useful tool.

One of the most important things to consider, and one that is highly stressed about the Blueshield job, is that you have no authority over the fellow crew. You may have a pair of cuffs, but you should only apprehend someone if they have directly impacted/attacked a member of Command or a Centcom VIP, or are tresspassing into a command area. Afterwards, you must take them to the proper authorities for processing.

You are not a vigilante. Until an emergency occurs, the role of Blueshield is heavily roleplay based and, much like the Representative, you should serve as an adviser regarding Command's decisions. How you go about interacting with Command is entirely up to you, but you should always leave them feeling safe.

Additionally, as the Blueshield, you must prioritize. In an emergency, you may have to make harsh decisions, and you may need to let people die. When it comes down to an emergency, your immediate charges take precedence, so don't hesitate to let an Officer die if that means you can safely get away with, for example, the Head of Personnel. The Chain of Command is also important to take into consideration. The Captain is more crucial to your mission than anyone else, with the Head of Personnel and other senior staff as less crucial, though still extremely important. The NanoTrasen Representative and Magistrate also fall under your purview, though they are of less consequence than any of your other charges.

Due to the status of your job, it is important to know the basics of treating injuries. See the Guide to Medicine for more details. Remember, you have an advanced first aid kit in your locker.

Relation with Security

You don't have any formal relations with the Security team. You may have Security access, but that's only so you can reach the Head of Security's office if required. You may decide to coordinate with Security forces in investigations if there is evidence of a threat against Command personnel, but this should not deviate you from your physical vanguard. You have a pair of handcuffs in your office, but this does not make you obligated to carry out Space Law. The apprehension of criminals is their job, not yours, and your handcuffs should be used to neutralize threats to the Command staff, only for your prize to be handed off to the Warden so you can get right back to protection detail as soon as possible.

After You, Sir. Swordred.gif

Round-Start antagonists are ineligible to be be matched to the job of Blueshield.

Note that if you are selected as antag, but your character's job preferences are set such that the round is unable to match you to any available non-mindshielded job, you will be instead be returned to the lobby, and the antag role will be assigned to another player.

As a mindshielded crew member, you cannot be converted into an antagonist through thralling, unless you have lost your mindshield implant, either to cloning or surgical removal. If, however, you are somehow unshielded, thralled, and then re-implanted with a mindshield, you will remain thralled.

This doesn't mean that all of your charges cannot be antagonists, however. You should not protect your charges from the consequences of breaking Space Law, but should also avoid detaining them, unless they pose an immediate danger to other command staff. When in doubt, report the situation to the security team and let them handle the it.

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