Difference between revisions of "Consular Officer"

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A '''Diplomatic Aide''' is an assistant to a Consular on-board the vessel. Your duties are highly reliant on your Consular, who may choose to give you as much or as little work as they wish. This can be anything from monotonous paperwork to acting as their bodyguard. However, these duties should remain within the day-to-day expectations of a Consular. Anything that is out of the ordinary, or requires a stamp, signature of authority, or particular experience should remain within the duties of the Consular alone. You are here to make their life easier, not replace them.
A '''Diplomatic Aide''' is an assistant to a Consular on-board the vessel. Your duties are highly reliant on your Consular, who may choose to give you as much or as little work as they wish. This can be anything from monotonous paperwork to acting as their bodyguard. However, these duties should remain within the day-to-day expectations of a Consular. Anything that is out of the ordinary, or requires a stamp, signature of authority, or particular experience should remain within the duties of the Consular alone. You are here to make their life easier, not replace them.


Remember, you have '''no''' diplomatic authority or power by default. While you may be here to assist the Consular, you do not hold the same authority as them.
Remember, you have '''no''' diplomatic authority or power by default. While you may be here to assist the Consular, you do not hold the same authority as them. Furthermore, you are not protected by Directive 12; while you are capable of refusing absurd orders the same as any other crewmember would (in the same sense that the Captain can't tell you to rob a peaceful docked merchant), you '''can''' serve brig time for low-level infractions.


The Diplomatic Aide role is, by default, not available. A Consular Officer in the round must open the role themselves before it can be chosen.
The Diplomatic Aide role is, by default, not available. A Consular Officer in the round must open the role themselves before it can be chosen.

Revision as of 17:43, 9 April 2024

COMMAND SUPPORT STAFF
Consular Officer
Consular Officer
Access: The Consular's Office.
Qualifications: At least 30 years of age, relevant education. Must represent a recognised nation-state.
Employers: Not defined
Supervisors: Ship Command and your nation
Duties: Represent your faction's interest. Hold interviews and AMAs. Join the round when nobody in your interest group is online and have nobody to roleplay with.
Guides: Corporate Regulations, Ship Directives, Guide to Law, Guide to Paperwork, Chain of Command

A Consular Officer acts as a link between the Stellar Corporate Conglomerate and a nation-state with citizens who are involved in the SCCV Horizon; that is, pretty much every nation in the Orion Spur. A consular must represent an official interest group that is reasonably connected to the SCC; this excludes criminal factions, pirate factions, and so on.

A Consular may be from a sub-faction such as House Zhao, but they must still fully represent the major faction they belong to. To make sure that your Consular character fits this description, contact a member of the command whitelist team.

Consulates 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 consular officer 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
Tau Ceti
Dominia
Coalition
Elyra
PRA
DPRA
NKA
Nralakk Federation
Hegemony
Vaurcae Hives
Golden Deep
Hieroaetheria

List of Interest Groups

Tau Ceti Representative

  • Tasked by the Republic of Biesel government to ensure that Tau Ceti Law is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.

Sol Consular Officer

  • Following the aftermath of the 35th's invasion, Sol Alliance consular officers are not welcome aboard the Horizon.

Coalition of Colonies Consular Officer

  • As a representative of the expansive Coalition, you are entrusted to act as the link between all the members of the COC, their populace, and the Coalition as a whole. You are likely to interact with a wide range of people, so Coalition Consulars are normally excellent at conflict resolution and problem solving.
  • Keep in mind that as a Coalition representative, you'll probably be representing a planet (such as Galatea or Himeo) as well. Don't be afraid to show bias in the way you conduct diplomacy; not every nation in the Coalition likes each other.

Serene Republic of Elyra Consular Officer

  • You represent the Republic of Elyra, and are a link between the Stellar Corporate Conglomerate and Elyra in the wake of a shaky relationship between the two nations. You advocate for Elyran citizens, though whether or not you choose to treat the synthetic citizens of Elyra the same as organic citizens is up to you.

