Starfleet Security Handbook

STARFLEET SECURITY HANDBOOK
A Guide to Roleplaying the Security Department


Every department offers a unique type of RP, but none has more potential for trouble than Security. Characters in this role often find themselves called to enter scenes amid IC conflict. Characters' emotions are running high, and that sometimes means OOC emotions are high as well. Previously, without a single source of information, players have been forced to rely on murky and often conflicting sources of canon with regards to things like what behavior is acceptable, what consequences may result, and even who can give orders to whom.

To rectify that situation, we've put together this comprehensive guide to roleplaying security. We've decided to write the guide from an OOC perspective, in order to give you the players the best possible understanding, however all of the information below is available to all characters ICly as well. While we haven't written an in-universe counterpart, please assume that there IS one available to your character(s) with similar information.

For players of security characters this is an absolute must-read. It is the standard to which your characters will be held, and "I didn't know the rules" is not going to be a valid IC excuse. We also recommend everyone give this guide at least a cursory read-through as YOUR characters will also be expected to have a basic understanding and may face IC consequences for infractions.


Table of Contents

i. Security Department Overview
a. Function & Duties
b. Resources
c. Chain of Command
d. Jurisdiction & Authority
e. Etiquette / Courtesy

ii. Areas of Responsibility
a. Federation Laws
b. Starfleet Regulations
c. Station Policies
d. Officer Discretion

iii. Standard Operating Procedures
a. Heightened Alert Status
b. Conflict Resolution
c. Enforcement
d. Detention & Arrest
e. Post-Arrest

iv. Miscellaneous Topics
a. Civilians & Foreign Powers
b. Embassy / Diplomatic Security
c. Oversight & Accountability
8 Likes
SECURITY DEPARTMENT OVERVIEW

From an OOC standpoint, it's important to remember that security is one of those jobs that might be best described as 'hours of boredom interspersed by moments of sheer terror'. In order to maintain a stable RP environment, we can't allow rampant crime or constant fights or too much excitement on a day-to-day basis. Keeping things interesting for Security is a really difficult balance between 'finding things to do' and 'not burning down the station'.

In this section, we're going to detail the day-to-day operation of the Security Department. In addition to understanding what security does and how it works, we hope this baseline may help you find reasonable scenarios to RP in the course of your characters' duties.



FUNCTION & DUTIES

The goal of the security department is to ensure that the starbase is safe and secure for the crew, guests, and visitors. To that end, security personnel can be found throughout the station in any number of day-to-day roles:

  • Security officers are present at the major points of entry and exit, such as transporters, airlocks, and docking ports. These officers enforce station policies, such as those on weapons and contraband, and perform inspections of incoming and outgoing cargo. They are generally the first line of defense against any incoming danger to the station's population.

  • Security officers staff the detention facilities. Regardless of whether or not there are currently any prisoners in the station's brig, security is always present and ready to detain enemies, criminals, or other persons deemed too dangerous to wander the station. Officers on brig-duty may also be called upon to stand guard over detainees elsewhere on the station, such as in the case of a house-arrest.

  • Security officers stand guard over sensitive and restricted areas. Standing watch may not be glamorous, but it is vital to the safety of the station. Security checkpoints are present at the entrances to all restricted areas, such as the command & control decks and diplomatic facilities. These checkpoints secure these vital areas and ensure that only authorized personnel are allowed entry.

  • Security officers regularly patrol the station on foot. Both high- and low-traffic areas of the base are covered by security's various patrols. Every deck will see a security team pass through several times a day. Patrol teams usually consist of two or three officers and are generally responsible for making sure that everything around the station is status quo.

Beyond these mundane duties, security personnel are always standing by to respond to any trouble spots or incidents, station-wide. Security also regularly accompanies other officers on any away missions taking them off-station.

None of these roles are meant to be restrictive or exclusive. Just because your character is working the brig today, doesn't mean they can't be in a transporter room tomorrow, or on patrol the next day. If you're available when somebody ICly calls for security, it's absolutely acceptable for you you assume your security character was asked to drop whatever they were doing in order to go deal with the emergency.



