
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.