[FOCI]

Gives Orders

Earth Codex

You’ve got natural leadership talent beyond merely organizing subordinates. You’re capable of working with peers to get the most out of your team. You might be the ranking officer, but the sheer talent of your comrades sets them apart and makes your job even more difficult. But you’re up to the challenge. You’ve learned that enabling the actions of the extremely competent can result in spectacular results.

Although thematically similar, Gives Orders differs from Leads by focusing specifically on en.hancing and commanding other player characters, often the most elite forces at your disposal. Your military training gives you an edge in getting the most out of these volatile heroes.

Minor Effect Suggestion

You grant an ally an asset on their next task roll.

Major Effect Suggestion

You grant an ally an extra action on their next turn.

Equipment

Street clothes, military uniform, light or medium handgun, smart phone, $250.

Commands

At Tiers 2, 3, 4, and 6 you gain Command abilities, which you may use to enhance and motivate your fellow Player Characters. Command abilities only apply to those who can see or hear you.

Tier 1

Education in Tactics Enabler

Due to your military background or natural talent, you are trained in tasks related to tactics, leadership, and strategy.

Tier 2

Command: FIRE (2 Intellect points)Action

Ranged attack rolls made by allies benefit from an asset until the start of your next turn.

Tier 3

Command: STRIKE (3 Intellect points)Action

Melee attacks rolls made by allies benefit from an asset until the start of your next turn.

Tier 4

Command: WITHDRAW (4 Intellect points)Action

You and your allies may immediately move a Short distance, but each must end up no closer to enemies than they were.

Tier 5

Loyalty Enabler

You gain 2 Contact long term benefits (see The Strange corebook page 124) representing former subordinates or peers willing to pull strings for you.

Tier 6

Command: ASSAULT (6 Intellect points) Enabler

You and your allies may move a short distance and make an attack with the weapons you are currently holding. This movement must put each character at least as close to enemies as they were before.

GM Intrusion: No one can hear or understand your Commands for the next 1d6 rounds. ral talent, you are trained in tasks related to tactics, leadership, and strategy.