PRA Consular Officer

  • Dispatched from the Peoples Republic of Adhomai to ensure the well being and interests of Republican citizens who are living in this far away Tajaran enclave. They are to encourage proper Republican values and make sure that party lines are being upheld.
  • They are the Party's eyes and ears on the ship and are tasked with reporting any subversive behavior to the government. They are given a set of tools and access to the fax machine to deal diplomatically with possible subversive elements. They can also issue Honorary Party Memberships to any crewmember.
  • Consulars are Hadiist Party members and should always be loyal to President Hadii. They must be exemplary citizens and embody the Republican ideals. Cooperating with SCC authorities is also necessary due to the strict bounds between the Republic and the corporations.

DPRA Consular Officer

  • Dispatched from the Democratic People's Republic of Adhomai to ensure the well being and interests of Al'mariist citizens who are living in this far away Tajaran enclave. They are to encourage proper Al'mariist values and ensure that the rights of the Tajara people are being respected.
  • Consulars are employed by the civilian government and should display the values upheld by the Al'mariist ideology. They are given a set of tools and access to the fax machine to make sure that any DPRA citizen is working towards the future of their species.
  • While consular officers are part of the civil government, they can still harbor sympathies for the military juntas and Supreme Commander Nated. Cooperation with the SCC is desirable when the outcome is beneficial to the Al'mariist cause. While direct opposition against the megacorporations is no part of the consular's duties, DPRA consular officers should do their best to support Liberation Army personnel on the field.

NKA Consular Officer

  • Dispatched from the New Kingdom of Adhomai to ensure the well being and interests of Royalists citizens who are living in this far away Tajaran enclave. They are to encourage traditional Tajaran values and ensure cooperation between the New Kingdom and NanoTrasen.
  • Consulars are under the supervision of the Crown and should be model citizens. They are given a set of tools and access to the fax machine to make sure that any NKA citizen is acting in an upstanding manner. Cooperation with the SCC is necessary, as the Kingdom is doing its best to acquire allies.
  • Consulars can be either nobles or commoners. Despite their origins, they were chosen for their support of the Royalist ideology.

Hegemony Consular Officer

  • Hailing from Unathi owned space, these diplomats are here to reach the Unathi working on SCC vessels and keep the relations between the Stellar Corporate Conglomerate and the Hegemony in top shape. As a Unathi representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.
  • You are recommended to call Unathi to your office, to speak with them and learn their origins. Talk about their clan back on Moghes, learn their religious ideals, find any... undesirables who might be hiding their clan name and ensure paperwork is sent to a Hegemony vessel documenting a possible Guwan hiding their Guwan title behind their old Clan name.
  • Consulars will always be noblemen or noblewomen. Either way, your clan is notable and you might be related to a Lord of Moghes in some way.
  • Hosting feasts in honour of the Hegemon is always fun. Let everyone know you're rich by paying for all their meals for the shift.
  • If a Guwan wishes to prove themselves capable of restoring their title, or creating a new one, you are one of the first steps. They must prove themselves worthy enough to be represented by you or someone you choose in a court. You should discuss this with an Unathi lore writer to determine the result of your representation.

Nralakk Federation Consular Officer

  • Having come all the way from Nralakk these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the ship to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the ship to offend their host, while not being a complete pushover.
    • Federation Consular Officers also have standing instructions to report back to the Federation on Inductive and Deductive actions of any federation citizens that they observe for review. This should be done via fax or other long-range communications.
  • Consulars for the Nralakk Federation are always Primary Numericals, model citizens of the Federation.

Dominian Consular Officer

  • Sent by the Dominian Empire, the job of Dominian Consular Officer is to dispel all perceived inaccuracies about Dominians first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.

Vaurca Consular Officer

  • Representing one of the hives, Vaurca Consular Officers are always a special type of Vaurca, a Ta also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.

