Difference between revisions of "Corporate Liaison"

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{{JobPageHeader
{{JobPageHeader
|headerbgcolor = black
|headerbgcolor = #166294
|headerfontcolor = white
|headerfontcolor = black
|stafftype = ADMINISTRATIVE
|stafftype = COMMAND SUPPORT
|imagebgcolor = grey
|imagebgcolor = #BFC6E0
|img = Ia_consultant.png
|img = Corporateliaison-nbt.png
|jobtitle = Internal Affairs
|jobtitle = Corporate Liaison
|access = Internal Affairs Office, Brig, Security Office, Bridge
|access = The Representative's Office, [[Job_Guides#Station_Command|the Bridge]].
|difficulty = Medium to Hard
|difficulty = Medium
|qualifications = At least 30 years of age, 8 years experience in management related fields. Legal or regulatory experience desirable.  
|qualifications = At least 30 years of age, relevant education. Must represent a [[Megacorporations|corporation]].
|education = Bachelor's degree equivalent in Business Management/Business Law preferred. Legal or regulatory focus desirable.  
|education = Highly dependent on faction and position; a corporate liaison may have a business degree or has otherwise worked their way up through company echelons over years.
|superior = NanoTrasen Central Command
|employers = Any [[Stellar Corporate Conglomerate|SCC]] member corporation.
|duties = Central Command Liaison, Departmental Auditing, Risk Management, <s>Being Creepy</s>
|superior = [[Job_Guides#Command|Ship Command]] and your [[#Interest Group|Interest Group]]
|duties = Represent your corporation's interest. Hold interviews. Offer deals with the devil.
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Guide to Standard Procedure|Ship Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]], [[Chain of Command]]
}}
}}


'''Corporate Liaisons''' act as the link between a megacorporation and their assigned facility. Their primary concerns are to ensure that the group of employees they're representing is treated more favourably or just ensuring they're treated equally within [[Corporate Regulations]], via interviews and reports to [[Job_Guides#Station_Command|Command Staff]] about misconduct. Secondary responsibilities include increasing awareness of their corporation, and potentially increasing said corporation's influence on the ship.


Liaisons can be played by characters of any species that can be a part of the represented faction, by players with a Head of Staff whitelist, but they are not part of [[Job_Guides#Station_Command|Ship Command]]. '''Note that you cannot apply for a command whitelist with a corporate liaison character.'''


'''Internal Affairs Agents''' (IAAs) act as the link between NanoTrasen Central Command and their assigned facility. Their primary concerns are to ensure that the crew of the station adheres to [[Corporate Regulations]] via oversight and audits, and that any orders from Central Command are carried out by the crew.
{{TOC Hidden}}
==Factions by Species==
Not all species can represent all factions. Certain species are not hired by some companies, and nations primarily populated by a certain species may restrict aliens that live within their borders from holding a diplomatic position. This table shows which species can be played as consular and corporate representatives of respective factions.


Secondary responsibilities of an IAA include helping the crew file complaints that cannot be resolved by the station's chain of command, and providing an impartial third party perspective for crew disputes or inter-department concerns.
{| class="wikitable"
|+ Species Consulars/Liaisons Permitted
|-
!
! Humans
! Skrell
! Unathi
! Tajara
! IPCs
! Dionae
! Vaurca
|-
!NanoTrasen
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:red;" |
|style="background-color:red;" |
|-
!Zavodskoi
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:red;" |
|style="background-color:red;" |
|style="background-color:red;" |
|style="background-color:red;" |
|-
!PMCG
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:red;" |
|style="background-color:red;" |
|-
!Idris
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:red;" |
|style="background-color:red;" |
|style="background-color:red;" |
|style="background-color:red;" |
|style="background-color:red;" |
|-
!Hephaestus
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:red;" |
|-
!Zeng-Hu
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:red;" |
|style="background-color:red;" |
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:red;" |
|-
!Orion
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:#39ff14;" |
|style="background-color:red;" |
|-
|}


Internal Affairs Agents can be played by characters of any race except [[Dionaea]] and [[Vaurca]], by players with a Head of Staff whitelist. Internal Affairs itself is not a part of station command, however, and Internal Affairs Agents are not equal to a Head of Staff or [[Captain]] in terms of command decisions. Additionally, though IAAs are directly supervised by Central Command, they are still expected to obey the Captain’s orders while on board the station.
* Only [[Unathi]] from [[Dominia]] can be [[Zavodskoi]] representatives.
* Unathi representing the [[PMCG]] must be from Dagamuir Freewater Private Forces.
* [[Tajara]] representing the PMCG must be from Kazarrhaldiye Operations Group.


Note that Internal Affairs Agents are one of three roles on the station that are loyalty-implanted by default. This means that agents are almost always supposed to act in a way that they believe is in the best interests of NanoTrasen. This implant is part of the reason why Central Command trusts an agent, and it should not be voluntarily removed.
== Title Variations ==
As a corporate liaison, you're offered the opportunity to choose between a few different titles for flavour.
*Workplace Liaison
*Corporate Representative
*Corporate Executive
These titles should give your Liaison a bit more flavor by allowing them to have some specialty in the company. However, '''no alternate title gives you any more authority than another. Playing a Corporate Executive does not increase your authority - you have the same amount of direct authority as a liaison: none.''' As a corporate executive, think of yourself more of an executive of middle management; your direct power over the Horizon is functionally zero, as you've been sent by whatever as a liaison and advocate. The SCC chose the heads of staff to command the ship, and they'd like to keep it that way.