RESOURCES

To aid in the execution of its duties, the Security Department has access to numerous tools and resources, activated in accordance with the situation at hand. At the start of each duty shift, each security officer is issued a standard phaser stun pistol (set to minimum stun by default) and a tricorder. Together with the combadge, these devices are enough to handle the vast majority of security-related duties and incidents.

In the event that the station's alert status increases, security personnel are aware of the location of weapons lockers throughout the station, where they can obtain additional sidearms as well as phaser rifles and personal shield generators. Neither combat armor nor heavy ordinance are standard-issue for security, however, limited quantities of both are available in the station's armory for use by specialists as required for unusual circumstances.

In addition to personal resources, security officers also have access to the resources of the station itself. Advanced scanners located in all transporter rooms and inner airlocks allow scanning for weapons (including parts of weapons), explosives (both whole and components), and other prohibited items. Security tricorders are connected to the Federation criminal database, allowing officers to identify individuals under investigation or with active warrants with a simple noninvasive scan.

Additionally, the station's internal sensors are constantly monitoring for threats and, in the event that evidence is needed, visual recordings may be available from most non-private areas of the station, such as the promenade. These recordings are not meant to provide word-for-word logs of every conversation, but may still be helpful in reconstucting events.

Finally, perhaps the most important (and most frequently overlooked) resource available to security is DS13's Main Operations staff. The station's control center is constantly monitoring the situation onboard, and coordinating the efforts of the other departments. In the event of a security incident, it's Operations that dispatches a team to handle it. If security requires backup, or a medical team, or an emergency transport, or any number of other resources not immediately at their disposal, all it takes is call to Ops.



CHAIN OF COMMAND

The two thousand some officers and crew of the security department fall into Deep Space 13's chain of command. The rank-and-file of the department report to the Assistant Chief of Security, who in turn reports to the Chief of Security. The Chief reports to Starbase Command, namely the base XO and finally the CO. Ultimately, Starbase Command reports to Fleet Command

Visually:
38th Fleet Command --> DS13 Command --> Security Department Heads --> Security Personnel

Chain of command is not simply an organizational chart, but rather it determines the path through which orders must be issued. Orders issued from outside the chain of command (such as a visiting Captain attempting to give an order to a starbase security officer) are not automatically valid. Such orders can NOT countermand orders given through the proper chain of command nor do they supersede standing protocols.

In the event a security officer (or any officer for that matter) receives an order from a superior who is outside their chain of command, they should follow the order only if a) it does not conflict with the officer's previous valid orders and b) in the officer's judgment the order is legal and reasonable. If both of those conditions are not met, the officer must respectfully refuse to carry out the order and contact a superior from within his/her chain of command to resolve the conflict. In our case this will usually be the DS13 CO or XO.



JURISDICTION / AUTHORITY

The jurisdiction of the DS13 Security Department extends over the entire Starbase and associated external facilities (shipyard, comms array, fabricator, etc). OOCly, please remember that this includes all of the maps that we consider to be ICly part of the station: Starbase, Embassy, Research Lab, and K-13.

Note: There is a misconception that the embassy belongs to the Romulan detachment in some way. This is false. Security for the embassy is provided by DS13 Security.

In matters of safety and security, Security is the first and final authority within its jurisdiction. All security personnel have the necessary authority to carry out their tasks, regardless of rank. This authority applies to everyone present on the starbase, from members of other departments to civilian residents, to visiting officers from other commands, and everyone in between. If you are on the starbase, regardless of your rank or position, you are expected to obey the instructions of starbase security officers.

If you as the non-security party believe that the instructions being given are incorrect for whatever reason do the following: First and most importantly, comply with the instructions anyway. It's never a good idea to question security in the moment. If you’re being asked to return to quarters, being taken to the brig, or whatever else, just do it. After the scene is over is when your character can make their case. The best next step is to OOCly contact a staff member and explain why you think security was in the wrong. Security has a lot of authority, but that's a two-way street. We hold our security officers to a high standard, so if a security character is found to be acting unlawfully or making otherwise unreasonable requests, that character will be held accountable for their actions ICly.

Let me say that again:
If security tells you to do something, shut up and do it. If Security is in the wrong, they will be held accountable. However, if you fail to comply with their instructions in the moment, you WILL find your character saddled with severe IC consequences, up to and including being stunned and thrown in the brig.



