[FOCI]

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.
You grant an ally an asset on their next task roll.
You grant an ally an extra action on their next turn.
Street clothes, military uniform, light or medium handgun, smart phone, $250.
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.
Due to your military background or natural talent, you are trained in tasks related to tactics, leadership, and strategy.
Ranged attack rolls made by allies benefit from an asset until the start of your next turn.
Melee attacks rolls made by allies benefit from an asset until the start of your next turn.
You and your allies may immediately move a Short distance, but each must end up no closer to enemies than they were.
You gain 2 Contact long term benefits (see The Strange corebook page 124) representing former subordinates or peers willing to pull strings for you.
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.