[FOCI]

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.
If this is your starting focus, choose one of the following connections.
Business clothes, passport with valid visas for several foreign states, briefcase, weapon of your choice, smartphone, and $800.
Your entreaty gains an additional small concession, such as the release of a single prisoner.
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.
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.
You are practiced in speaking up to four other languages of your choice.
You are trained in all tasks related to pleasant social interaction and persuasion. You're also trained in tasks related to detecting falsehoods.
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.
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.
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.
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.