[FOCI]

Negotiates Matters of Life and Death

In Translation

You are called upon to deliver messages between heads of state, broker agreements between rival factions, and find a way to bring a swift end to conflict. You're a diplomat, and though you usually attend events as the representative of another power, now and then your skills are the difference between a truce and ongoing bloodshed and war.

You care a lot about your appearance, because how you look is one more tool you can bring to bear when you negotiate. In addition to a good haircut, you wear expensive though understated clothing and stylish shoes. You also carry a briefcase, whether or not it contains important papers.

Spinners make the most obvious diplomats.

Connection

If this is your starting focus, choose one of the following connections.

  1. Pick one other PC. Your efforts on that character's behalf secured her a visa, allowing her to escape from a bad situation. Whether she remains grateful or even acknowledges what you did is up to her.
  2. Pick one other PC. That character provided vital information you needed to secure a peace deal between two warring states.
  3. Pick one other PC. You're pretty sure that your failure to bring two antagonistic factions to an accord is indirectly responsible for the deaths of that character's parents. He knows of your apprehension only if you tell him.
  4. Pick one other PC. She asked you to get a friend of hers out of a bad situation abroad. You agreed, but you're still working on the details.
Equipment

Business clothes, passport with valid visas for several foreign states, briefcase, weapon of your choice, smartphone, and $800.

Minor Effect Suggestion

Your entreaty gains an additional small concession, such as the release of a single prisoner.

Major Effect Suggestion

Foes within earshot are dazed for one round after hearing your entreaty. During this time, the difficulty of all tasks they perform is modified by one step to their detriment.

Tier 1

World Traveler Enabler

You are trained in finding your way around new places, navigating unfamiliar terrain, and identifying important contacts within a few hours of arriving someplace new.

Polyglot Enabler

You are practiced in speaking up to four other languages of your choice.

Tier 2

Diplomat Enabler

You are trained in all tasks related to pleasant social interaction and persuasion. You're also trained in tasks related to detecting falsehoods.

Tier 3

Due Diligence Enabler

After a ten-hour recovery roll, choose one skill that you believe will clearly help you reach a particular goal. You are trained in tasks related to achieving that goal if you can spend at least an hour going over research materials or otherwise practicing the skill.

Tier 4

Command (3 Intellect points) Action

Your audible command, backed by your sheer force of will and charisma, targets a creature within short range that can understand you. An affected creature attempts to carry out your command as its next action. The command can't inflict direct harm on the creature or its allies, so "Commit suicide" won't work, but "Flee" might. In addition, the command can require the creature to take only one action, so "Unlock the door" might work, but "Unlock the door and shoot whoever you see on the other side" won't. If you also have the spinner twist Fast Talk, you can command the creature to attempt to harm itself or others as its next action.

Tier 5

Calm (3 Intellect points) Action

Through reasoned discourse, appeals to sanity and the common good, and other entreaties, you prevent a target within long range from attacking anyone or anything for one round. If you also have the spinner twist Enthrall, a target remains calm for one minute after you use this ability if it or its allies are not attacked.

Tier 6

Call in Favor (4 Intellect points) Action

Lots of people owe you favors, even those employed by or allied with a foe. When you call in a favor successfully, an affected target of level 3 or less within short range does what he can to help you out of a specific fix in a way that minimizes his risk of revealing his divided loyalties to his employer or other allies. For example, he might untie you, slip you a knife, leave a cell door unlocked, and so on. Each additional time you attempt to use this ability, the difficulty increases by one step. The difficulty returns to normal after your next ten-hour recovery roll.

GM Intrusions:Your luggage is lost. An assassin from a foreign embassy mistakenly targets you. A social faux pas gets the meeting off on the wrong foot. A stomach ailment leads to accidental regurgitation on a foreign dignitary.