==Starting Out==
You spawn in the Representative's Office. After a few minutes, your fax machine will print out a list of randomised objectives that you can use as a jumping-off point for roleplay. You have a secure safe in their office, which you can enter a five-digit code to lock and unlock. Don't forget it! You also have a closet of clothing, paperwork supplies, and sundry to help fill out forms and make notes on the performance of the Horizon's crew.


You also spawn with an energy pistol. This pistol is not very powerful, and it does not give you license to jump into a firefight and start shooting. Remember, you're a bureaucrat.


== Your Office ==
You also get access to an external communications link in your fax machine, which enables you to contact your superiors. Any faxes you receive will be sent to the CCIA team for an in-character response.
Behold, the seat of regulatory oversight on the NSS Aurora, attached to the east end of the brig. There are a variety of items in your office, most of which have a practical use in your line of work. Take specific note of:


* '''Your Desk''', upon which rests a laptop to review employment records, CCIA notes, and any active CCIA actions placed on a given crew member. There’s also a paper tray, and not one, but THREE kinds of pen. Truly, yours is a land of great wealth. Also note the filing cabinet and paper shredder nearby, for filing or destroying paperwork, respectively.
== Roleplaying a Corporate Samurai ==
* The '''Window Tint Control''' behind your chair. Use it to create some privacy when meeting with someone in your office, or when being murdered in your office.
Before you sign on for that first shift, recognize a hard truth about Corporate Liaisons; you are not, strictly speaking, a necessary component of the ship’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even a part of the ship's crew. However, this does not mean your roleplay cannot be an invaluable, enjoyable part of the round!
* The '''Requests Console''' on the wall behind you. From here, you can print any form in the company database, as well as contact other departments via messaging. You can also fax other departments from this console - just use the paper or form you want to send on the console, and select a destination.
* The '''Legal Closet''' in the corner contains some snazzy outfits, spare briefcases, and a pair of personal flash devices. Agents can use these in self-defense when necessary to escape from danger, but remember that agents are not [[Security Officer|THE LAW]] - they just have it memorized. You should generally not be attempting to detain or help detain anyone security may be after.
* Your office’s '''Internal Affairs Stamp''', on the table by the window. Use this to prove that something you sign or send to someone has come from you. While important not to lose so that you cannot be impersonated on paper, this stamp does not typically carry any explicit authority on board, and is mostly used to stamp messages to Central Command. There is only one of these, so if you’re sharing the office with another agent, try not to leave with it.
* The '''Universal Recorders''' by the window allow you to take statements from the crew and print transcripts. Try not to use them to spy on conversations unsolicited (though security may agree to let you record an interrogation, if you ask them). These devices can translate all languages into Tau Ceti Basic.
* The '''Quantum-Relay Fax Machine''' by the airlock. Agents may use this machine to transmit a form or other message directly to Central Command. This device is expensive to operate and should not be used lightly. See appropriate uses of it below.


Typically, the broad duties of a Liaison can be sorted into three major categories:


# '''Awareness:''' Doing activities to spread awareness of your interest group is a very good idea to keep everyone happy, and most importantly, informed. A good representative might give seminars on the benefits and pay packages of their corporation. Get creative! Why might someone want employment with [[Idris Incorporated]] or [[Zavodskoi Interstellar]]?
# '''Oversight:''' Keep your employees happy, and if not happy, willing to fake it. If one of the employees of the company is unhappy, see if you can fix it by offering incentives, chatting with command, or ordering pizza for everyone! A Representative needs to be keeping track of members of their interest group, in ways such as PDAing to check in, or calling them in to your office for a [[Vampire|chat]]. Keep in mind that roleplayed effort, above all, is appreciated; hilariously ineffective responses to an employee's mistreatment or lack of satisfaction with their employer of choice help build a character as much as actually improving their situation.
# '''Protest:''' Stick up for employees. An example would be contacting the [[Captain]], [[Executive Officer]], or [[Job_Guides#Security|Security]] when you suspect someone from your interest group is in danger or has been wronged. Another would be vocally protesting in response to an employee being arrested, even going as far as to negotiate for their release, or lessening of their punishment. '''Be reasonable about this.''' Obviously your credibility is going to go down the toilet if you try and negotiate for the release of an employee who committed [[Traitor|first-degree murder]].


== Embrace The Bureaucracy ==
Your ability to effectively do your job therefore relies on your ability to communicate with the ship’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|ship Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems or report things to you, rather than leaving you to hunt for them or to sit at your desk contemplating your coffee all shift.
So, your shoes are polished, your tie is on straight, your stamp is inked up and there’s a full cup of coffee on your desk - what now?


Typically, the broad duties of Internal Affairs Agents can be sorted into three major categories:
But how can you build working relationships?


