[FOCI]

Eliminates Occult Threats

Expanded Worlds

Maybe you didn't want to learn magic. Perhaps it was either learn about the occult or die. Or maybe you had friends or family who were killed by a mysterious occult presence, which was what spurred on your early interest. In which case, you made it your single goal to pierce the heart of that mystery, and you discovered it was supernatural. Whether you've gotten to the bottom of the original series of occult events that set you on your path, you've become something of an occult detective and have the capacity to help others with their brushes with the supernatural.

Though by no means required, adepts and similar characters are usually most likely to choose Eliminates Occult Threats as a focus.

Additional Equipment

Occult paraphernalia, such as a tarot deck or similar, incense sticks, some vials filled with various substances (including dust, blood, and mercury), and an amulet of supposed ancient vintage.

Spellcasting Special Abilities

If you have special abilities that seem supernatural, you perform them as minor spells you invoke, which involve an arcane gesture or two, a few mystical words, and possibly a pinch of dust or other material. This alteration changes nothing except how you trigger the effects.

Also, you can choose to learn the minor spell Pocket Eclipse instead of one of the abilities granted by your type.

Pocket Eclipse (2 Intellect points) Action

For the next ten minutes, light drains from an area within long range that is no bigger than an immediate distance in diameter. Light cannot enter the area of eclipse, and creatures that normally can see in the dark cannot see in the area. If you cast Eclipse on an object, the effect moves with the object and could be temporarily suppressed if the object is enclosed in wrapping or a container.

Action to initiate.

Minor Effect Suggestion

Your foe is surprised by or has a bad reaction to your magic for one round, during which time the difficulty of all its tasks is modified by one step to its detriment.

Major Effect Suggestion

An important item on the target's person is destroyed.

Tier 1

Occult Knowledge Enabler

You have studied ancient tomes, scrolls, and from stone tablets unearthed in distant parts of the world. You are trained in all tasks related to knowledge of the occult, supernatural, and magic.

Track the Supernatural (2+ Intellect points) Action+

You have learned various arcane tricks and occult divinatory spells, enough to allow you to track down a range of occult activity within a mile. You normally can't track entities themselves but instead the places where magic or other supernatural effects were used. When you use this ability, you must burn an ancient parchment and observe the smoke, draw a magic circle and meditate inside, or take some other occult action that occupies you for about a minute. Then you can track occult effects of up to level 2 (and gain a vague sense of what has happened even before you get there, which might allow you to discriminate between multiple hits) to its location. Instead of applying Effort to decrease the difficulty, you can use it to increase the level of the effect you can detect; each level of Effort applied increases the level by one.

A minute to initiate; your tracking sense lasts for about an hour.

Tier 2

Resist Occult Influence Enabler

You are naturally resistant to supernatural influence that seeks to seize control of your will. You have an asset to all defense tasks against magic, occult, and supernatural attacks and effects.

Investigator Enabler

To shine as an occult detective, you must engage both mind and body in your deductions. You can spend points from your Might Pool, Speed Pool, or Intellect Pool to apply levels of Effort to any Intellect-based task.

Tier 3

Enchant Creature (2+ Intellect points) Action

You know a spell for affecting the minds of other creatures. A level 2 target within immediate range does as you suggest on its next action (but will not follow suggestions to harm itself or its allies). Instead of applying Effort to decrease the difficulty, you can apply Effort to increase the maximum level of the target. Thus, to suggest a course of action to a level 5 target (three levels above the normal limit), you must apply three levels of Effort.

Tier 4

Draw Conclusion (3 Intellect points) Action

After careful observation and investigation (questioning one or more NPCs on a topic, searching an area or a file, and so on) lasting a few minutes, you can learn a pertinent fact. This ability is a difficulty 3 Intellect task. Each additional time you use this ability, the task difficulty increases by one step. The difficulty returns to difficulty 3 after you rest for ten hours.

Tier 5

Pass Through Barrier (5 Intellect points) Action

You know a spell for getting around most obstacles. You or a willing target you touch, along with all carried equipment, is transformed into a colorless mist for up to one minute. Someone transformed to mist can flow in any direction, including upward, an immediate distance each round (even against a strong wind), penetrate any area that isn't hermetically sealed and enjoy immunity to mundane physical attacks. Someone transformed to mist cannot speak, interact with objects or carried equipment, or use special abilities. If you begin falling a short or longer distance, you can invoke this ability quickly enough to avoid striking the bottom (shorter falls do not provide enough time).

Action to initiate.

Tier 6

Summon Demonic Entity (8+ Intellect points) Action

You know a spell for summoning a malefic entity into your presence. Work with your GM to determine the creature's nature and relationship with you (if any); otherwise, you summon a chain demon. The creature appears within immediate range, plucked from the realm of its origin. If you applied a level of Effort as part of the summoning, the demon is amenable to your instructions; otherwise, it acts according to its nature. The demon persists for up to one minute before returning to its nether realm, though at the GM's option, it may stay longer.

GM Intrusions: Complicated spells can be forgotten. Using unfamiliar magic can sometimes draw attention from Unseelie or demonic realms. Clients sometimes have hidden agendas.