Golden Deep Consular Officer

  • Possibly the only faction that can be both a consular officer and a corporate representative, you're here to ensure its citizens, employed by various corporations, are gaining profit for the collective and to ensure the continued relations between the Stellar Corporate Conglomerate and the Golden Deep.
  • A Golden Deep Consular Officer are more often than not highly esteemed merchants, or a membership holding, carefully vetted synthetic made to engage as a diplomatic bridge between business partners. Naturally, Golden Deep Consular Officers must have acquired their Golden Deep Citizenship.
  • You are recommended to promote the Golden Deep affiliates in the Republic of Biesel, as well as seeking out synthetics for purchase under the Golden Deep umbrella.
  • A membership within Golden Deep is not to be given lightly and Consular Officers are responsible for ensuring that any IPCs inducted into the group can increase its prosperity.

The Commonwealth of Hieroaetheria

  • As a Representative of the Commonwealth, you are entrusted to act as a link between all nations of the Commonwealth, their people, and Hieroaetheria as a whole.

Starting Out

You spawn in the Consular's Office, potentially alongside another consular. 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 operations of the ship and how your interest group is performing.

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 diplomat.

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.

Diplomatic Immunity

Before you sign on for that first shift, recognize a hard truth; 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.

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.

Once you're all set up and your coffee cup is filled, it's time to start your duties. But what are your duties? A Consular's tasks typically consist of the following:

  1. Raising awareness: It's your job to spread the good word of your nation, whether it be encouraging others to trade in their citizenship or merely fostering good relations with other nations. Talk to other people, host parties and dinners, share trivia about your nation over the entertainment channel.
  2. Overseeing your citizens: Whether it be keeping an eye on the citizens to make sure they're not skirting any laws abroad, or helping a newer worker acclimatise to a strange, foreign land, it's important to check in with your citizens and ensure they're happy, healthy, and being treated well by the rest of the crew.
  3. Head off mistreatment: If you suspect one of your citizens is being unfairly treated by other crew or command, it's your job to get your foot in the door and advocate for your fellow citizens! An example would be contacting the Captain, Executive Officer, or Security when you suspect someone from your nation is in danger or has been wronged. Another would be vocally protesting in response to someone from your interest being arrested, even going as far as to negotiate for their release, or lessening of their punishment. Be reasonable with this.
  4. Play favourites: Your citizens are priority above all. Part of diplomacy is making sure everyone is treated equally, and sometimes certain people are a little more equal than others. Try to be subtle about this; going too hard on playing favourites may, in the worst-case scenario, be a rule break. 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 consular 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 consular's privilege.
  • The consular'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.

Shadow Government

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.

Diplomatic Aide

COMMAND SUPPORT STAFF
Diplomatic Aide
Diplomatic Aide
Access: The Consular's Office.
Qualifications: Not defined
Employers: Not defined
Supervisors: Ship Command, Consular Officer, and your nation.
Duties: Assist your Consular with whatever they require.
Guides: Guide to Law, Guide to Paperwork

A Diplomatic Aide is an assistant to a Consular on-board the vessel. Your duties are highly reliant on your Consular, who may choose to give you as much or as little work as they wish. This can be anything from monotonous paperwork to acting as their bodyguard. However, these duties should remain within the day-to-day expectations of a Consular. Anything that is out of the ordinary, or requires a stamp, signature of authority, or particular experience should remain within the duties of the Consular alone. You are here to make their life easier, not replace them.

Remember, you have no diplomatic authority or power by default. While you may be here to assist the Consular, you do not hold the same authority as them. Furthermore, you are not protected by Directive 12; while you are capable of refusing absurd orders the same as any other crewmember would (in the same sense that the Captain can't tell you to rob a peaceful docked merchant), you can serve brig time for low-level infractions.

The Diplomatic Aide role is, by default, not available. A Consular Officer in the round must open the role themselves before it can be chosen.

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