ETIQUETTE / COURTESY

Being a Security officer is not easy. These characters are expected to remain professional, respectful, and courteous, in even the most emotionally demanding situations. Security officers will find themselves interacting with all manner of others in all manner of emotional states, and are expected to keep their cool and maintain a standard of etiquette despite the high-stress environment.

As stated in earlier sections, a superior faced with a lower-ranking security officer is beholden to that officer's authority. However that authority does not suspend the usual privileges of rank. The security officer must remain polite and respectful. The superior must be referred to as usual by the appropriate forms of address ('sir', 'ma'am', or their rank), even in situations where that officer may be a suspect or even under arrest.

Similar courtesy must be extended even to lower-ranking officers and civilians. Name-calling, insulting, belittling, or other acts of disrespect are entirely unacceptable and will result in the offending officer being disciplined.
10 Likes
AREAS OF RESPONSIBILITY

Now that we've covered what we do and how to act, this section is going to detail all the things that we have to be on the lookout for. For security characters, these are things that you'll see people doing that are 'wrong', and will often require some sort of action in response. For everyone else, these are the things that you need to understand are going to get you in trouble. Once you've read through this section, there should no longer be any disagreement about what is and is not acceptable or against the law, or something for which your character can be punished.

The goal here is to cover the situations that you are most likely to encounter. Unfortunately, it wouldn't be practical to literally list every single possible infraction, so eventually you may encounter scenarios that are not covered by this section. When that happens (especially if player-characters are at odds), we recommend you pause the RP for a few minutes and try to decide OOCly how best to proceed. If you really can't agree on a 'right' answer, you'll want to grab a staff member for a ruling.



FEDERATION LAWS

Exactly as you'd expect, Federation Law defines the things that are not okay for people to do. We obviously can't cover every single law in the Federation, but that's okay because we're here to have fun, not force everyone to earn a spacefuture law degree. Instead, we've laid out some general categories of crimes to discuss, and how to best handle each.

VIOLENT CRIME
The most straightforward category is probably the severe violent crimes: murder, assault, kidnapping, sabotage, and any number of other specific offenses. For the purposes of security, all of these things are handled basically the same way. First, secure the scene, protect the victims, and neutralize any threats to public safety. From there, attempt to determine who the perpetrators of the crime were, and confine them to the brig. These cases will virtually all be referred to JAG for further legal action, so if possible be sure to take statements (and preferably keep chat logs!) from any witnesses as well as the victim(s) and suspect(s).

PROPERTY CRIME
Just because Trek is post-scarcity doesn't mean you can go around messing with other people's stuff! Arson, burglary, fraud, smuggling, and other crimes involving 'things' still happen from time to time, and are still taken seriously. Many of these crimes may include violence ('armed robbery' for example), and in those cases they should be treated as described in the previous section. Perpetrators of strictly non-violent property crimes are often treated less harshly. Unless these suspects are considered dangerous it is usually sufficient to temporarily confine them to quarters. JAG will likely not insist on these persons remaining confined while they await a sentence. If there is property that can be easily returned or repaired, on-scene security may make arrangements to do so. If there is question as to the validity of the complaint, or if the state of the property itself is required as evidence, security has the power to confiscate whatever it deems necessary, pending a ruling by JAG.

PETTY CRIME
Petty crime is an extremely broad category of other minor infractions. In our case, basically 'everything else' that isn't covered in another (read: more severe) section will fall here. Some of the more common examples might be public disturbances, mischief, shoplifting/petty theft, minor vandalism, etc. This also likely covers any victimless crimes that arise. Security's goal in these cases is almost always going to be de-escalation (see 'Conflict Resolution' section below). In the case of petty crimes, the suspect generally doesn't need to be confined. In the case of a public disturbance such as severe intoxication or lewdness or some other nuisance, it may be prudent to remove the individual, but only until they're fit to return. This can range from a simple detox hypo, up to a few hours in the brig, if they're particularly uncooperative.

Please note: simply being intoxicated is not a crime, nor is it security's job to place limits on how much people can drink (that's up to the bar staff). Security should only be getting involved if someone is drunk and causing trouble in public.

