[FOCI]

Governs

Expanded Worlds

Someone's got to lead these people, but everyone who's tried has screwed up, abdicated, or worst of all, led people down a path that you're certain is dangerous. So now it's your time, even if you come from a position of not wanting to take on the role. But people seem drawn to you. They tend to listen when you talk. You might as well put that ability to good use. If you don't step up, you're convinced the situation will continue to degrade. You might have to resort to a few underhanded tricks; if so, maybe it's not the first time you've had to lie to protect others. Most people can't handle the truth.

You are probably a somewhat striking person, whether because you're taller than normal, are attractive, or affect an attire and composure that puts people at their ease when they're around you.

Additional Equipment

One medium ranged weapon.

Minor Effect Suggestion

The next time you attempt to influence the same target, the difficulty of the task is decreased by one step.

Major Effect Suggestion

The foe is influenced by your ability for twice as long as normal.

Tier 1

Natural Charisma Skill

You are trained in all social interactions, whether they involve charm, learning a person's secrets, or intimidating others.

Good Advice (1 Intellect point) Action

You have a clear mind for determining the best way to proceed. When you give another character a suggestion involving their next action, the character is trained in that action for one round.

Tier 2

Lead from the Front Enabler

No one is going to allow themselves to be governed by someone not willing to lay it on the line themselves. Thus, you constantly test yourself, which toughens you. You gain 3 new points to divide among your stat Pools however you wish.

Hard Choices Enabler

Sometimes, you believe that you've got to lie to those who trust you for their own good. You are specialized in deception tasks.

Tier 3

Punish The Guilty Enabler

To govern means to punish those who disobey the rules or who otherwise betray the trust of the people, as represented by you. You deal 1 additional point of damage with every attack you make.

Tier 4

Captivate or Inspire Action

You can use this ability in one of two ways. Either your words keep the attention of all NPCs that hear them for as long as you speak, or your words inspire all NPCs (of your choosing) that hear them to function as if they were one level higher for the next hour.

Tier 5

Confidence Enabler

Governors inspire confidence, and confidence comes from real ability. You gain 6 new points to divide among your stat Pools however you wish.

Tier 6

Deep Reserves Action

When others are exhausted, you can push through. Once each day, you can transfer up to 5 points among your Pools in any combination, at a rate of 1 point per round. For example, you could transfer 3 points of Might to Speed and 2 points of Intellect to Speed, which would take a total of five rounds.

GM Intrusions: Someone begins spreading rumors that the governor is weak, unfit to lead, or corrupt. A vote of no-confidence is called. Supplies for the community are stolen.