Diplomat
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The diplomat combines an excellence in negotiation, cultural mastery and organizational power. The diplomat’s high levels of rank, administrative acumen and his talent benefit him when “Pulling Rank.” His high levels of diplomacy can outright replace any reaction modifier with little risk to himself, but diplomats also benefit from high reaction modifiers, making him a social power-house. Diplomats have the option of investing in various cultural skills, cultural familiarities and languages, allowing them to bridge the gap between species and organizations. Finally, the diplomat enjoys diplomatic immunity and a mastery of international law, allowing him to know what he can get away with and what he can’t. However, A diplomat has only nominal combat skills and basic training in stealth, appropriate for any Action character, but a diplomat vastly prefers peaceful solutions to violent ones, which is reflected in their disadvantage options.

The Diplomat is a “core” template, and thus very affected by what culture he comes from and what culture he is currently present in. This template handles this with several possible “mini-lenses” built in. If you don’t want to mess with these, take a "Official Diplomat” and skip the optional lenses. If you want to get a better understanding of what these lenses represent, see Customization Notes below.

Diplomat Lenses

Official Diplomat

Diplomats serve official states as envoys and representatives for their worlds. This includes the official diplomatic corps of the Alliance, the representatives of the Shinjurai worlds of Denjuku, Xen, Stannis and so on, or the envoys of alien races not covered by another lens. The Alliance Senate itself sends out official diplomats, typically to the Valorian Empire, where they sue for peace and accommodations, or the Cybernetic Union, where they seek to coordinate the war against the Empire. The Shinjurai once represented a major power in the Galaxy, and may yet again soon. In their long twilight, they learned to negotiate to survive. The scattered worlds of the Shinjurai, such as Xen, Stannis and Denjuku often use representatives to negotiate on the behalf of their planetary governments to greater powers, typically the Alliance, Empire or the Cybernetic Union. The Ranathim of Sarai seek to clarify their "special status" with the Empire, while also trying to prevent a war with the Slaver cartels. Finally, alien races interested in joining the Alliance, such as the Asrathi, send delegations to the Alliance senate to negotiate their entrance into that august body.

All such diplomats have diplomatic immunity, and serve their state directly. This lens represents a “catch-all” for Diplomats not discussed elsewhere. If you're not sure what lens to take, choose this one.

Advantages: Administrative Rank 4 [20]; Legal Immunity (Diplomatic) [20]; Status +1‡ [0];
Disadvantages: Duty (12 or less) [-10]; take an additional -25 points from Additional Disadvantages.

Diplomat Template

Post Cost: 250

Attributes: ST 10 [0], DX 12 [40]; IQ 14 [80]; HT 11 [10].

Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 14 [0]; Per 14 [0]; FP 11 [0]; Basic Speed 6.00 [5]; Basic Move 6 [0]

Advantages: Hard to Kill +1 [2]; Intuitive Statesman +1 [10]; Lucky [15];

  • Choose 30 points (in addition to any remaining advantage points from your lens) from an optional lens (see below) for [0], [2] or [5], or from IQ +1 [20], HT +1 or +2 [10/level], Perception +1 to +2 [5/level], Will +1 to +2 [5/level], Accent (Any) [1], Alcohol Tolerance [1], Ally (Robot, 50%, almost all the time) [6], Appearance (Attractive, Beautiful or Very Beautiful) [4, 12, 16], Charisma +1 to +4 [5/level], Contact (Foreign Dignitaries, State officials, Royalty; Skill 15, 18 or 21, 9 or less, Somewhat Reliable) [2, 3 or 4], Contact Group (State department, intelligence agency, local tribes; skill 12, 15 or 18, 9 or less, somewhat reliable) [5, 10 or 15], Cultural Adaptability [10], Cultural Familiarity (Any) [1], Sensitive or Empathy [5 or 15], Fashion Sense [5], Favor (Any) [Varies], Hard to Kill +1 to +3 [2/level], High Heeled Heroine [1], Honest Face [1], Indomitable [15], improve Intuitive Statesmen to up to +4 [5/level], Language (Any) [varies], Language Talent [10], No Hangover [1], One-Way Fluency [1], Penetrating Voice [1], Rapier Wit [5], Pitiable [5], Resistant to Poison +3 [5], Sartorial Integrity [1], Serendipity [15], Signature Gear [Varies], Signature Ship [varies], Voice [10], Wealth (Comfortable or Wealthy) [10 or 20], or upgrade Luck to Extreme Luck [30] for 15 points or upgrade Rank to Rank 5 [25] for 5 points.

