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Head of Personnel

From Delta-V Wiki
This page needs revising!
This page contains information that is either out-of-date or from a different source (e.g. Upstream SS14). Some information on this page may differ from how it actually works on Delta-V.
Reason for revision: "Outdated due to the Rebase Update. HoP no longer deals with all IDs access."
SERVICE & COMMAND STAFF

Head of Personnel

Aliases and Nicknames: "HoP"
Difficulty: Hard
Requirements: Whitelisted, 25 hours playtime, 20 hours in Service, 4 hours as Janitor, 4 hours as Bartender, 4 hours as Chef
Access: Command, Head of Personnel, Bar, Service, Maintenance, Janitor, Theatre, Kitchen, Hydroponics, External, Cryogenics
Extended Access: None
Supervisors: Captain
Subordinates: Bartender, Botanist, Chef, Service Worker, Boxer, Clown, Gladiator, Martial Artist, Mime, Musician, Passenger, Janitor, Lawyer, Librarian, Reporter, Prisoner, Zookeeper
Duties: Coordinate the service department, protect Ian at any cost
Guides: Alert Procedure, SOP, Company Policy

The Head of Personnel (Usually called HoP) is in charge of the service department and responsible for managing said personnel and organizing various projects or issues. They are not the second in command but most of the time are appointed as the Captain in case the captain somehow goes missing.

Next to the Captain, the Head of Personnel is probably one of the most gunned-after positions on the station as his ID, while not containing access to high-restriction areas, allows access to a LOT of areas. You can be certain that at least a few of the crew members will take an opportunity to help themselves to increased access if given the chance, so be on your guard.


Managing jobs and PDAs

The ID console

Your ID console is used to change what groups of access an ID has assigned to it. It requires two ID cards:

  • Privileged ID - This is your ID or another ID that has the ability to modify other ID cards.
  • Target ID - This is the ID you will actually modify the access of.

Remember to take the Privileged ID out of the console when you are done with it! It is very easy to accidentally leave it in the computer, especially if you create a second ID which has modification permissions to avoid using your own ID.

Once the two ID cards are inserted, you will see which access groups an ID card has assigned to it. Clicking any group will toggle that group on and off. If you want to or if appropriate, you can change the job title on the ID card to whatever you like. Once you are done, click on the IDs where you inserted them to eject them from the machine.

Changing jobs and access

Depending on the number of crew, the HoP's line can fill up before you have even had a chance to pet Ian with various crew members unsatisfied with their job preferences vying for your attention and an ID change (and most probably, the clown mixed in cutting in line slipping people for laughs). Maintain some order and process each person as they come. So as long as you are handling things quickly, the crew will generally behave.

Be cautious about job assignments and request for additional access. If a crew member is requesting transfer or additional access to another service role, it is common courtesy to notify the already existing employees in that job (if there are any) about the new transfer. This helps to avoid having your new hire turned into dinner, all because the Chef mistook them as a trespasser.

Remember that most of the time, traitors are sprinkled in the crew and you could just as easily be giving a Syndicate Agent easy access (and an alibi of "The Head of Personnel said I could") to specific locations. Some job-specific rooms are well hidden from the public, making them ideal for the station's traitors.

Replacing a missing PDA or ID

The crew is often hapless victims of theft, and ID cards are among some of the most common items stolen for various reasons. If a crew member claims their ID or PDA has been stolen, you can create them a replacement one using the box of PDAs and box of Passenger IDs which spawn in your office. Equip the ID with the appropriate level of access for that crew member's job and send them on their way.

Be careful of being tricked, though. A crew member can easily disguise themselves in the jumpsuit of an unrelated job and claim they had their ID stolen, when in reality they have just hidden it in their bag. Once you give them the new ID for say, botany, they'll walk off with a "Thank You" and now be in possession of both a Botanist and a Scientist ID.

Ian

Protecting Ian is arguably the most important job of the Head of Personnel. He must be kept safe at all times even at the cost of your life.

Advanced: Showrunner

  • Tired of sitting in your office alone with your pet, with nothing to do?
  • Annoyed of your service workers doing barely anything?
  • Ever dreamed of being the star of the station?

If you answered to any of those with a resounding "YES", you're in the right place.

The Golden Rule

Before you even dare to step on the stage, you have to remember the Golden Rule Of Showrunning: there's a high chance of your event failing, due to incompetency or factors beyond your control. This is a disaster simulator anyways. No one said becoming a Big Shot was easy, but if you got the patience, the looks and the wits, you can pull off anything.

