When
Federation
Diplomats Negotiate a Treaty,
attends a
State Dinner, or arrange a Visa for
a
Traveler to the Federation, they all have the same
Mission—to represent the
interests and policies of the Federation. Beyond that,
Diplomats’ Roles and Responsibilities
are immensely varied.
An Ambassador is the
Federation’s highest-ranking Representative
to a specific World or International Organization abroad. An
effective Ambassador has to
be a strong Leader—a good Manager, a
resilient Negotiator, and a respected Representative of the
Federation. A key
role of an Ambassador is
to coordinate the
activities not only of the Foreign Service Officers, and
Staff serving under
him, but also Representatives of other Federation Alley
Agencies across the
Galaxy. At some off-world Posts, Personnel from as many as
27 Federation Agencies
work in concert with the Embassy Staff.
Level |
|
|
1 |
Influence 1 |
|
2 |
Specialty
1 |
|
3 |
10
CP |
Etiquette:
2/day |
4 |
15
CP |
Specialty
2 |
5 |
20
CP |
Etiquette:
3/day |
6 |
25
CP |
Specialty
3 |
7 |
30
CP |
Etiquette:
+1/day—or— Grand Conspiracy |
8 |
35
CP |
Specialty
4—or— Perfect Decorum |
9 |
40
CP |
Etiquette:
+1/day—or— Grand Conspiracy |
10 |
45
CP |
Specialty
5—or— Eyes of the Court |
11 |
50
CP |
Etiquette:
+1/day—or— Grand Conspiracy |
12 |
55
CP |
Specialty
6—or— Master of Shadows |
Every even level of Diplomacy grants a Specialty, which allows a Character to exert greater influence over a specific Team, Group or Faction. Whenever the Character makes an Influence action involving the specified group of people, the Character adds 2 to their Influence. Common Diplomacy Specialties are the nobility, or peasantry of a particular World, the Culture surrounding a specific Profession, a Political Faction, a specific Team, or an Academic Society. As with all Skill Specialties, Diplomatic Specialties may be taken up to 3 times in the same area.
Etiquette allows Characters to retroactively edit
the last few seconds of their Speech, up to once per day
for each time it is gained. If a Character accidentally
says something Offensive, or something they say, gets a
Reaction they don’t want, they can call “Etiquette!” to
cover themselves, which instantly negates anything said in
their last statement. Instead of what was originally said
(which becomes out of play, effectively), other characters
present hear meaningless pleasantries or simple silence,
neither of which can be interpreted as offensive nor
significant. Note that actual yelling, screaming, crying,
or other intense emotional outbursts cannot be removed by
uses of this ability; only relatively normal speech is
affected.
Alternately,
characters can use Etiquette when they encounter a social
situation that is unfamiliar to them, including first
meetings with strange beings or participation in
unfamiliar rituals. The character calls “Etiquette?”, and
a marshal or qualified player explains to the character
what the proper or expected action would be in that
situation. Both the tagline and the response are out of
Game.
Once per season (game year) for every time it is
chosen, characters with this ability are able to formulate
and carry out a plan of diplomatic legerdemain so
audacious that it seems impossible. Without using this
ability, such a plan would no doubt collapse into
absurdity. With it, however, a cunning diplomat can
quickly realize a lifetime of manipulation in only a few
weeks.
Functionally,
a player declares that they are using Grand Conspiracy for
a particular downtime session. Assuming all of their
Diplomatic actions that session are valid lines of
influence and directly related to one another, the
conspirator will almost certainly be successful in all of
them, no matter how difficult. Note that the fallout from
such sweeping manipulations will likely be profound.
Characters with this ability are unflappable under
any circumstance and always seem to know just what to say
in any situation. Perfect Decorum simply allows a
character to use their Feats of Charisma,
Empathy,
Learning,
or Perception
as extra uses of Etiquette
(called as “ Etiquette”).
This ability marks a Diplomat who always has the
channels of information open. During the single downtime
period available at Events, a Character with "Eyes of the
Court" will receive up-to-date information covering all
the areas of their Diplomatic Specialties. This will allow
them to act—during the game or in downtimes—with swift
precision. A use of Eyes of the Court will almost always
generate an in-game result during the same event.
An Ambassador or their Aids diplomat with this
ability has become so subtle and secretive that they are
able to lead a hidden, shadowy organization whose members
work in total isolation, to what end only the Master of
Shadows ultimately knows. A character with Master of
Shadows, even if they make a miscalculation with their
influence actions, will never be implicated or singled
out; they have willing and unwilling scapegoats for that.
Functionally,
a character with this ability has a network of agents
throughout all the relevant factions governed by their
specialties; they may declare actions among these
disparate groups as working in unison to a single end,
with no restrictions and little chance of discovery. A
Master of Shadows can rule a nation without anyone knowing
that they are the true power behind the throne.