# '''Regulatory Compliance''': It is the job of the Captain and the Heads of Staff to ensure that the station accomplishes its mission. It is an IAA's job to ensure that it does so in accordance with NanoTrasen's interests. Agents make sure that all Station Directives, Corporate Regulations, and other official policies are being followed and enforced to the best of the crew’s ability. It goes without saying that an agent’s knowledge of these regulations and policies should be excellent.
#'''Do: Spread Awareness.''' The only way you're going to get ship crew on your side is if you get involved with the crewmembers aboard the Horizon, in whatever way you may choose to do so, or your interest group entails. Hang out at the bar, organise a tabletop game at the library, perform employee evaluations.
# '''Corporate Oversight''': While Central Command may directly contact the Captain and crew with orders or other concerns, it is the job of Internal Affairs to ensure that the station carries out Central's wishes. When Central Command issues the station a task, agents are expected to communicate via the quantum-relay fax machine in their office with updates when necessary. In emergency scenarios, when station command is unable to do so, agents may also request an [[Emergency Response Team]] via this fax machine.
#'''Don't: Cause Trouble. (Unless You Can Get Away With It)''' You are here with the express permission of [[Job_Guides#Station_Command|Ship Command]] and the [[Stellar Corporate Conglomerate]], a permission that can easily be revoked. Any violation of [[Corporate Regulations]] should be strictly covert, if at all. Keep in mind that this doesn't mean you have to play a nice person, and more likely than not someone who has climbed to the rank you've climbed to might have a fair few skeletons in their closet.
# '''Impartial Arbitration''': When there are disputes between crew members that cannot be resolved by their appropriate supervisor(s), it is the job of Internal Affairs to provide an objective and unbiased perspective for the crew and recommend appropriate resolutions to the conflict, either to the appropriate Heads of Staff, the Captain, or if necessary, directly to Central Command. An agent may also file an Incident Report (on the server’s forums) on behalf of a crew member, if they are unable to do so themselves.
#'''Do: Play Favourites.''' It is the express purpose of your job to advocate for your interest Group, and thus, to play favourites. If you think that helping a crewmember who is close to someone in it will aid in that, you should definitely do it if it fits your character. Though, you don't want others to know, as it could land you in trouble with a [[Security Officer]], and thus, [[Job_Guides#Station_Command|Ship Command]]. It could also violate [https://aurorastation.org/rules.html server rules] in extreme cases. If in doubt, '''adminhelp'''.


=== [[Guide to Standard Procedure#Corporate Liaisons and Consular Officers|Directive 12]] ===
"Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the ship chain of command. The representative is granted special status in relation to corporate regulations;"
* The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative's privilege.
* The representative's office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office's immunity may be revoked by the captain or a captain level decision.


Before you sign on for that first shift, recognize a hard truth about Internal Affairs: you are not, strictly speaking, a necessary component of the station’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are not a part of station command despite your access, fax machine and headset. While you ideally have an excellent knowledge of how people on the station ''should'' be working, you have no authoritative say in the day-to-day operations of the Aurora until Central Command explicitly empowers you to do something. They won't do that often.
<div class="toccolours mw-collapsible mw-collapsed">
===Roleplaying the Corporations===
Each megacorporation expects different standards from its employees, and has different methods and a different company "culture". While you're not obligated to play a character who follows these suggestions, they might help in building your roleplay or creating a character.
<div class="mw-collapsible-content">
=== [[NanoTrasen]] ===


Your ability to effectively do your job therefore relies on your ability to communicate with the station’s various departments, their leaders, and Central Command. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.
* Essentially the "generic" corporation. You are the largest company in the Conglomerate, and its flagship member; it's likely you'll have a lot of people to talk to. Cut corners, encourage transfers, and promote Getmore Energy.
* Instead of a bureaucrat, your character might also have a science or medical degree, or be a service manager.
* Common origins for NanoTrasen employees are typically the [[Republic of Biesel]] and the [[People's Republic of Adhomai]], but NT is everywhere.


=== [[Idris Incorporated]] ===


In order to help build those working relationships, there are a few things IAAs should try to avoid doing:
* Idris is professional, shiny, and saccharine. Being too "personal" in the business or being casual goes against company standards; an Idris liaison has a smile on their face and a handshake ready for everyone, regardless of how they actually feel.
* Your character might have a background in banking, economics, private security or the military, or service.
* Common origins for Idris employees are [[Luna]], [[Venus]] (typically Cythereans), [[Silversun]] (typically expatriates), [[Eridani]], or the [[New Kingdom of Adhomai]].


#'''Do Not Threaten''': Because they (usually) have Central Command's trust, agents have the potential to make an employee’s life difficult via reporting and review. Abusing the Internal Affairs office by threatening people with administrative action is one of the fastest ways to lose that trust. An agent who recklessly throws around Central Command's authority to try get their way is bound to have a short career.
=== [[Zavodskoi Interstellar]] ===
#'''Do Not Play Security''': Internal Affairs Agents are not THE LAW, and should not take direct action against crew members or other threats who are in violation of regulations. Agents can (and should) notify the appropriate party when they see those issues however, whether that is Security, a Head of Staff, the Captain, or Central Command.
#'''Do Not Look For Trouble''': While a critical eye is a welcome quality in Internal Affairs, agents should have legitimate reasons to open an investigation into a crew member’s behavior. Unduly harassing the crew is bad for both productivity and the department's reputation.
#'''Do Not Play Favorites''': Any decision an agent makes should be the result of facts, evidence, and policy. Actions and decisions that illustrate clear bias toward one side of a dispute have no credibility. Get every side of a story, and assume nothing.
#'''Do Not Give Orders''': Because you can’t, really. While you represent Central Command’s interests on the station, you exist largely outside the station Chain of Command, and the crew is not obligated to listen to you like they are a Head of Staff.