REMEMBER: Playing a security character, you need to be very careful that your actions don't leave others unable to RP, unless absolutely necessary. Whenever possible, it's always going to be preferred that you resolve the situation without making other characters leave the scene, and especially, without prohibiting them from returning.



STARFLEET REGULATIONS

It is NOT the function of individual security officers to enforce Starfleet Regulations or General Orders. Such infractions are matters of discipline, not of security. Disciplinary measures must be handed by the offender's superior officers, and security is only to become involved in the event that a superior orders the offender confined, arrested, or otherwise which requires such involvement.

Have some examples:

1. During a mission briefing, ENS Johnson refuses an order from his superior, CMDR Vakoom. Security Officer Fred places ENS Johnson under arrest for insubordination.
X Officer Fred is in the wrong here. Even though ENS Johnson's actions are wrong, it is not security's place to handle discipline.

2. During a mission briefing, ENS Johnson refuses an order from his superior, CMDR Vakoom. The Commander determines that ENS Johnson's behavior was unacceptable and orders Security Officer Carl to confine the Ensign to his quarters.
The decision to discipline ENS Johnson was made by his superior officer. Security's role in this case is simply to support the action decided upon via the chain of command.

3. While patrolling the lounge area, Security Officer Fred encounters LT Steve from Operations. The Lieutenant walks right over to Fred and tells the security officer that his mother was a hamster and his father smelt of elderberries. Officer Fred proceeds to arrest LT Steve for his disrespectful remarks.
X Officer Fred is in the wrong here as well. Steve's breach of discipline is not a security matter, and rudeness is not a danger to the safety of the station.

4. While patrolling the lounge area, Security Officer Carl encounters LT Steve from Operations. The Lieutenant walks right over to Carl and tells the security officer that his mother was a hamster and his father smelt of elderberries. Officer Carl does not engage the belligerent Lieutenant and instead sends a report of this encounter to Steve's superior officer. Lieutenant Steve receives a reprimand for his behavior.
Carl's decision not to fight with the Lieutenant was the correct one. By contacting the Lieutenant's superior, Carl's actions ensured that appropriate punishment issued from the proper source, without escalating the immediate situation.



STATION POLICIES

Station policies are generally the least severe category of infractions. These are rules and restrictions that are specific to Deep Space 13 itself and may only extend to the physical boundaries of the station. As these are not crimes per se, enforcement is generally limited to correcting the offending behavior and taking steps to prevent future occurrences.

INITIAL ENTRY SCANS
All persons entering the starbase by any mode of travel are required to submit to an Initial Entry Scan. In addition to checking for weapons (covered below), this scan checks each person against the Federation criminal database, and flags any matches. This system allows known criminals to be identified, without the necessity of verifying the personal information of every single person that boards. As no system is fool-proof, the tricorders carried by security officers are also capable of running this scan on the spot, if they note suspicious behavior elsewhere on the station. As this scan is non-invasive and does not collect any personal data, security does not require permission.

IDENTIFICATION & ACCESS RESTRICTIONS
Trek generally doesn't show people walking around with ID cards. Almost everything appears to be based on biometric scans or combadge IDs. That's a theme we're following when it comes to identifying characters and accessing restricted areas. In contrast to the entry scans detailed above, a full ID scan is more invasive and does collect a person's biometric information. This information is then used to pull up a person's information (name, species, age, etc.). This type of ID scan is considered invasive, and security does require the subject's consent to perform it.

The Promenade (decks 11-25) and the Docking Ring (decks 101-150) are the public areas of the station. ID checks in these areas should only be requested if security notes exceedingly suspicious or criminal behavior. In order to access any other area of the station, an ID check will be required. First, the turbolifts themselves require the presence of an authorized combadge or biometric signature to travel to restricted decks. As this is not a fool-proof measure, there are also manned security checkpoints at the physical entrances to restricted areas, where ID scans are performed and unauthorized persons are denied entry.