Pre-Planning

To commit your grand idea of a restaurant/show/competition/deathmatch, you have to have a plan with you. Having a basic idea of what you want to do and what's supposed to happen is good, but ironing out certain details is even better. There are surprisingly many factors that come into play:

Time

The one enemy that even Security cannot stop. Time is objectively your worst enemy, besides killjoys, showstoppers and doing your original job. While shifts last around ~2 hours, you usually have, at most, about an hour to prepare everything before the station starts falling apart. Even simple things like taking a trip to logistics or talking to your co-worker eats away a minute or two.

To counter such enemy, employ various strategies like:

  • Hire volunteers to help out with your project!
  • Write steps in your plan on what you have to do!
  • If the event requires Paperwork, like menus for diners or questions for a quiz game, prepare it pre-shift!

Your Unpaid Volunteers

Having people working towards your Grand Vision helps a lot, though getting them is easier said than done. Luckily, you have the access and tools to make your job easier.

  • Being HOP, you're in charge of Service, so you already have a lot of potential lackeys to help out with your work. Try asking over the service radio if anyone is willing to help. If no one responds, try the more direct approach, by asking them directly! Chances are, they somehow didn't hear you the first time over the old, forgotten frequency.
  • Having access to the announcement console and holopads, you can broadcast your call for help across the station. This is a sure way to get a volunteer by your side, even from the most least expected departments!

The Stage

To enact your idea, you need a place to show it off.

  • Scout out your station for any usable spots by foot or by technology. Boxing rings, dojos, empty areas or shady corners of maintance tunnels might do the trick!
    • Remember, the more public and easily accessible an area is, the more the station knows about it. Talk about free advertisment!
  • Don't be afraid of some slight renovation. Dorms are spacious enough for most events, and since they're rarely used, they might be just the perfect fit. Ask your unwilling Engineer or overeager Greytider to help you with construction.
    • If you're ever hiring a non-Engineer to help you with your construction, don't forget to give them a permit for tools and construction with your stamp on it. This usually convinces Engineering or Logistics to supply your worker with tools while also keeping away the pesky Security from arresting them for vandalism!
    • If you're running low on materials to build your stage, remember to check Logistics, Botany or the disposals. Botanists can grow you some wood, or even steel, if they managed to mutate some plants. If Logistics doesn't have any materials, check disposals. If your Janitors have been collecting trash, disposals should have recycled materials ready to use!
  • Colored lights, carpets, candles and other decorations help to enchance the room even better. You can get carpets from your clothes printer usually located in your office, while candles or colored lights might require talking to other departments for help.
    • If you're ever running low on textile for carpets, remember that butchering clothes gives you some cloth. A few jumpsuits from lockers or vendors should do the trick! Otherwise, ask botany to grow some or logistics to order some.
    • A cool trick you can do with the lights is to link them to a remote using a multitool or network remote, allowing you to toggle them off and on. You can also try linking every second light to turn off while every other one to turn on, creating a flashing light effect. Experiment with lights and things, create your own calling card!

Advertising

There won't be a lot of people at your show, if they don't know about it.

  • Remember to regularly advertise your upcoming idea over the announcement console or holopad. There are a lot of people who might've missed your first announcement due to being late for work or off-station, so reminders are a good thing.
  • Ask your volunteers or contestants to talk others into coming over to see your big show. They might not listen to you, but they will listen to their friends!

Show Time!

With everything being mostly set and ready, contestants nervously looking at the audience and your over-worked volunteers begging for their promised free refreshments, it's time to announce the start of your show over the radio, announcement console or both!

Put on big smile Sport, you've finished the hardest part of your idea. It's time to do the most fun and anticipated part of the event. Good luck and break a leg out there!

Roles on DeltaV
Command Captain · Head of Personnel · Head of Security · Chief Engineer · Mystagogue · Chief Medical Officer · Logistics Officer · Chief Justice · Station AI
Justice Department Chief Justice · Clerk · Prosecutor · Lawyer
Security Head of Security · Warden · Security Officer · Prison Guard · Corpsman · Detective · Security Cadet
Engineering Chief Engineer · Atmospheric Technician · Station Engineer · Technical Assistant
Epistemics Mystagogue · Psionic Mantis · Chaplain · Roboticist · Scientist · Research Assistant
Medical Chief Medical Officer · Medical Doctor · Paramedic · Chemist · Surgeon · Psychologist · Medical Intern
Logistics Logistics Officer · Cargo Technician · Salvage Specialist · Courier · Cargo Assistant
Service Head of Personnel · Janitor · Bartender · Botanist · Chef · Service Worker · Boxer · Clown · Martial Artist · Mime · Musician · Reporter · Passenger · Zookeeper · Librarian · Gladiator · Prisoner
Sillicon Cyborg · Personal AI · Station AI
Antagonists Traitor · Nuclear Operative · Space Ninja · Thief · Paradox Anomaly · Revenant · Space Dragon · Listening Post Operative · Zombie · Cosmic Cultist