* Professional and upright through and through, though considerably less cheerful than an Idris employee. Nevertheless, a Zavodskoi representative is as polite as they are cutthroat, particularly if they are [[Dominia|Dominian]].
* Your character might have a background in science (usually weapon sciences or research and development), private security or military, or engineering.
* Rivalries with Hephaestus are encouraged. Poach employees!
* The most common origin for a Zavodskoi employee is [[Dominia]]. Other planets with a headquarters include [[Luna]], [[Biesel]], and [[Earth]].


=== [[Zeng-Hu Pharmaceuticals]] ===


== Interacting With The Crew ==
* Your character has likely risen to where they are from sheer merit alone, considering the standards imposed on them by the keiretsu. One thing's for sure; even if your character isn't nice, they're smart, and they know how to conduct themselves in a corporate environment better than just about anyone.
When working with the Aurora’s crew, you may be asked to perform certain tasks by employees, the Heads of Staff, or by Central Command. Generally, these are roleplaying tasks like receiving minor employee complaints, auditing departments for productivity, or monitoring security processing of detainees for compliance.
* Remember that Zeng-Hu as a whole is technically three companies; Jeonshi Biotech, Bishop Cybernetics, and Yomi Genetics. Pick one from your character to come from and develop their education background from there.
* Your character definitely has a background in some sort of STEM or medical field, and definitely has a doctorate.
* High-ranking Zeng-Hu employees are likely heavily augmented, and almost always have a Zeng-Hu veterancy faceplate implanted. Play this for all the discomfort it's worth.
* Common origins for Zeng-Hu employees include [[Earth]], [[Europa]], the [[Nralakk Federation]], [[Aemaq]], [[Assunzione]], and housepeople of Volvalaad in [[Dominia]].


These things serve as good excuses to get out and see what’s going on around the station, and most of them do not have strict processes or universal methods. However as a general rule, it’s wise to get the approval of a supervising Head of Staff or the Captain before walking into a department and starting a review. No-one appreciates unexpected disruptions to their day, and having a department head who supports what you’re doing will make your life much easier in general. Having one who doesn't may get you kicked out into the corridor.
=== [[Hephaestus Industries]] ===


Agents may also issue injunctions to non-Command crew members if deemed absolutely necessary. Injunctions are effectively restrictions on crew behavior - use them to prohibit behavior that is disruptive but not necessarily covered by regulations, or to serve as a restraining order for crew members who are causing problems for one another. Once active, violating the terms of an injunctions is a violation of regulations and may be enforced by Security. However, '''remember that you are not Security, or a departmental Head of Staff.''' Always try to work with a crew member's direct superiors to resolve an issue before considering an injunction.
* You're a HARDWORKING, BLUE-COLLAR (even if you make more than the entire operations department combined), DOWN-TO-EARTH WORKER who PULLED THEMSELVES UP BY THEIR BOOTSTRAPS and GOT TO WHERE THEY ARE TODAY. Hephaestus is a company that breeds a lot of loyalty, and your character might reflect that.
* Uniquely, you might not have much of a degree; while it's likely you have a diploma, Hephaestus representatives and foremen can indeed work their way up to the company ladder by personal merit and leadership ability alone.
* Bust unions and sneer at [[Himeo|Himeans]].
* Common origins for Hephaestus employees include [[Mars]] (pre-Violet Dawn), [[New Hai Phong]], [[Burzsia]], [[Moghes]], and the [[People's Republic of Adhomai]].


The Captain's orders may override your injunctions. Only the Captain, the rest of Command acting as a Captain by unanimous decision, or Central Command itself may issue injunctions to a Head of Staff.
=== [[Private Military Contracting Group]] ===


* One of the most variable company groups, the PMCG is a variety of private military companies operating under one umbrella. These companies are fairly different from subsidiary to subsidiary.
* If you're from an [[Eridani]] military contracting group (N4NL, Sekhmet Intergalactic, Eagle Corp, or Ringspire), you're likely an Eridanian suit. If you are from Nexus Corporate Security, you're essentially a [[NanoTrasen]] representative under a different name. Dagamuir Freewater Private Forces representatives are [[Unathi]]; Kazarrhaldiye Operations Group representatives are [[Tajara]]. Ve'katak Phalanx representatives can, ironically, be any species but [[Vaurca]]. Xanu Defense Services are [[Coalition of Colonies|Coalitioners]], and Wildlands Squadron are [[Sol Alliance|Solarians]], usually Middle Ring residents.
* You probably have a military or security background, no matter your character's job. If your character is a medical professional, they are likely a combat EMT or a military surgeon.
* The PMCG is everywhere; EPMCs will always have experience on [[Eridani]], no matter their origin.