Disadvantages: Choose -15 points (in addition to any remaining disadvantage points from your lens) from ST -1 to -2 [-10/level], Basic Move -1 or -2 [5/level], Alcoholism [-15], Addiction (Any) [Varies], Chummy [-5] or Gregarious [-10], Code of Honor (Gentleman’s) [-10], Compulsive Carousing [-5*], Cowardice [-10*], Laziness [-10], Lecherousness [-15*], Low Pain Threshold [-10], Overweight, Fat or Very Fat [-1, -3 or -5] or Skinny [-5], Gluttony [-5*], Greed [-15*], Honesty [-10*], Obsession (Conclude a specific peace agreement) [-5], Overconfidence [-5*], Pacifism (Reluctant Killer or Cannot Harm Innocents) [-5 or -10], Post-Combat Shakes [-5*], Secret (Past cover-ups) [-5 to -20], Sense of Duty (Team or Nation) [-5 or -10], Squeamish [-10*], Truthfulness [-5*], Vow (Adhere to the word of any agreement) [-5], Vow (Adhere to the spirit of any agreement) [-10], Vow (Refuse no request for aid) [-15], Unfit [-5] or Very Unfit [-10], Xenophilia [-15*], Workaholic [-5].

Primary Skills: Administration (A) IQ† [1]-14; Diplomacy (H) IQ+4† [16]-18; Law (International) (H) IQ† [2]-14; Politics (A) IQ+1† [2]-15; Savoir-Faire (High Society) (E) IQ+2 [4]-16;

  • Choose one of Current Affairs (Headline News, People or Politics) all (E) IQ+2† [2]-16, Public Speaking, Propaganda both (A) IQ+1† [2]-15 or Psychology (H) IQ-1 [2]-12;

Secondary Skills: Beam Weapons (Pistol) (E) DX [1]-12; Stealth (A) DX [2]-12; 21

  • Either Brawling (E) DX+1 [2]-13 or Karate (H) DX-1 [2]-11;
  • Either Judo (H) DX-1 [2]-11 or Wrestling (A) DX [2]-12;
  • Choose five(5) primary skill options or from Dancing (A) DX [2]-12, Area Knowledge (Any), Current Affairs (Any), Gesture all (E) IQ+1 [2]-15, Acting, Connoisseur (Any), Fast-Talking, Gambling, Merchant, Writing (A) IQ [2]-14, Intelligence Analysis or Linguistics both (H) IQ-1 [2]-13, Sex Appeal (A) HT [2]-11, Body Language, Lip Reading, Observation (A) Per [2]-14 or Intimidation (A) Will [2]-14.

Background Skills: Computer Operation (E) IQ [1]-14; Navigate (Hyperspace) (A) IQ-1 [1]-13; Piloting (one of Starfighter or Corvette) both (A) DX-1 [1]-11; Vacc Suit (A) DX-1 [1]-11; and 20 points chosen from a background lens.

Customization Notes

Diplomats work best when focused on their social capabilities. These tend to come in few flavors:

The Political Powerhouse: Only the Officer comes close to the Diplomat for political pull. Improve your Intuitive Statesman and Rank. Focus on Administration, Politics and Law. These will allow you to push the bounds of your legal immunity and to Pull Rank to its fullest. Consider adding a few Contacts and Favors for drawing on assistance from outside your primary area of influence. This works best in highly political campaigns or in campaigns where you being able to call upon armies for favors might be useful or interesting.

The Cultural Chameleon: The Diplomat has access to Cultural Adaptability, Language Talent and Linguistics. Combined with his Diplomacy skill, this sort of Diplomat will never fail to make a good impression on a strange, new alien race. This sort of character works best in campaigns where the characters can expect to interact with numerous other cultures and languages (you’ll need at least ten of each to make Cultural Adaptability to be worthwhile!), and you can use a Diplomacy-Bot to assist with language skills.

The Face: The Diplomat has access to considerable social skills and reaction modifiers. Pairing these means the Diplomat can talk their way out of almost anything! Focus on Appearance, Voice and/or Charisma, and remember to add your reaction modifiers to Influence rolls! Paired with rank and status, your character has all the social power of the Con-Artist, but with added legitimacy! Add Acting or Fast-Talk for better deception skills, Sex-Appeal (paired with high levels of attractiveness) for a riskier but potentially more powerful influence skill under the right circumstances, and Indomitable or high Will prevents others from beating you in your own arena.

The Aggressive Negotiator: Diplomats make poor combatants, but they can be peripherally useful. Their diplomatic immunity allows them access to areas and tricks that others do not, which can minimize combat, allowing the group to focus firepower where it matters most. The “Diplomat’s Pouch” makes for an excellent means of smuggling, though expect troubles from your superiors of you use it to smuggle in weaponry. Consider advantages like Rapier Wit, Penetrating Voice and Pitiable to turn your social skills into tricks useful in combat, make prolific use of the Banter Rules, and consider high levels of Wealth: between your status, rank and wealth, you can have all the best toys, and consider a “body guard” combat robot to help you in combat. When things go horribly wrong, you can use Honest Face, Pitiable and Diplomacy to ensure that your surrender is accepted and then you can seek a means for escape.

