Security
The faction that decides whether you keep trading.
The station authority on the Lower Levels: inspections, permits, arrests and reputation. Standing with Security buys licences and shaves risk off every questionable sale.
Security reputation is the tradeable currency of the legal side of the station — earned by reporting crimes and fighting contraband, spent on permit tiers and quiet.
Security is the station’s legal weather. A shop with standing gets warnings before it gets searched; a shop without gets both, and the second one arrives when it is least convenient.
The faction is also the only reliable route to legitimacy: permit tiers, the ability to vouch for other people, and the option of settling a bad case with paperwork rather than contraband.
Counter protocol
- Reputation rises when you report wanted people and falls with every dirty inspection.
- Permit tiers for weapons are gated behind standing, not just credits.
- Standing can be spent to vouch for people, which is a favour with a return.
Related stock
Where this comes from
Every faction agrees on the policy against rogue AI chips.
“Every faction agrees on the policy, and you have the gun to enforce it.”
Eleanor can be bailed out for 500 credits or vouched for with Security reputation.
“Eleanor: She can now be given 50 Credits instead of food when she asks for help.”
Community playthroughs treat the Security relationship as existential rather than merely expensive.
“If security hates you, they kill you.”
Caption as spoken (verbatim)
If security hates you, they kill you.
Tier 1 is the developer or publisher speaking, tier 2 is a large structured reference, tier 3 is player-made material. Anything a player measured rather than read is labelled as community-reported on this page.