IAAs should take note of the following helpful forms when they decide to wander out of their office:
=== [[Orion Express]] ===


* '''NCF-0109 Complaint Form''': A simple document summarizing an employee complaint.
* You are a representative of the youngest company in the Conglomerate; you yourself are likely fairly young and fresh to the world of corporate espionage, if you aren't a transplant from another company. Orion's casual company culture likely means you're not looking to dress yourself up (physically or socially) too much, and you probably come off as strangely genuine to most employees.
* '''NCF-0110 Internal Affairs Audit''': Used to summarize your findings when auditing a department on the station.
* You likely have a background in logistics or the service industry.
* '''NCF-0111 Internal Affairs Employee Review''': Used to review an individual’s job performance, conduct, and records.
* Orion Express is everywhere, and hires just about anyone. However, it has bases on [[Valkyrie]], [[Callisto]], [[Konyang]], the [[People's Republic of Adhomai]], and [[Elyra|Bursa]]. Skrell of all stripes are also commonly hired by Orion.
* '''NCF-0113 Station Directives''': A list of the Station’s directives in paper format. Mainly useful for reminding the crew that they exist.
* '''NCF-0115 Incident Report''': A form used to take down employee information and submit an official Incident Report to Central Command. More on these below.


</div></div>


== Traitor ==
Should you find yourself selected as a traitor, congratulations! You are an antagonist trusted explicitly by your interest group, who will likely be thrilled to help you.


== Interacting With Central Command ==
Wield your bureaucracy against the company you've signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they'd like, thanks to you. If anyone questions what you're doing, remind them that you have the best interests of your people at heart.


When it comes to Central Command, IAAs have a number of significant tasks that they may perform.
{{Guides}}
 
Note that using the quantum relay fax machine sends messages to a number of staff members both in and out of the game, and should not be abused. Use the '''staffwho''' command to see if there are any Central Command Internal Affairs (CCIA) staff members online when sending a fax. These are the people who will usually review and reply to them. If no-one is present, it may take longer than usual to receive a response.
 
 
===Sending Updates to Central Command===
When central transmits orders to the station, it trusts Internal Affairs to give accurate, comprehensive, and timely updates on the station’s progress in carrying out those orders. Central also commonly expects updates when a code red alert or evacuation is declared without any explanation. Sending (or failing to send) these updates may affect the flow of a round as CentComm reacts to them.
 
Agents sending updates generally do so via forms '''NCF-1002 General Fax''' for standard communications, and '''NCF-0108 Situation Report''' for urgent or emergency communications. The Odin takes its paperwork very seriously; using the wrong form or an unformatted sheet of paper for your message may cause it to be mis-routed or discarded.
 
Your ID should also allow you to access the '''Emergency Broadcast System (EBS)''' on the bridge command console, if necessary.
 
 
===Requesting an Emergency Response Team===
While normally unable to do so, in specific circumstances, agents can use their fax machine to request an Emergency Response Team directly from CentComm. This is not guaranteed to be successful, however, and the decision to send a team may depend on how detailed the agent’s report is. '''Agents should only attempt to do this when the Heads of Staff are no longer capable of using their Keycard Authentication Devices to request a team normally.''' Your own ID will not work in these devices.
 
Any request for ERT sent by fax must explain the emergency situation, the status of the Aurora and its crew, and why command staff are no longer capable of following the normal process. Without all of this information, the request may not be considered, or a response may be significantly delayed.
 
 
===Submitting an Incident Report===
When there is a serious behavioral or procedural issue with an employee or group that cannot be resolved by security or the station’s chain of command, Internal Affairs may process an Incident Report for CCIA to review. These reports are IC complaints that server staff investigate after the round. Incident Report investigations can take several days to weeks, as staff members track down the characters involved, and the outcomes of these investigations can have lasting effects on a character’s employment or records. Because of this, Incident Reports should not be submitted lightly.
 
In addition to making sure you understand [https://forums.aurorastation.org/viewtopic.php?f=81&t=9525| the rules for submitting an Incident Report], keep in mind:
 
* Faxed reports are generally meant for players without forum accounts. Agents should only fax Incident Reports that the crew has asked them to help process. If an IAA wants to submit a report with themselves as the reporting party, they should make a forum post after the round instead.
* If a report is faxed and no CCIA team members are available, it is important that you ahelp and alert someone that the report needs documenting. While the reports are normally added to the correct subforum after the end of the round, if no-one is available to process one when it is faxed, it may get lost when the round ends. In all cases, it is more reliable to submit the report via the forums. It may be wise to take screenshots of the report beforehand, if you are concerned someone will not see it.
* If you process someone’s Incident Report as an Internal Affairs Agent, your character will be expected to make themselves available for an IC interview with CCIA team members as part of the investigation. This may be necessary to clarify information in the original report, or to discuss new information.
* As Internal Affairs, it is part of your job description to help resolve issues like these before they require Central Command involvement. Be sure that the crew member you are helping has tried to resolve their problems within the station’s chain of command before they submit a report. Participate in that process, if you can help them!
 
