[FOCI]

Is Sworn To (The Crown)

Expanded Worlds

You are part of a well-trained mercenary group that fights with a royal mandate or with the backing of some other government, group, or breakaway confederacy (or you used to do so). Mercenaries fight for pay, not necessarily for a cause, but that doesn't mean that the contract your mercenary company signs isn't vitally important to you. A mercenary group that routinely fails to fight under the flag that paid it to do so soon finds itself without future patrons who will trust the company, and worse, a vengeful former patron to steer clear of. You probably wear the colors or even the uniform of your mercenary group, or the uniform of the political entity to which you're currently pledged.

Additional Equipment

Uniform of your mercenary order and a firearm.

Minor Effect Suggestion

The target becomes demoralized so that it is dazed for one round, during which time the difficulty of all tasks it performs is modified by one step to its detriment.

Major Effect Suggestion

Make an immediate additional attack with a firearm as part of your turn.

Tier 1

Military Training Enabler

You have received instruction on the use of firearms (or some other style of weapon appropriate to the setting). You inflict 1 additional point of damage with firearms.

Seal of Service Enabler

You have papers, a seal, or other proof that identifies you as a member of an auxiliary military order fighting on behalf of a particular state. You can use this identification as an asset to interactions if the particular state or the mercenary group to which you belong is relevant to the interaction. For instance, if you are interrogating a captive, you might suggest that your connection to the military or state could provide leniency if answers were forthcoming. Even if the identification is out of date, you might still get some use out of it if an NPC you're interacting with doesn't realize it.

Tier 2

Skirmish Team Enabler

You designate two additional characters to be part of your skirmish team. You can change this freely every round, but you can only have up to two people plus yourself in your skirmish team at one time. As long as one or both of your skirmish team comrades are within immediate range of you, two of the three of you gain an asset to Speed defense tasks because you have each other's backs. You can freely change who gains the Speed defense asset each round.

Tier 3

Improved Military Training Varies

You can choose from one of two benefits: either you are trained in using firearms, or you have the Spray ability (which costs 2 Speed points)

If a weapon can fire rapid shots without reloading (usually called a rapid-fire weapon), you can spray multiple shots around your target to increase the chance of hitting. This move uses 1d6+1 rounds of ammo (or all the ammo in the weapon, if it has less than the number rolled). The difficulty of the attack roll is decreased by one step. If the attack is successful, it deals 1 less point of damage than normal. Enabler (being trained in using guns) or action (Spray).

Tier 4

Commanding Presence Action

As you work your way up in your military order, you develop a command presence. You can use this ability in one of two ways. Either your words keep the attention of all NPCs that that hear them to function as if they were one level higher for the next hour.

Tier 5

Improved Skirmish Team Enabler

Everyone in your skirmish team gains one additional advantage: You each inflict 2 additional points of damage with firearms because you're all working together.

Tier 6

Fusillade Enabler

Every time you succeed at an attack roll with a firearm, you can make an immediate attack against that same foe. Your attack can use a different firearm than the one that initiated the fusillade if the first weapon doesn't have the ability to fire multiple times without reloading as long as the next weapon is close at hand. In any case, the difficulty of each successive fusillade attack is one step higher than the previous attack.

GM Intrusions: Enemy forces and intelligence agents are everywhere. Firearms jam. Not everyone is sympathetic to the cause of the state.