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Focus Fire

  • casting time Standard
  • range Earshot

  • components 10 Focus
  • duration Concentration

The character calls out an enemy in line of sight and inspires one or more allies of their choice in earshot, up to the character's Vigilance. They gain an edge on all action checks against that enemy.

Battle Plan, Rank 3 Tactics

Change of Plans

  • casting time Reaction
  • range Earshot

  • components 5 Focus
  • duration Instantaneous

Trigger: An ally has trouble on an action check.

The ally gains edge on that action check.

Inspiration, Rank 2 Tactics

Combat Support

  • casting time Standard
  • range Earshot

  • components 10 Focus
  • duration 1 Round

Once per battle, the character chooses an ally in earshot. If the ally makes an action check before the start of the character's next turn, the ally automatically rolls a 1 on their Marvel die, and that die cannot be affected by trouble.

Change of Plans, Rank 3 Tactics

Operations Center

  • casting time Standard
  • range Earshot

  • components 15 Focus
  • duration Concentration

The character inspires one or more allies of their choice in earshot, up to the character's Vigilance defense. Affected allies gain an edge on all action checks until the start of the character's next turn. The character breaks concentration on this power if they use a movement action.

Combat Supper, Focus Fire, Rank 4 Tactics

Keep Moving

  • casting time Reaction
  • range LOS/Earshot

  • components None
  • duration Instantaneous

Trigger: An ally in line of sight and earshot is demoralized or stunned.

The demoralized or stunned condition ends.

Tactics

Battle Plan

  • casting time Standard
  • range Earshot

  • components 10 Focus
  • duration 1 Round

The character inspires one or more allies of their choice in earshot, up to the character's Vigilance. Inspired allies gain an edge on all action checks until the start of the character's next turn.

Inspiration, Rank 2 Tactics

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