Post by nikolaithebeast on Dec 20, 2013 16:01:04 GMT
Well, Time for another guide on security, this one is about the finding and noting of antagonists. Believe it or not, but just searching someone and finding contraband is not what will have you find them. So, here's a guide!
Also, just for Faith:
SO YOU THINK THERE MIGHT BY BADMEN AROUND:
Now, you might be wondering on how to even guess that we have antagonists around, besides looking at the gamemode. Well, Here's a list of things to look out for:
-Hacked Doors
-Explosions
-Missing Items
-Dead people
-Guy yelling TRAITOR!!
-Blood
-Broken Windows
-Missing People
-Angry Wizards throwing fireballs
-Items coming to life
-Skeletons
-Blood runes
Now, this part seems obvious enough, but you have to keep a eye out, as a clever antagonist will attempt to remove his or her trail. As such, this might make it harder. However, they almost always miss something. A misplaced pen, a spot of blood, or what have you.
I HEARD A BOOM!
First thing first, Assure that it wasn't those pesky scientists testing bombs. If so, It's time to go hole hunting! You can have the HOS, or another head check the alert computer, as the explosion may have left some kind of breach, but this isn't too likely.
What you'll want to do, is look around for holes in the shafts and backrooms. Typically, explosions would mean a breach into the captains office or somewhere else. Just be vigilant, and you are sure to find it.
Now, ask yourself this.
Why, and what did they want?
Now, this is for any form of forced entry, you need to ask yourself, Why would they break in, and what would they need?
Now, you can usually scratch anyone with clearance to that area off your list, as they wouldn't need to force their way in. So, take a look at the manifest, and take stock of possible suspects.
Next, you wanna figure out what they were doing in there. Now, for this bit, we are guessing they wanted a item. For people related objectives, see below.
Its usually something rare or unique, such as the captains retro gun, a advanced battery, the blueprints, etc. So, look for anything out of place. If possible, ask anyone who would work there if anything looks to be missing. Once you have a good idea of what's been taken, you need to figure out where it could be hidden.
A good antagonist (which are rare, but still) will ditch their objective somewhere hidden, and pick it up before leaving the station. However, they will usually leave it within reach, along with any antagonistic items. As such, ALWAYS check the suspects place of work, and the shafts around it and anything like that. They might even be hiding it inside something inside something else (for example, a box inside a locker). So, be prepared for that.
I HAVE SUSPECTS, WHAT NOW?
Firstly, you need to think nice and hard before revealing this information to the public, or even to your fellow security officers, as they may be the culprit! As such, you might wanna tell the HOS or captain first, If you are sure it wasn't them.
Next, you need to find and question them. As usual, ask to search their office/person, and if they argue, then speak to a higher up to get clearance. Usually, if they argue, it means they have something they don't want you to see. So, if you need to be told, don't let them ditch the evidence.
For searching protcol, here's a nice little list of what to search:
-Backpack
-Pockets
-Belt
-Coat
-Boxes
The other thing to check, of course, is the PDA. Why? Two things. Either looking for a syndi-uplink (which you may or may not icly know, but it doesnt matter as the second point is your main reason) or checking the messages. You'd be surprised how few antagonists remember to clear their message memory, and you'll tend to find a good way to spot other possible antagonists.
Now, If you find something of note, it is best to restrain them right then. If they make a move to flee, time to use one of the many tools you should be carrying.
If you didn't find anything/didn't find the missing item, time to search their office/workplace. What to search, you may ask? Well here's a handy list!
-Under Other Items
-Boxes
-Lockers
-Anything that holds things
-Shafts behind/around the workplace
-Inside other clothing (such as coats)
-Wrapped Items
Search hard and well, they may and will use any trick possible to keep it hidden!
I DUN CAUGHT DEM BADMENS:
What now, you may ask? Well firstly, you need to drag their traitorous ass back to the bridge, and put them in Solitary Confinement. Why that and not the permabrig or the temp brigs, you may wonder? Well its simple. Its far more secure, and it is much harder for them to escape it, even with help. Secondly, make sure to take their headset and check it for a different frequency, it may be being used to speak to other antagonists.