 
===Submitting Recommendations For CCIA Action===
After reviewing an employee’s behavior on shift, Internal Affairs Agents may recommend that temporary CCIA actions be taken on that employee, without the need to open a full Incident Report investigation. '''Recommending an action does not guarantee that the action will be taken.''' CCIA will review all evidence provided with the fax, make sure that OOC or antagonist elements were not involved, talk with relevant staff teams, and make their own judgement on the recommendation before accepting or declining it.
 
These recommendations should only be submitted with a large body of supporting evidence. For an IAA, this evidence can take the form of:
 
* Audio transcripts, recorded by your universal recorder. These include statements given by the employee themselves, witnesses, supervisors, or any other relevant party. You should be getting these transcripts by talking to people, rather than eavesdropping. '''Remember to get every side of a story.'''
 
* Written statements, properly signed and stamped where applicable.
 
* Photos taken with handheld cameras that depict the behavior in question.
 
* Relevant employment or security records.
 
* Relevant security incidents, or brig processing records.
 
* Relevant paperwork, waivers, or permits.
 
* Copies of corroborating reports from command staff.
 
In addition to the above, include anything else that can help make the issue being looked into absolutely clear. Collect more information than you think you need, because you will need a lot of it.
 
 
Once an agent has evidence and an understanding of an incident, they may summarize it and recommend the following actions be taken by CentComm:
* '''Reprimand''': Effectively a slap on the wrist. The reprimands applied by this system are temporary and will not remain attached to a character indefinitely, but serve as an official warning to correct problematic behavior before it gets worse.
* '''Temporary Injunction''': An employee’s behavior is restricted in some way while aboard, for a period of up to one week. Injunctions can be in regards to specific behaviors (such as prohibiting someone from visiting the bar during work hours), or as a sort of restraining order to prevent belligerent employees from interacting with one another. These are generally used to address problematic behaviors before they cause major issues. Note that if the need is urgent, a Head of Security or Captain may apply an injunction immediately, for the duration of the current shift.
* '''Administrative Demotion''': An employee is demoted to a lesser job title, for a period of up to one week. This is generally recommended for employees who would benefit from closer supervision by other members of their department.
* '''Administrative Suspension''': An employee is prevented from working on the station for a period of up to one week (but they may still join the round in the Visitor role). This is generally recommended for employees who need immediate, serious retraining, or who may pose a danger to themselves or others if allowed to keep working in their normal role in the short-term. Heads of Staff and the Captain can also suspend employees that they are responsible for, but only for the current shift.
* '''Commendation''': As strange as it seems, occasionally a NanoTrasen employee will step up and exceed the company’s expectations. These people are worth noting, and possibly worth compensating!
 
 
If you believe another action not listed here is appropriate for the specific case you’re looking at, feel free to recommend that as well. However, there is no guarantee CentComm will consider it.
 
 
== Traitoring ==
This scenario is unlikely, as the loyalty implant all agents are required to have prevents you from betraying NanoTrasen, and most game modes will not automatically select you as a traitor. However, if for some reason that implant is absent and you find yourself a traitor, congratulations! You are an antagonist trusted implicitly by both station command staff and Central Command. Wield your bureaucracy against the company you've devoted your career to! The morphic clerical kit may be of use to a traitorous IAA, as the stamps it provides allow you to forge command staff approval of just about anything. If anyone questions what you're doing, remind them that you have the best interests of the company at heart.
 
An IAA in this position should not touch Incident Reports or recommend CCIA actions to Central Command, as antagonists are not allowed to submit these reports.
 
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Latest revision as of 19:21, 17 October 2024

COMMAND SUPPORT STAFF
Corporate Liaison
Corporate Liaison
Access: The Representative's Office, the Bridge.
Qualifications: At least 30 years of age, relevant education. Must represent a corporation.
Employers: Any SCC member corporation.
Supervisors: Ship Command and your Interest Group
Duties: Represent your corporation's interest. Hold interviews. Offer deals with the devil.
Guides: Corporate Regulations, Ship Directives, Guide to Law, Guide to Paperwork, Chain of Command

Corporate Liaisons act as the link between a megacorporation and their assigned facility. Their primary concerns are to ensure that the group of employees they're representing is treated more favourably or just ensuring they're treated equally within Corporate Regulations, via interviews and reports to Command Staff about misconduct. Secondary responsibilities include increasing awareness of their corporation, and potentially increasing said corporation's influence on the ship.

Liaisons can be played by characters of any species that can be a part of the represented faction, by players with a Head of Staff whitelist, but they are not part of Ship Command. Note that you cannot apply for a command whitelist with a corporate liaison character.


Contents

Factions by Species

Not all species can represent all factions. Certain species are not hired by some companies, and nations primarily populated by a certain species may restrict aliens that live within their borders from holding a diplomatic position. This table shows which species can be played as consular and corporate representatives of respective factions.

Species Consulars/Liaisons Permitted
Humans Skrell Unathi Tajara IPCs Dionae Vaurca
NanoTrasen
Zavodskoi
PMCG
Idris
Hephaestus
Zeng-Hu
Orion
  • Only Unathi from Dominia can be Zavodskoi representatives.
  • Unathi representing the PMCG must be from Dagamuir Freewater Private Forces.
  • Tajara representing the PMCG must be from Kazarrhaldiye Operations Group.

