[FOCI]

Leads

Early Access

Your natural leadership capability allows you to command others, including a loyal band of followers.

Genre themes

bard (fantasy, historical), politician (historical, real world, science fiction)

Tier 1

Always Witty Enabler

Every time you use a recovery, if your Intellect Pool isn't already full, you get 1 extra point to restore to your Intellect Pool. You can select this ability up to three times.

Inspiring Suggestion (2 Intellect) First Action

By making a helpful suggestion to an ally, they have a better chance of succeeding at what they're doing. Choose an ally who can see and understand you, then suggest a specific action for them to take, such as “attack the leader” or “climb the wall.” If the ally chooses to take that exact action, they gain two assets on that task.

Lighting a Fire Under Them Last Action

You issue a command to a follower or ally within short range and that person's next action is a First action (if the action would have been Last, it happens normally). You can't use this ability again until after your next ten-minute or longer recovery.

Tier 2

Basic Follower Enabler

You gain a level 2 follower who has two level 3 modifications (one of which is persuasion).

You can take this ability multiple times, each time gaining another follower.

Natural Leader (3+ Intellect) Enabler

When you roll to bargain, bluff, charm, interrogate, intimidate, or persuade a character and your roll is less than a 9, treat the roll as a 9. (This means you don't get a GM Intrusion if you roll a 1.) This ability renews when you take a recovery.

A person manipulated by Natural Leader becomes more difficult to work with; the GM will treat them as one level higher for later uses of the ability.

Effort: Increase the minimum number rolled for this ability by 3.

At tier 3, the minimum number rolled for this ability increases to 12.

Tier 3

Advanced Command (7 Intellect)

You give a command to a creature within short range who can hear and understand you. If you succeed at an Intellect roll against them, they obey that command.

You can continue to give one command to that creature as your action on each of your following turns; you must succeed at an Intellect roll for each command but do not have to pay the cost again. This ffect ends when you stop giving them commands, they go out of range, or they can no longer understand you.

Action to initiate.

Expert Follower Enabler

You gain a level 3 follower who has three level 4 modifications of your choice.

Instead of gaining a new level 3 follower, you can advance an existing follower to level 3 and gain a new level 2 follower.

You can take this ability multiple times, each time gaining another follower.

Tier 4

Calm (3 Intellect) Action

Through jokes, song, or other art, you prevent a living foe from attacking anyone or anything for one round.

Captivate or Inspire Action

You can use this ability in one of two ways.

In either case, you choose which NPCs are affected. If anyone in the crowd is attacked while you're trying to speak to them, you lose the crowd's attention.

Action to initiate.

Tier 5

Improved Follower Enabler

One of your followers increases their overall power, knowledge, and ability. Choose one of your followers. Their level increases by 1, their existing modifications each increase by 1, and they gain a new modification (equal to their base level plus 1).

You can take this ability once per tier, each time improving a follower (the same one or a different one).

Tier 6

Band of Followers Enabler

You gain four level 3 followers, each with three level 4 modifications of your choice.

Instead of gaining four new level 3 followers, you can advance four existing level 2 followers to level 3 and gain a new level 2 follower in place of each of them.

Mind of a Leader (6 Intellect) Action, Enabler

When you develop a course of action to deal with a future situation, you can ask the GM one very general question about what is likely to happen if you carry out he plan, and you will get a simple, brief answer.

Each of the allies who know the plan (including you) gain an asset to one roll of their choice related to that future situation, as long as the situation occurs within a few days of creating the plan.

Action to initiate. planning; Enabler for asset.

Stimulate (6 Intellect) Action

Your words encourage a target in immediate range who can understand you. The next action they take is eased by three steps. (For this task, the asset limit is three instead of two.)

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die. A political opponent becomes prominent. An ally becomes aware of a broken promise.