[FOCI]

Steers the Coven

It's Only Magic

Magic is strongest when wielded by a community. The strength of a community is derived from the strength of its leader, and you've taken on the role. Maybe you were chosen, or maybe you volunteered. Maybe you have an official title and responsibilities, or maybe you serve as an informal mentor. Maybe you run a coven with bylaws and a charter, or maybe you host gatherings where your friends and family can perform rituals together. Regardless, you're responsible for a coalition of magicians who look to you for guidance, protection, and problem-solving.

Minor Effect Suggestion

The evident power of the support from your coven intimidates a foe, who retreats a short distance away on their next turn.

Major Effect Suggestion

Your opponent respects your commitment to your coven so much that they withdraw from the conflict (although they may return later).

Tier 1

Community Activist Enabler

When speaking to others in a community you have a strong connection to, you are trained in persuasion and intimidation tasks about topics that directly relate to the community.

Community Knowledge (2 Intellect points) Action

If you've invested yourself in a community and have spent at least a few months living there, you can learn things about it through a variety of methods. Sometimes contacts slip the information to you. Other times, you're able to draw conclusions simply by what you can see and hear. When you use this ability, you can ask the GM one question about the community and get a very short answer.

Abilities that rely on the character being a part of the community give the GM additional material for scenarios. For instance, even as the character gains benefits from those in the community, other NPCs in the community might call on the character to help them solve some of their issues, too.

Tier 2

Shepherd's Fury Enabler

You inflict 3 additional points of damage when engaging in combat that directly relates to advancing the needs of a community you are associated with. (You and the GM can decide whether a particular situation warrants the additional damage.)

Tier 3

Ability Choice: Choose either Inspire Action or True Guardian as your tier 3 ability.

Inspire Action (4 Intellect points) Action

If one ally can see and easily understand you, you can instruct that ally to take an action. If the ally chooses to take that exact action, they can do so as an additional action immediately. Doing so doesn't interfere with the ally taking a normal action on their turn.

or

True Guardian (2 Might or Intellect points) Enabler

When you stand guard as your action, allies within immediate range of you gain an asset to their defense tasks. This lasts until the end of your next turn.s

Tier 4

Ritual Guidance Enabler

When you participate in a magical ritual with two or more members of your coven, ritual tasks for all participants are eased by two steps.

Tier 5

Protective Instincts (6+ Might, Speed, or Intellect points) Enabler

When engaging in combat to defend your coven or home, you can attack up to five different foes with a single action as long as they are within immediate range of each other. All the attacks must be the same sort of attack (melee, ranged, or spell), and the point cost of this ability is deducted from whichever Pool the attack uses. Pay the costs (if any) separately for each attack, and make a separate attack roll for each foe. Anything that modifies your attack or damage applies to all attacks. You remain limited by the amount of Effort you can apply to one action. In addition to the normal options for using Effort, you can use Effort to increase the number of foes you can attack, with one additional foe per level of Effort.

Tier 6

Ability Choice: Choose either Deep Consideration or Drawing on Life’s Experiences as your tier 6 ability.

Deep Consideration (6 Intellect points) Action

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

Drawing on Life's Experiences (6 Intellect points) Action

You've seen a lot and done a lot, and that experience comes in handy. Ask the GM one question, and you'll receive a general answer. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task. Generally, knowledge that you could find by looking somewhere other than your current location is level 1, and obscure knowledge of the past is level 7.

The GM decides if a target you want to drain is protected in some way, which hinders your attack, or doesn't have any power you can tap. When using Drawing on Life's Experiences, the player is encouraged to make up an anecdote, even if only in overview, that serves as a basis for gaining the ability's benefit.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

GM Intrusions: A member of your coven betrays you. You draw unwanted media attention. A concerned neighbor accuses you .