Like most “Core” Templates, Diplomats integrate deeply with the setting. When creating your diplomat, consider who they represent, and to whom. If your game is focused on a single area, consider taking an optional template to more greatly expand your focus on that particular group or race. If you do, be sure to make use of some of the optional skills to earn additional reaction bonuses from those you negotiate with. The template includes some examples in its lenses and optional lenses.

Imperial Envoy

Imperial Envoys need to pay close attention to the internal politics of the Empire to ensure that their negotiations aren’t suddenly derailed by another minister. Their most powerful weapon is also the Empire itself, as if negotiations begin to fail, they can threaten to call upon the might of the Imperial Navy. The “Political Powerhouse” makes a good build for the typical Imperial Envoy. Focus on rank, Politics, Current Affairs (Politics) and Intuitive Statesman to make sure you can successfully Pull Rank whenever you need it; favors in Imperial Intelligence or the Imperial Navy wouldn’t hurt either. They might take any optional lens.

Alliance Diplomats

The Alliance loves diplomacy, and has many flavors of diplomat to choose from, including the Alliance Diplomatic Corps (an "Official Diplomat"), the Maradonian House Herald, and Alliance Senators. The Diplomats of the Alliance may be aristocratic, or they may be common-born servants who have risen to positions of great power thanks to the trust they have earned through service. They often have at least subtle psychic powers, and may have a Space Knight attending them. They often have favors in other houses or with corporations they’ve previously negotiated with. The Alliance Senator tends to be a "political powerhouse," though some newly elected, young Senators might be "Faces." Maradonian Heralds tends to either be a "Face" or an "Aggressive Negotiator," especially if they later invest in their force swordsmanship or psychic powers. Both tend to take the "Diplomat to Maradonian Aristocracy" optional lens. Official Alliance diplomats can be of any specialization and can handle any optional lens.

Shinjurai Representative

Shinjurai representatives are best handled via the Official Diplomat lens, though they tend to make up the bulk of Corporate Negotiators, and may be Unofficial Diplomats, especially in the case of negotiations between the Shinjurai royal family and the Empire. These representatives tend to be trained Neo-Rationalists, especially in the arts of Psycho-Analytics, and may be cybernetically augmented, especially with a Silver Tongue implant, and they tend to be "Faces." They tend to focus on the optional lenses for the Empire or the Maradonian Aristocracy

Guildfleet Councilor

Guildfleet Councilors act as both governmental officials within the Guildfleet and representatives to other powers, similar to the Alliance Senator but with broader scope of powers. They tend to be "Political Powerhouses," though given the breadth of what the Guildfleet needs to deal with, they often become "Cultural Chameleons" instead. Given the breadth of Guildfleet travels, Guildfleet concilors can justify any optional lens.

Slaver Envoy

Slaver Envoys tend to be especially attractive (“Face” builds are common) and charismatic, but they tend to lack a great deal of leeway or power, and thus rarely have contacts, favors or patrons. Alternately, they may learn to be "Cultural Chameleons," especially if they deal with numerous variant races, especially if they travel to the Sylvan Spiral to negotiate with the Mug, Sathrans and other, myriads of aliens. For obvious reasons, they tend to have the Slave background. They usually take the "Aliens Potentates of the Dark Rim" optional lens, or they learn to deal with the Empire or Guildfleets.

Cybernetic Union Envoy

Like Shinjurai representatives, the Envoys of the Cybernetic Union tend to have cybernetic implants and Neo-Rationalist Training. While not "Slaves" in the same sense of the slaves of the Umbral Rim, the Slave background is nonetheless a good background for representing their suffering at the hands of their robot overlords. They tend to focus on being highly persuasive (a "Face" build), and tend to take the Imperial optional lens, or the "Envoy to Maradonian Houses" optional lens.

Retired/Informal

This variation lacks the Diplomatic Immunity advantage and rank, making the “political manipulator” build difficult. Instead, focus on patrons (perhaps the person who hired you) or Contacts (former colleagues from before your retirement) or favors. Such characters can afford to focus much more intently on being an “Aggressive Negotiator” or a “Social Powerhouse,” though consider the Con-Artist for a less polite version of a character who excels at talking people down from a fight. If the Retired/Informal Diplomat is in a campaign that intends to explore the entire galaxy, he would do well to consider the “Cultural Chameleon” build.

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