WEAPONS
Weapons are strictly prohibited aboard the starbase. This policy is primarily enforced by the Inital Entry Scans performed at every transporter room, airlock, and docking bay. These scans are capable of detecting known and suspected energy, projectile, and melee weapons, and likely components of each. They also detect explosives and potentially explosive materials. The scanners are calibrated intentionally loosely, so that false positives are more likely than missed results. If the scanners flag a possible weapon, security officers will require the individual to surrender the offending items (if deemed dangerous) or leave the station. Confiscated items will be returned upon departure.

Weapon scans are additionally performed at all security checkpoints throughout the station. Additionally, station replicators are configured to be unable to create weapons, explosives, or parts/components of either. Requests that look suspicious will be flagged and the account will be investigated.

Persons wishing to keep personal weapons in their quarters may apply for a "Weapons Possession" permit with starbase security. The permit details who the weapon belongs to and what accomodations have been made to store or display the item safely. This can be done ICly with an actual security PC or assumed off-screen with a security NPC. Once approved, the character must keep this permit with or near the weapon.

Persons wishing to transport weapons through the starbase must apply for a "Weapons Transport" permit, using the same process as above with an added step: security will place the weapon in a carrying case containing a tracking device and details the permit. The weapons themselves are kept/displayed disassembled in padding. These cases can be opened without issue so that merchandise can be inspected, but the weapons and/or weapon parts should not be removed. Weapons Transport permits detail who has been authorized to transport the weapon, as well as the weapon's intended destination and/or new owner(s).

At any time and with either permit type, security has the right to insist on a weapon being returned and/or confiscate a weapon that has been 'out too long'. Permits are not issued for explosives.

As a note, fleet command has granted an exception only during formal award and promotion ceremonies: Romulan Republic personnel (whether via JSI or Exchange) are permitted to wear 1 blade for which they have a Weapons Possession permit as part of their dress uniform.

CONTRABAND
Cargo being stored on or transported through the station is subject to security scan and inspection. Most scan are routine and more detailed inspections/searches can be performed by security, with cause. Contraband discovered in cargo or in an individual's possession may be confiscated.

Identifying exactly what items are and are not considered prohibited may not always be straight forward, but the end-all answer is that if there's any question, it should be decided and agreed upon OOCly. If a player did not intend for their character to be carrying something illegal, security should not be forcing the situation.


OFFICER DISCRETION

No situation is exactly the same, so security officers generally have a wide range of discretion when determining how to handle any given event. In some cases, an officer might be more lenient, choosing to let someone off with a warning. In others, the officer might choose to enforce the strictest reading of the rules, or even use their own personal judgment to address a circumstance that is not otherwise covered by the laws or rules and regulations. The trade-off is that after exercising that level of discretion, the officer may later be asked to justify his/her decisions. While their word is law IN THE MOMENT, if they abuse that authority they are likely to lose it in the long run.
10 Likes
STANDARD OPERATING PROCEDURES

We've covered the basics, and gone over how to determine when somebody's doing something wrong. This section is going to discuss WHAT security is supposed to do once called, and how to go about enforcing the rules fairly and with a positive impact on the RP.

Even the most routine call for security can turn into a true emergency in the blink of an eye. Whenever security is requested to a particular incident, an appropriately sized team will be dispatched by Ops. In most cases this will be two officers (if you're OOCly alone, feel free to also control an NPC partner!), unless backup is requested. The first few moments of an incident are key. The security team should first determine the nature of the problem and request any other resources they might need: security backup, medical teams, engineering teams, etc. From there, things become more situational.

Note: The NPC-Only security response is detailed on the DS13 Information Page. Please refer to this section for details on how security responds to an incident in the event that no player-characters are OOCly available to RP when security is called.



HEIGHTENED ALERT STATUS

Security's primary duty, at any alert level, is protecting the station and its inhabitants from harm. When there is a station-wide danger or emergency Command will elevate the station's alert status, automatically triggering a number of actions that security takes a direct role in.

At Yellow Alert, additional security teams are called back on-duty and placed on standby. Their primary additional responsibility is to help civilians and off-duty personnel back to their quarters or to the nearest designated shelter areas (all of the usual social RP areas such as the bar and the embassy lounge are considered shelter areas, so we don't usually need to make people move their RP!). Additional security is also likely to be posted around the shelter areas, to keep everyone safe.

