Consular Officer
COMMAND SUPPORT | ||
Должность не определена ![]() Consular Officer |
Руководители: Ship Command and your nation |
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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.
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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.
Humans | Skrell | Unathi | Tajara | IPCs | Dionae | Vaurca | |
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Tau Ceti | |||||||
Dominia | |||||||
Coalition | |||||||
Elyra | |||||||
PRA | |||||||
DPRA | |||||||
NKA | |||||||
Nralakk Federation | |||||||
Hegemony | |||||||
Vaurcae Hives | |||||||
Golden Deep | |||||||
Hieroaetheria |
- Vaurcesian consular officers are exclusive to Vaurca Gynes.
- IPCs representing the Coalition of Colonies must originate from Konyang or Himeo.
- IPCs representing Elyra must be self-owned.
- Skrell representing the Coalition of Colonies can only originate from Xanu Prime.
List of Interest Groups
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 a pistol relevant to your faction. 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:
- 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.
- 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.
- 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.
- 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 | ||
Должность не определена ![]() Diplomatic Aide |
Руководители: Ship Command, Consular Officer, and your nation. |
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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.
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 Aurora
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Jobs on Aurora
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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 - First Responder - 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 |