Title Variations

As a corporate liaison, you're offered the opportunity to choose between a few different titles for flavour.

  • Workplace Liaison
  • Corporate Representative
  • Corporate Executive

These titles should give your Liaison a bit more flavor by allowing them to have some specialty in the company. However, no alternate title gives you any more authority than another. Playing a Corporate Executive does not increase your authority - you have the same amount of direct authority as a liaison: none. As a corporate executive, think of yourself more of an executive of middle management; your direct power over the Horizon is functionally zero, as you've been sent by whatever as a liaison and advocate. The SCC chose the heads of staff to command the ship, and they'd like to keep it that way.

Starting Out

You spawn in the Representative's Office. After a few minutes, your fax machine will print out a list of randomised objectives that you can use as a jumping-off point for roleplay. You have a secure safe in their office, which you can enter a five-digit code to lock and unlock. Don't forget it! You also have a closet of clothing, paperwork supplies, and sundry to help fill out forms and make notes on the performance of the Horizon's crew.

You also spawn with an energy pistol. This pistol is not very powerful, and it does not give you license to jump into a firefight and start shooting. Remember, you're a bureaucrat.

You also get access to an external communications link in your fax machine, which enables you to contact your superiors. Any faxes you receive will be sent to the CCIA team for an in-character response.

Roleplaying a Corporate Samurai

Before you sign on for that first shift, recognize a hard truth about Corporate Liaisons; you are not, strictly speaking, a necessary component of the ship’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even a part of the ship's crew. However, this does not mean your roleplay cannot be an invaluable, enjoyable part of the round!

Typically, the broad duties of a Liaison can be sorted into three major categories:

  1. Awareness: Doing activities to spread awareness of your interest group is a very good idea to keep everyone happy, and most importantly, informed. A good representative might give seminars on the benefits and pay packages of their corporation. Get creative! Why might someone want employment with Idris Incorporated or Zavodskoi Interstellar?
  2. Oversight: Keep your employees happy, and if not happy, willing to fake it. If one of the employees of the company is unhappy, see if you can fix it by offering incentives, chatting with command, or ordering pizza for everyone! A Representative needs to be keeping track of members of their interest group, in ways such as PDAing to check in, or calling them in to your office for a chat. Keep in mind that roleplayed effort, above all, is appreciated; hilariously ineffective responses to an employee's mistreatment or lack of satisfaction with their employer of choice help build a character as much as actually improving their situation.
  3. Protest: Stick up for employees. An example would be contacting the Captain, Executive Officer, or Security when you suspect someone from your interest group is in danger or has been wronged. Another would be vocally protesting in response to an employee being arrested, even going as far as to negotiate for their release, or lessening of their punishment. Be reasonable about this. Obviously your credibility is going to go down the toilet if you try and negotiate for the release of an employee who committed first-degree murder.

Your ability to effectively do your job therefore relies on your ability to communicate with the ship’s various Departments, and ship Command. Having good working relationships with the crew also makes it more likely that they will come to you with their problems or report things to you, rather than leaving you to hunt for them or to sit at your desk contemplating your coffee all shift.

But how can you build working relationships?

  1. Do: Spread Awareness. The only way you're going to get ship crew on your side is if you get involved with the crewmembers aboard the Horizon, in whatever way you may choose to do so, or your interest group entails. Hang out at the bar, organise a tabletop game at the library, perform employee evaluations.
  2. Don't: Cause Trouble. (Unless You Can Get Away With It) You are here with the express permission of Ship Command and the Stellar Corporate Conglomerate, a permission that can easily be revoked. Any violation of Corporate Regulations should be strictly covert, if at all. Keep in mind that this doesn't mean you have to play a nice person, and more likely than not someone who has climbed to the rank you've climbed to might have a fair few skeletons in their closet.
  3. Do: Play Favourites. It is the express purpose of your job to advocate for your interest Group, and thus, to play favourites. If you think that helping a crewmember who is close to someone in it will aid in that, you should definitely do it if it fits your character. Though, you don't want others to know, as it could land you in trouble with a Security Officer, and thus, Ship Command. It could also violate server rules in extreme cases. If in doubt, adminhelp.

Directive 12

"Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the ship chain of command. The representative is granted special status in relation to corporate regulations;"

  • The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative's privilege.
  • The representative's office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office's immunity may be revoked by the captain or a captain level decision.

Roleplaying the Corporations

Each megacorporation expects different standards from its employees, and has different methods and a different company "culture". While you're not obligated to play a character who follows these suggestions, they might help in building your roleplay or creating a character.

NanoTrasen

  • Essentially the "generic" corporation. You are the largest company in the Conglomerate, and its flagship member; it's likely you'll have a lot of people to talk to. Cut corners, encourage transfers, and promote Getmore Energy.
  • Instead of a bureaucrat, your character might also have a science or medical degree, or be a service manager.
  • Common origins for NanoTrasen employees are typically the Republic of Biesel and the People's Republic of Adhomai, but NT is everywhere.