Now, the next part tends to differ depending on circumstance. Based on yellow to red in severity of the action:
Killed:
Now, this option is usually the go to for certain antagonists who could be a threat even after restraint, but it can be used for the more naughty of traitors and rebels. You would want a higher up to clear it, such as the captain or HOS, or at least a majority of the heads. However, if the person can somehow escape, and restraints will not assist, then shooting them is probably the only way, unless you have some sleep toxins handy.
Permabrigged:
Now, this option is possible for most antagonists, as it means they are stuck somewhere for the rest of the shift with no escape. However, if they are not human, it is a general rule of thumb not to leave them here.
Tossed Through the Gateway:
Currently we cannot do this, but if it is possible, you can give them a exile implant and toss them through the gateway, usually with a set of internals. Now, the gateway may lead to somewhere without air...or pressurized rooms...or filled with deadly deadly sentient tree's....but it's more amusing then being locked in the permabrig to endlessly play the arcade machine.
Bargain/Plea Deal:
My personal favorite, if they are willing, you can make some kind of deal. For example, selling out their companions to you for a lesser punishment, giving information of this and that, or whatever seems like a good deal. Now, if this is done, they would obviously be stripped of all of their contraband/stolen items, and maybe demoted, as well as loyalty implanted.
Loyalty Implanted and Released:
Now, If the crime was minor or it's roleplayed as they were forced, you can simply give em a good old loyalty implant and release them, however this option is rare at best, and it is more likely to do the plea deal as seen above.
BUT WHAT ABOUT THE DETECTIVE!:
Well, if one exists, he or she can possibly make this a whole lot easier with their scanner, being able to get fingerprints, fabric data, and other such things. If one is around, by all means let them in first, as to not contaminate the crime scene (if you can trust them, at least). The HOS may be able to do this as well, depending, so ask him/her if you can!
A Final Note:
FOR THE LOVE OF GOD DON'T METAGAME
Trust me when I say metagaming will ruin the entire round. Here's a list of things you shouldn't know unless your background has a reason to know it (and how unlikely it would be that you would know it, by yellow to red):
As a side note, you'd have to investigate some of these to know that they are that and not something else, so at least role play examining it.
Energy Swords/Crossbows:
If being used, obvious. However, if they just had it in their hand, it would look like a toy. Examine it for obvious results.
Revolver:
Obvious upon examination, its a gun, after all.
C4:
Obvious, its a friggin explosive.
EMP Grenades :
Obvious, its a grenade, and only the chemist would maybe have one of these.
Voice Changer :
Upon use, obvious, otherwise it's just a gas mask
Chameleon Projector :
upon use, obvious. Otherwise it just looks like a strange item.
Hacktool :
if you know engineering at all, somewhat obvious, otherwise it just looks like a strange multitool
Detomatix Cartridge:
If plugged into a PDA, its obvious because it has a explode button. otherwise, its just a cartidge
Red Space Suit:
Don't yell syndicate suit, its just a red space suit, and you shouldn't think otherwise, you silly silly fool. But obviously not everyone should have a space suit, so it would be at least suspicious.
Sleepy Pen:
It looks like a pen, obviously, so you'd have to be very familiar with the syndicate, a HOS or captain may get away with this, or a RD
Emag(Cryptographic Sequencer):
It would just look like a funny ID, but a HOS, Captain or RD may know of them.
Agent ID card:
without examining it, you'd just think it was a ID. Higher ups and RD may notice its not quite right, but otherwise you'd never notice.
Singularity Beacon:
This one would probably only be known by the CE or RD, as it would be highly complicated. However, it would clearly not belong, so you'd probably be able to call it a strange item and get away with it.
Power Sink:
Same as above.
Wizard Items:
As you can guess, you would have almost no knowledge of these unless you were HOS, Captain or MAYBE RD, but even then, you probably wouldn't know what it was specifically, but that it was something bad
Cultist Items:
Same as before, but a particularly smart librarian or chaplain may know of their runes and such.
