[FOCI]

The Strange
Lotan's fire burns with the sin of a fallen god. Fire burns flesh, and sin burns the mind. Thus by the Maker's will, Lotan's fire is contained at Ardeyn's core, so it does not sicken any except those who make the forbidden journey to look upon it.
You, however, were among the few who could sense the sinfire burning within the core. You understood its potential as a weapon, dared the screaming nightmares that afflicted you, and finally allowed the sinfire to pass through you without burning you—without burning much of you, anyhow. Because of the fire you wield, you eventually learned to sense the sins of others, which is why you are sometimes called a sinfire inquisitor.
You probably wear red and black, or perhaps orange and red. Runes that depict accusation and punishment are stitched into the hem of your coat or robes.
Although most sinfire inquisitors are paradoxes, sinfire-wielding spinners and vectors are quite fearsome.
If this is your starting focus, choose one of the following connections.
Ardeyn clothing, light or medium armor, one weapon of your choice, an explorer's pack, a candle and 10 matchsticks, and 300 crowns.
A transgression the target committed against someone or something it values flashes before its eyes, which dazes it for one round, during which time the difficulty of all tasks it performs is modified by one step to its detriment.
Make an immediate Sinfire Touch attack against the target as part of your turn, even if the target is up to long range away from you.
Your hands burst into flame. If you touch a creature, you can choose to either inflict 3 points of damage from heat or inflict 1 point of Intellect damage that ignores Armor.
Alternatively, you can use this ability on a weapon. If you imbue a weapon with sinfire, that weapon inflicts 1 additional point of fire damage for ten minutes.
Action for touch or to imbue; Enabler for weapon.
You can sense a significant baleful act that a creature within short range has committed during its life—if it has committed any. To do so, you must be able to see your target and spend an action concentrating on it. If the target has committed something the GM decides is a sin, you sense the possibility, though not the specific sin or sins.
For the next minute, you can use your Sinfire Touch attack on that target at long range, even if you can't see the target (though you do have to know the target is in range). If an attack you make deals damage, you also learn the nature of one of the sins committed by the target.
Action to initiate.
You unleash a conflagration of sinfire, burning up to three targets within short range (make an Intellect roll against each target). This burst inflicts either (your choice) 5 points of fire damage or 3 points of Intellect damage (the latter ignores Armor). For each 2 additional Intellect points you spend, you can make an Intellect attack roll against an additional target.
When you defend against attacks and effects that would compel you to act in a way you'd prefer not to, the difficulty is modified by two steps to your benefit.
When making an attack with sinfire, once per minute you can reroll any attack roll you wish and take the better of the two results.
When making a sinfire attack that deals heat damage, you deal 2 additional points of damage. When making a sinfire attack that deals Intellect damage and ignores Armor, you deal 1 additional point of damage. When you imbue a weapon with sinfire, it gains the same bonus to damage (including the option to deal Intellect damage).
GM Intrusions: Some see such power as being demonic. Sometimes the sins of others can be surprising or even overwhelming.