by Matt Ward
edited by Patrick Stutzman
|Requirements: To qualify to become a bureaucratic envoy, a character must fulfill all the following criteria:
Skills: Gather Information 4+, Diplomacy 5+, Sense Motive +3, Reputation +3
Class SkillsThe bureaucratic envoy's class skills (and the key ability for each skill) are Bluff (Cha), Computer Use (Int), Diplomancy (Cha), Disguise (Cha), Entertain (Cha), Gather Information (Int), Knowledge (Int), Read/Write Language, Sense Motive (Wis), and Speak Language
Skill Points at Each Additional Level: 6 + Int modifier
Weapon Proficiency: The bureaucratic envoy has the Weapon Group Proficiency feats for blaster pistols, blaster rifles and simple weapons.
Title: At level 1, the character receives a title, a salary determined by the GM and player, and official documentation from the body that he is representing. The paperwork clearly states that the character is an official envoy of the stated body.
Assistants: At level 2, the body the character works for provides the character with two assistants. The job description for these individuals is to assist the character in his work, doing anything short of being a shield for blaster fire. The assistants will try not to endanger their own lives. It is, after all, just a job. These assistants are 1st-level diplomats (see SWCRB, page 215).
Small transport: At level 3, the character's employer provides a small starship for the character. The ship is owned and maintained by the body that the character serves. The ship is provided for the character's use as an envoy. The ship should be a space transport--nothing larger or more powerful should be provided. A pilot and two person maintanence crew is provided from a list of personnel on-call at the time when the transport is needed.
Bodyguard: At level 5, a level 4 soldier (see SWCRB, page 265) is hired by the body the character serves to protect the him, even at the expense of the bodyguard's own life.
Limited diplomatic immunity: At level 6, the character may sign a legal contract with the body they represent to receive diplomatic immunity. This means that the character is acting in the interest of the body they serve, not for themselves. Therefore, they are not legally responsible for certain actions they take. The details of this contract should be extensive, written out and agreed upon by the player and GM. It should also suit the political attitude of the body being served. For example, if the character serves the Empire or a spying agency, a license to kill may be in order, while a license to kill issued by the Jedi Council would not make sense. Details in the contract should cover spying, theft, murder, trespassing, and several other crimes.
Office and staff: At level 7, the character is provided with an office and staff of 4 4th-level diplomats. A substantial salary increase is normally given at this level and includes medical and fringe benefits. The character also receives a new title at this level. Usually, a prefix to their present title is appropriate, such as Special Envoy or High Envoy.