Now, I may have missed some, as the list of antag items changes from time to time, but use your noggin and you should be fine.
Now, go out there and don't be complete idiots!
Also, just for Faith:
SO YOU THINK THERE MIGHT BY BADMEN AROUND:
Now, you might be wondering on how to even guess that we have antagonists around, besides looking at the gamemode. Well, Here's a list of things to look out for:
-Hacked Doors
-Explosions
-Missing Items
-Dead people
-Guy yelling TRAITOR!!
-Blood
-Broken Windows
-Missing People
-Angry Wizards throwing fireballs
-Items coming to life
-Skeletons
-Blood runes
Now, this part seems obvious enough, but you have to keep a eye out, as a clever antagonist will attempt to remove his or her trail. As such, this might make it harder. However, they almost always miss something. A misplaced pen, a spot of blood, or what have you.
I HEARD A BOOM!
First thing first, Assure that it wasn't those pesky scientists testing bombs. If so, It's time to go hole hunting! You can have the HOS, or another head check the alert computer, as the explosion may have left some kind of breach, but this isn't too likely.
What you'll want to do, is look around for holes in the shafts and backrooms. Typically, explosions would mean a breach into the captains office or somewhere else. Just be vigilant, and you are sure to find it.
Now, ask yourself this.
Why, and what did they want?
Now, this is for any form of forced entry, you need to ask yourself, Why would they break in, and what would they need?
Now, you can usually scratch anyone with clearance to that area off your list, as they wouldn't need to force their way in. So, take a look at the manifest, and take stock of possible suspects.
Next, you wanna figure out what they were doing in there. Now, for this bit, we are guessing they wanted a item. For people related objectives, see below.
Its usually something rare or unique, such as the captains retro gun, a advanced battery, the blueprints, etc. So, look for anything out of place. If possible, ask anyone who would work there if anything looks to be missing. Once you have a good idea of what's been taken, you need to figure out where it could be hidden.
A good antagonist (which are rare, but still) will ditch their objective somewhere hidden, and pick it up before leaving the station. However, they will usually leave it within reach, along with any antagonistic items. As such, ALWAYS check the suspects place of work, and the shafts around it and anything like that. They might even be hiding it inside something inside something else (for example, a box inside a locker). So, be prepared for that.
I HAVE SUSPECTS, WHAT NOW?
Firstly, you need to think nice and hard before revealing this information to the public, or even to your fellow security officers, as they may be the culprit! As such, you might wanna tell the HOS or captain first, If you are sure it wasn't them.
Next, you need to find and question them. As usual, ask to search their office/person, and if they argue, then speak to a higher up to get clearance. Usually, if they argue, it means they have something they don't want you to see. So, if you need to be told, don't let them ditch the evidence.
For searching protcol, here's a nice little list of what to search:
-Backpack
-Pockets
-Belt
-Coat
-Boxes
The other thing to check, of course, is the PDA. Why? Two things. Either looking for a syndi-uplink (which you may or may not icly know, but it doesnt matter as the second point is your main reason) or checking the messages. You'd be surprised how few antagonists remember to clear their message memory, and you'll tend to find a good way to spot other possible antagonists.
Now, If you find something of note, it is best to restrain them right then. If they make a move to flee, time to use one of the many tools you should be carrying.
If you didn't find anything/didn't find the missing item, time to search their office/workplace. What to search, you may ask? Well here's a handy list!
-Under Other Items
-Boxes
-Lockers
-Anything that holds things
-Shafts behind/around the workplace
-Inside other clothing (such as coats)
-Wrapped Items
Search hard and well, they may and will use any trick possible to keep it hidden!
I DUN CAUGHT DEM BADMENS:
What now, you may ask? Well firstly, you need to drag their traitorous ass back to the bridge, and put them in Solitary Confinement. Why that and not the permabrig or the temp brigs, you may wonder? Well its simple. Its far more secure, and it is much harder for them to escape it, even with help. Secondly, make sure to take their headset and check it for a different frequency, it may be being used to speak to other antagonists.