Red Alert takes things a step further. In addition to the above, security teams are actually deployed around the station to stand guard over critical systems and to reinforce all checkpoints and guard posts. Security is also responsible for distributing sidearms to on-duty personnel from other departments, as appropriate to the situation.



CONFLICT RESOLUTION

Often when security is called, tensions are high. Characters may be arguing or fighting or having the worst day of their lives. For security, however, that's the norm. In the face of it, security officers must remain in control. They should stay calm, professional, and knowledgeable.

In an ideal world, whenever security showed up, everyone would stop what they're doing and follow instructions to the letter. We do not live in an ideal world, nor do we roleplay in one. By the time security approaches, tempers are frayed (or lost) and more often than not characters (and occasionally players) will get defensive.

It's important for security characters to remember that their first line of defense and their most often used tool should be their words. Take charge of the situation, separate those in conflict, and listen to their respective complaints. The vast majority of conflicts can be resolved verbally and without the need for any more severe actions.

As important as conflict resolution is ICly, it's doubly-so OOCly. We, as players, may not always be entirely happy with a scene's outcome, especially when security needs to get involved. Being mindful of the OOC landscape is just as important as keeping control of the scene ICly. If characters are fighting because players are fighting, it may be time to call in a staff member to mediate while security calms the IC situation.



ENFORCEMENT / CONFISCATION

In the case of minor infractions, especially those involving prohibited items, this first action of a security officer is actually an OOC one. Check with the player of the offending character to make sure they are INTENDING to be doing something wrong. Half of all weapon policy violations are because someone simply OOCly forgot to hit the hide weapon button. Similarly in other cases, the player may not have realized that what they were doing would be considered wrong. If possible, you can link them back to the section of this guide that details why. Checking OOCly first gives the player a chance to correct the offending behavior on their own terms, without security's involvement at all. This is not limited to the players of security characters. If you're considering calling security on another character, you should extend the same courtesy.

Once it's been established that a player intends for their character to be in violation, it's time for security to take action. The initial approach should be polite and informative: Approach the offending character and let them know what they're doing wrong and what they'll need to do to correct it. "Excuse me, Commander. Bolian Frog-Lizards are prohibited in this sector. You'll have to either return it to your quarters or turn it over to security until you're ready to depart the station." Remember: your goal is compliance, not punishment. Most interactions won't go past this stage; the situation will be resolved and (hopefully) the character will know better next time.

In the event of repeat offenders or people refusing to comply with security's instructions, a firmer hand may be required. If the offender is not a civilian, security can attempt to contact their superior officer or insist upon whatever enforcement/confiscation is necessary. If the infraction is not a threat to public safety, security can also choose not to force the matter immediately and instead simply file a report and allow Command to resolve the situation at a higher level.

The use of force should always be the very last resort, reserved only for the confiscation of items that may pose an actual and immediate danger, and only after the owner has refused to turn those items over willingly.

Once an item has been confiscated, it will be taken to the security office for safekeeping. In most cases the item(s) can be returned upon the owner's departure from the station. If there is any question or the situation is particularly unusual, the decision of if, when, and how to the return of the items can be left to JAG (if the items are actually illegal/contraband) or to command.



DETENTION & ARREST

Security has broad authority to detain suspects for various reasons. Detention is simply the act of restricting a person's movement. This can be as simple as ordering someone to stay where they are, or confining them to quarters, or even as far as placing them in the brig. Detention is temporary and does not require the suspect to be charged with a crime. Being detained does not create a mark on a characters' record, nor does it imply guilt of any kind. There IS a limit on the length of time that a character can be detained without charge, so this method cannot be used to hold people in the brig indefinitely. While we are not going to provide a specific maximum length of time for OOC reasons, it can be safely assumed that this limit is measured in hours. Detaining someone for a prolonged period of time will be considered an abuse of power and dealt with harshly by command.

Once security is ready to charge a person with a crime, one possible outcome is arrest. Placing someone under arrest is a severe and formal action with the potential for a lasting impact on the character in question. Arrests are not to be made lightly, or on suspicion alone. A character under arrest must be removed from the scene and placed in the brig. There is no option for 'house arrest'.

