Brig
Security Area | |
The Brig | |
This is where regular offenders are put. It is the front face of the security sector at the fore end of the ship, next to arrivals. Most doors in the brig require Brig access, however you will need Holding Cell access to use the timers. | |
Obvious exits | Port Primary Hallway south, Security Office west |
Purpose | Holds prisoners |
Access level | Security |
Noteworthy contents | Criminal scum |
Clearance | Head of Security, Warden, Security Officer, Lawyer, Detective, and also all Heads of Staff |
Security level | Medium (Lawyers and Heads of Staff are allowed to come and go) |
Style | Jail |
Balance Requirements | |
Other Notes | |
Locations on FTL13 |
Warden's Office
This is the control room of the brig. It has a central location in the security sector, allowing the Warden to supervise the brig, prison wing, armory and security office from his desk. Inside are lockdown buttons for the brig, and an assortment of security computers, including the Prisoner Management system (which works with chemical and tracking implants). The office has a window to the public should people have questions or concerns.
Timed Cells
The southern cells have timed locks on them, and it is the Warden's job to set the timers. If the timer is not set, then the prison door will remain open. If you're smart and not shitcurity you follow Space Law when setting timers so that the Janitor doesn't receive a ten-minute sentence for not placing wet floor signs. If you are dealing with a very dangerous person such as a traitor, changeling, or repeated offender of a violent crime, they should instead be "permabrigged" -- placed in the Prison Wing or solitary confinement the big comfy room to the north, I guess.
Most of the time, cells only have one person residing within them, unless someone really supports that Clown, and anyone within is rarely let out until their jail time is up. If you are a confirmed traitor or the clown, do not expect to stay here long before some chucklefuck decides to bash your skull in with his stunbaton, help himself to your belongings, and leave your body for the space-crows.
===Interrogation Room===
This dimly lit room can be used to squeeze out as much information you can out of suspects. It also makes a great place to hold a private discussion. There is a conveniently placed recorder located on the table that can be used as evidence in court cases, if need be. This room is a favorite of the detective's. Due to a unique company policy exclusive to this ship in particular, the interrogation room has been removed. Please do not mistreat your prisoners.
Evidence Lockers
Store the confiscated belongings of prisoners such as high-risk items and weapons here. If some of the possessions are particularly dangerous, such as a syndicate-uplink; store them in the Armory's contraband locker where only the Warden, Head of Security, Captain, and unscrupulous burglars will be able to access them. Security access is needed to enter this room.
Locations on NSV Astraeus | |||||||||
General | Recreational | Medical | Supply | Science | Engineering | Security | Command | Upkeep | Outside |
Locations on NRV Aetherwhisp | |||||||||
General | Recreational | Medical | Supply | Science | Engineering | Security | Command | Upkeep | Outside |
Locations on NSV Scarab | |||||||||
General | Recreational | Medical | Supply | Science | Engineering | Security | Command | Upkeep | Outside |