Idris Incorporated

  • Idris is professional, shiny, and saccharine. Being too "personal" in the business or being casual goes against company standards; an Idris liaison has a smile on their face and a handshake ready for everyone, regardless of how they actually feel.
  • Your character might have a background in banking, economics, private security or the military, or service.
  • Common origins for Idris employees are Luna, Venus (typically Cythereans), Silversun (typically expatriates), Eridani, or the New Kingdom of Adhomai.

Zavodskoi Interstellar

  • Professional and upright through and through, though considerably less cheerful than an Idris employee. Nevertheless, a Zavodskoi representative is as polite as they are cutthroat, particularly if they are Dominian.
  • Your character might have a background in science (usually weapon sciences or research and development), private security or military, or engineering.
  • Rivalries with Hephaestus are encouraged. Poach employees!
  • The most common origin for a Zavodskoi employee is Dominia. Other planets with a headquarters include Luna, Biesel, and Earth.

Zeng-Hu Pharmaceuticals

  • Your character has likely risen to where they are from sheer merit alone, considering the standards imposed on them by the keiretsu. One thing's for sure; even if your character isn't nice, they're smart, and they know how to conduct themselves in a corporate environment better than just about anyone.
  • Remember that Zeng-Hu as a whole is technically three companies; Jeonshi Biotech, Bishop Cybernetics, and Yomi Genetics. Pick one from your character to come from and develop their education background from there.
  • Your character definitely has a background in some sort of STEM or medical field, and definitely has a doctorate.
  • High-ranking Zeng-Hu employees are likely heavily augmented, and almost always have a Zeng-Hu veterancy faceplate implanted. Play this for all the discomfort it's worth.
  • Common origins for Zeng-Hu employees include Earth, Europa, the Nralakk Federation, Aemaq, Assunzione, and housepeople of Volvalaad in Dominia.

Hephaestus Industries

  • You're a HARDWORKING, BLUE-COLLAR (even if you make more than the entire operations department combined), DOWN-TO-EARTH WORKER who PULLED THEMSELVES UP BY THEIR BOOTSTRAPS and GOT TO WHERE THEY ARE TODAY. Hephaestus is a company that breeds a lot of loyalty, and your character might reflect that.
  • Uniquely, you might not have much of a degree; while it's likely you have a diploma, Hephaestus representatives and foremen can indeed work their way up to the company ladder by personal merit and leadership ability alone.
  • Bust unions and sneer at Himeans.
  • Common origins for Hephaestus employees include Mars (pre-Violet Dawn), New Hai Phong, Burzsia, Moghes, and the People's Republic of Adhomai.

Private Military Contracting Group

  • One of the most variable company groups, the PMCG is a variety of private military companies operating under one umbrella. These companies are fairly different from subsidiary to subsidiary.
  • If you're from an Eridani military contracting group (N4NL, Sekhmet Intergalactic, Eagle Corp, or Ringspire), you're likely an Eridanian suit. If you are from Nexus Corporate Security, you're essentially a NanoTrasen representative under a different name. Dagamuir Freewater Private Forces representatives are Unathi; Kazarrhaldiye Operations Group representatives are Tajara. Ve'katak Phalanx representatives can, ironically, be any species but Vaurca. Xanu Defense Services are Coalitioners, and Wildlands Squadron are Solarians, usually Middle Ring residents.
  • You probably have a military or security background, no matter your character's job. If your character is a medical professional, they are likely a combat EMT or a military surgeon.
  • The PMCG is everywhere; EPMCs will always have experience on Eridani, no matter their origin.

Orion Express

  • You are a representative of the youngest company in the Conglomerate; you yourself are likely fairly young and fresh to the world of corporate espionage, if you aren't a transplant from another company. Orion's casual company culture likely means you're not looking to dress yourself up (physically or socially) too much, and you probably come off as strangely genuine to most employees.
  • You likely have a background in logistics or the service industry.
  • Orion Express is everywhere, and hires just about anyone. However, it has bases on Valkyrie, Callisto, Konyang, the People's Republic of Adhomai, and Bursa. Skrell of all stripes are also commonly hired by Orion.

Traitor

Should you find yourself selected as a traitor, congratulations! You are an antagonist trusted explicitly by your interest group, who will likely be thrilled to help you.

Wield your bureaucracy against the company you've signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to Command Staff about who they got them from, and then procure anything they'd like, thanks to you. If anyone questions what you're doing, remind them that you have the best interests of your people at heart.

Guides of the Horizon
General Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Gunnery - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes - Chain of Command
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink
Jobs on Aurora
Command Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager
Command Support Corporate Liaison - Consular Officer - Bridge Crewman
Security Security Officer - Warden - Investigator - Security Cadet
Engineering Engineer - Atmospheric Technician - Engineering Apprentice
Medical Surgeon - Physician - Paramedic - Psychologist - Pharmacist - Medical Intern
Research Scientist - Xenobiologist - Xenobotanist - Lab Assistant
Operations Hangar Technician - Shaft Miner - Machinist
Service Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter
Non-human AI - Cyborg - Personal AI
Special Merchant - Ghost Roles