Most commonly, security will detain someone for questioning or for safety reasons. After the immediate situation is resolved a decision will be made to either release the suspect or proceed with an arrest. Non-security players please note: attempting to escape detention will almost certainly result in an arrest and the escalation of the situation in a way that does not end favorably for your character.



POST-ARREST

After an arrest has been made, the involved security officer MUST file an AAR. As this is a situation that literally removes a character's ability to RP normally, we also have an OOC responsibility to resolve it as quickly as possible. Command and JAG will review the arrest report and make a series of determinations. While these are not determinations that security itself will be making, it is important to understand the sequence of events.

The first step is always to determine if the arrest was valid. If security doesn't provide enough detail or evidence or if it appears they acted improperly, it is likely the suspect will be released without charge.

If it appears there is enough evidence to proceed with official charges, the next step is to decide if the accused needs to remain confined in the brig. Unless the alleged crime was violent, the answer here is very likely to be 'no'. Releasing the accused from the brig takes a huge amount of OOC pressure off the players involved, and allows that character to return to social RP while the rest of the process plays out. If the decision is made to release the accused, and if the accused is a member of Starfleet, it will also be necessary to determine whether or not they are allowed to return to duty. In the case of extremely serious (read: violent) charges, the accused may be forced to remain in the brig for the duration of the process.

Finally, Command and JAG will determine the exact formal charges to be levied against the accused. This will usually be delivered with a reprimand notice, detailing a proposed punishment. This notice is, essentially, a plea deal. The accused may choose to either accept the reprimand (and associated punishment) or request a trial by court martial. If a case moves towards court martial, the burden of providing sufficient evidence to prove the accused's guilt will fall largely back on security. This is why it's so important to gather sufficient cause for the arrest and to write a thorough report.
8 Likes
MISCELLANEOUS TOPICS

CIVILIANS & FOREIGN POWERS

As a Starfleet-run installation, the civilian Federation Security Agency does not maintain a presence on Deep Space 13, nor does any foreign power have any jurisdiction aboard. This leaves Starfleet security as the sole law enforcement authority on the station. For the purposes of our RP, security's interactions should be largely uniform, regardless of whether we're dealing with fellow starfleet officers, civilians, or representatives of other factions.

In any cases where different standards may apply, that discrepancy will be handled after the fact (post-arrest) by JAG and command. Security officers should not need to worry about or be threatened into believing that they are risking a diplomatic incident by carrying out their duties.



EMBASSY / DIPLOMATIC SECURITY

At any given time, DS13 may play host to a varying number of ambassadors, diplomats, consuls, or other high-ranking representatives of foreign governments. Though a certain area of the station is often colloquially referred to as the 'embassy' section, there is no part of DS13 that is considered foreign soil. Even the personal office and quarters of an ambassador are considered within station security's jurisdiction. Though security must take care to be especially respectful in situations involving diplomatic staff, at the end of the day their cases should be handled no differently than that of any other resident of the starbase.

It is a common misconception is that there is an entire separate security detachment guarding the 'embassy'. What we have allowed is a small group of security officers to be specifically assigned to diplomatic security. For example, DS13 has a small team of Romulan Republic security officers whose primary duties are to protect the Republic ambassador. They function more as bodyguards than as actual security officers, have no jurisdiction over matters not directly related to the ambassador's safety, regardless of physical location. They, and any other diplomatic security teams, are subordinate to the DS13 Chief of Security and act as specialized exchange officers.



OVERSIGHT & ACCOUNTABILITY

The first line of oversight over the security department is internal. The department itself and ultimately the Chief is responsible for holding officers accountable and to a certain standard of conduct. When things go wrong (as they do), if security is not able to resolve matters internally, JAG will likely be called upon to perform an investigation or audit.

The Judge Advocate General's (JAG) corps is security's counterpart in law enforcement. The Judge Advocates are your spaceLawyers. They will serve as or select officers for both prosecution and defense, as well as advise command on legal matters. From those roles JAG is well-positioned for the additional role of providing quality assurance for the security department.

This handbook was the result of a JAG audit finding a discrepancy in what was previously assumed to be 'common knowledge' for security characters.
13 Likes