[FOCI]

Serves in an Elite Military Squad

You belong (or once belonged) to a specially trained military unit. You work with others in your unit like parts in a well-oiled machine. Alone, you are competent, but together, you can accomplish more than any of you could manage alone. You probably take orders from a commanding officer. However, if you've somehow become separated from the command structure, you and your squad-mates continue to act as a group, because you know that your chances of survival are higher if you can all stay and work together when things become most difficult.

You probably wear some kind of military uniform similar to that worn by your squad-mates.

Additional Equipment

Medium rifle and combat uniform.

Minor Effect Suggestion

The target is confused, causing it to stumble and drop whatever it's holding.

Major Effect Suggestion

The target is stunned, and loses its next action.

Tier 1

Coordinated Action Enabler

If two or more allies with this special ability work together to accomplish a task, even if one or both are not trained in that task, an asset is provided as if the squad members were all trained.

Wirelessly Linked Enabler

Technology ensures that you can always communicate with your allies who also have this special ability, no matter where they are located. The GM may determine that certain locations block the signal (such as within sealed bunkers designed to prevent just such sorts of communication).

Tier 2

Specialty Enabler

The squad shines when every member has a different specialty. Choose the tier 1 focus ability or abilities from another focus from the list of foci provided by your GM. This is your specialty in your squad (or one of your specialties; your type abilities may also represent your specialty).

Tier 3

Weapon Proficiency Varies

You can choose from one of two benefits. Either you are trained in using standard issue military weapons, 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, such as the automatic pistol), 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 standard issue military weapons) or action (Spray).

Tier 4

Force Multiplier Enabler

If two or more allies with this special ability work together to accomplish a task, one of you can take an extra action. The squad members determine who takes the extra action; however, the same character can't be designated to take the extra action granted by this ability on consecutive rounds. For example, if three squad members are all attacking the same enemy, an alternating squad member takes the extra action provided by this ability from one round to the next. That extra action is probably to make an additional attack but doesn't have to be.

Tier 5

Weapon Specialist Enabler

You can choose from one of two benefits. Either you are trained in using standard issue military weapons (or specialized if you are already trained), or you have the Arc Spray ability, which costs 3 Speed points. If a weapon can fire rapid shots without reloading (usually called a rapid-fire weapon, such as the automatic pistol), you can fire your weapon at up to three targets (all next to one another) as a single action. Make a separate attack roll against each target. The difficulty of each attack is increased by one step.

Enabler (being trained in using standard issue military weapons) or action (Arc Spray).

Tier 6

Good Soldiers Never Die Enabler

When you would normally die, you instead fall unconscious for one round and then awaken. You immediately gain 1d6+6 points to restore your stat Pools and are treated as if impaired until you rest for ten hours. If you die again before you take your ten-hour recovery roll, you are truly dead.

GM Intrusions: A weapon jams. An enemy anticipates the plan. Friendly fire. A commanding officer takes a dislike to the character.