* [[:games:sc13|Return to the SC13 Main Page]] * [[:games:sc13:crew_positions|Return to the SC13 Crew Positions Page]] ====== Diplomatic Advisor ====== * AKA: Diplomat, Ambassador * Access: Conference Room, Corporate, Civilian * Additional Access: N/A * Difficulty: Hard * Supervisors: Head of Personnel, Corporate Representative * Duties: Try to establish peaceful relations between cultures, keep the crew from inventing new forms of racism and specism, bail the crew out in the event they seem about to start an intergalactic war that isn't with the Syndicate. * Quote: "We come in peace." As a Diplomat (regardless of title), your job is to make sure that the crew doesn't start a war with any culture or country. This is harder than it sounds. Unfortunately for you, you don't usually have an office despite your importance to the corporate structure, but the Corporate Enclave's machines are accessible by you to do whatever you need to do. Bare minimum requirements: Don't start any wars, and don't let the crew start lynching anybody because of their race or species. The Clown is exempted. ==== Diplomatic Immunity ==== Diplomacy isn't always respected, but you do have one perk that nobody else does: diplomatic immunity. While you are operating under the banner of NovusCorp, you are exempt from searches, allowed to carry contraband, and have the right to insist on a trial should Security try to hassle you for anything. In practice, they usually won't unless you go axe-crazy, and Diplomats are not on the antagonist list, so you really have no excuse not to behave yourself. Diplomatic immunity is mostly so that potentially hostile nationals don't shoot you, as this is equivalent to an act of war against SolGov and NovusCorp, and can't just imprison you on trumped-up crimes. ==== Your Chain of Command ==== The Corporate Representative is your direct superior, and to a lesser extent the Head of Personnel has jurisdiction over your diplomatic meeting arrangements, though in point of fact, he's mostly just the person you ask to arrange meetings between you, the Heads of Staff or Command, and whatever entity of the week wants an audience. ==== Tips ==== * Diplomatic Immunity is a concept, not a guarantee. A blaster still hurts. Don't taunt trigger-happy people with your status, because they may not care. That said, if anything does happen to you, CorpComm will be out for blood, so if you feel you're in trouble and weren't directly responsible for it, a well-placed fax can do wonders for your lifespan. * Do your best to bring peace between cultures and the crew, but do remember that some things simply can't be reasoned with. If it's actively trying to kill the crew and can't be communicated with, stop trying to negotiate and let Security or the Marines do their job. On the other hand, intelligence can be found in surprising places. * If you like excitement, you are the member of the crew best suited to be a negotiator during tense situations, whether it be against common criminals, the Syndicate, or strange aliens that may or may not be overtly hostile. Even survivors of an enemy force that attacked your ship can be negotiated with - you never know until you try, and may be rewarded for your efforts. * If something that doesn't normally have sentience and the ability to communicate gains it, people generally don't know who's best to open lines of communication with it. You and the Psychologist are the best people to explore this newfound sentience and make first contact, and the Psychologist is usually busy.