[FOCI]

Rust and Redemption
When civilization fell, you did what you had to do to stay alive. Did you kill innocent people? Probably, insofar as anyone who survived the end can really be considered "innocent." You figured they'd have done the same to you. But whether they deserved it or not, you and the other raiders you ran with survived, and your targets did not.
Then something life-changing happened to you, altering your perspective; it's up to you to decide what. In any case, you've turned over a new leaf. You don't indiscriminately kill anymore, though surviving is still a goal. But you've joined with others who you want to protect as much as or even more than your own life. You're done with raiding. But is raiding (and those who might recognize you as a raider) done with you?
You have a tattoo from your raiding days that you probably keep hidden, as it would identify you as a raider to those familiar with the mark.
You restore 2 points to your Might Pool.
You or an ally get an immediate extra attack.
You ignore the impaired condition and treat the debilitated condition as impaired.
You are trained in two of the following: climbing, swimming, navigation, or identifying plants and creatures.
You are trained in stealth and tracking tasks.
You and those you travel with have earned a fearsome reputation in some parts. If your foes have heard of you, affected targets within earshot become afraid, and all attacks they make against you are hindered until one or more of them successfully inflicts damage on you or one of your allies, at which time their fear abates.
Ability Choice: Choose either Raider Follower or Grand Deception as your tier 3 ability.
You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say and, generally speaking, isn’t someone who makes the other PCs in your group feel uncomfortable because of their presence.
or
You convince an intelligent creature that can understand you and isn't hostile of something that is wildly and obviously untrue.
When you wish, while in combat, you can enter a state of frenzy. While in this state, you can't use Intellect points, but you gain +2 to your Might Edge and your Speed Edge. This effect lasts as long as you wish, but it ends if no combat is taking place within range of your senses. If you have the Frenzy ability, you can use it or this ability, but you can't use both at the same time.
You find some way to use the environment to your advantage in a fight. For the next ten minutes, attack rolls and Speed defense rolls are eased
Action to initiate.
Ability Choice: Choose either Deep Consideration or Twisting the Knife as your tier 6 ability.
When you develop a plan that involves you and your friends working together to accomplish a goal, you can ask the GM one very general question about what is likely to happen if you carry out the plan, and you will get a simple, brief answer. In addition, all of you gain an asset to one roll related to enacting the plan you developed together, as long as you put the plan into action within a few days of the plan's creation.
or
In a round after successfully striking a foe with a melee weapon, you can opt to automatically deal standard damage to the foe with that same weapon without any modifiers (2 points for a light weapon, 4 points for a medium weapon, or 6 points for a heavy weapon).
GM Intrusions: A raider recognizes the character as once having run with their group. An ally learns what the character used to do. The character’s old rage rises to the surface, making them act out in a frightening way in front of an ally.