Now, the next part tends to differ depending on circumstance. Based on yellow to red in severity of the action:
Killed:
Now, this option is usually the go to for certain antagonists who could be a threat even after restraint, but it can be used for the more naughty of traitors and rebels. You would want a higher up to clear it, such as the captain or HOS, or at least a majority of the heads. However, if the person can somehow escape, and restraints will not assist, then shooting them is probably the only way, unless you have some sleep toxins handy.
Permabrigged:
Now, this option is possible for most antagonists, as it means they are stuck somewhere for the rest of the shift with no escape. However, if they are not human, it is a general rule of thumb not to leave them here.
Tossed Through the Gateway:
Currently we cannot do this, but if it is possible, you can give them a exile implant and toss them through the gateway, usually with a set of internals. Now, the gateway may lead to somewhere without air...or pressurized rooms...or filled with deadly deadly sentient tree's....but it's more amusing then being locked in the permabrig to endlessly play the arcade machine.
Bargain/Plea Deal:
My personal favorite, if they are willing, you can make some kind of deal. For example, selling out their companions to you for a lesser punishment, giving information of this and that, or whatever seems like a good deal. Now, if this is done, they would obviously be stripped of all of their contraband/stolen items, and maybe demoted, as well as loyalty implanted.
Loyalty Implanted and Released:
Now, If the crime was minor or it's roleplayed as they were forced, you can simply give em a good old loyalty implant and release them, however this option is rare at best, and it is more likely to do the plea deal as seen above.
BUT WHAT ABOUT THE DETECTIVE!:
Well, if one exists, he or she can possibly make this a whole lot easier with their scanner, being able to get fingerprints, fabric data, and other such things. If one is around, by all means let them in first, as to not contaminate the crime scene (if you can trust them, at least). The HOS may be able to do this as well, depending, so ask him/her if you can!
A Final Note:
FOR THE LOVE OF GOD DON'T METAGAME
Trust me when I say metagaming will ruin the entire round. Here's a list of things you shouldn't know unless your background has a reason to know it (and how unlikely it would be that you would know it, by yellow to red):
As a side note, you'd have to investigate some of these to know that they are that and not something else, so at least role play examining it.
Energy Swords/Crossbows:
If being used, obvious. However, if they just had it in their hand, it would look like a toy. Examine it for obvious results.
Revolver:
Obvious upon examination, its a gun, after all.
C4:
Obvious, its a friggin explosive.
EMP Grenades :
Obvious, its a grenade, and only the chemist would maybe have one of these.
Voice Changer :
Upon use, obvious, otherwise it's just a gas mask
Chameleon Projector :
upon use, obvious. Otherwise it just looks like a strange item.
Hacktool :
if you know engineering at all, somewhat obvious, otherwise it just looks like a strange multitool
Detomatix Cartridge:
If plugged into a PDA, its obvious because it has a explode button. otherwise, its just a cartidge
Red Space Suit:
Don't yell syndicate suit, its just a red space suit, and you shouldn't think otherwise, you silly silly fool. But obviously not everyone should have a space suit, so it would be at least suspicious.
Sleepy Pen:
It looks like a pen, obviously, so you'd have to be very familiar with the syndicate, a HOS or captain may get away with this, or a RD
Emag(Cryptographic Sequencer):
It would just look like a funny ID, but a HOS, Captain or RD may know of them.
Agent ID card:
without examining it, you'd just think it was a ID. Higher ups and RD may notice its not quite right, but otherwise you'd never notice.
Singularity Beacon:
This one would probably only be known by the CE or RD, as it would be highly complicated. However, it would clearly not belong, so you'd probably be able to call it a strange item and get away with it.
Power Sink:
Same as above.
Wizard Items:
As you can guess, you would have almost no knowledge of these unless you were HOS, Captain or MAYBE RD, but even then, you probably wouldn't know what it was specifically, but that it was something bad
Cultist Items:
Same as before, but a particularly smart librarian or chaplain may know of their runes and such.
Now, I may have missed some, as the list of antag items changes from time to time, but use your noggin and you should be fine.
Now, go out there and don't be complete idiots!