[FOCI]

The Strange
You are a qephilim, which means your ancestors were servitors of the Incarnations. During the Age of Myth, qephilim were semidivine in their own right, and builders of the first civilizations in Ardeyn. The ancient qephilim thrived for thousands of years before Lotan shrugged, toppling most of those ancient empires and birthing humans that some saw as a curse. Later, when War betrayed the Maker and the Incarnations went away, so too did the semi-divine nature of the qephilim, who became mortal creatures. Because a trace of the old blood remains strong in you, because you've uncovered ancient scrolls regarding qephilim power, or due to a reason you don't yet fully comprehend, that power from days of yore wakes in you once more.
Your ebony skin, elongated jaw, and expressive ears mark you as a qephilim, but your mythlight is brighter and more pure than that of other qephilim, granting you grace obvious to anyone who sees you. Some might attempt to worship you, but others see you as a heretic for impersonating the ancient qephilim. Therefore, you often dim your glorious mythlight and enhanced abilities when possible.
Paradoxes, spinners, and vectors are equally likely to embrace qephilim ancestry.
If this is your starting focus, choose one of the following connections.
Ardeyn clothing, armor of your choice, two weapons of your choice (or a weapon and a shield), a relic in the shape of a badge worn by one of the ancient kindred, an explorer's pack, and 400 crowns.
When you perform moves, revisions, or twists that would normally use force or other energy, they instead use the semi-divine energy of your mythlight. For example, an Exception attack is a confluence of fundamental forces, but when you use it, the effect appears as if manifest from a pulse of your mythlight. This alteration changes nothing other than the type of damage.
Your mythlight absorbs a tiny charge from your successful action and feeds it back to you. You gain a +1 bonus to similar actions involving the same task (such as attacking the same foe).
Your mythlight pulses with divine glory. Make an immediate attack against that foe (using the same stat as the action that caused the major effect). If the attack succeeds, it inflicts 4 points of damage from divine radiance.
Choose a kindred from those indicated below. Your kindred indicates the Incarnation your ancestors served and that now manifests in you as a related semi-divine ability.
You are trained in all topics related to qephilim. Enabler
You can fashion a lance of divine radiance from your mythlight and hurl it at a target. This is a ranged attack with short range that deals 4 points of damage from divine radiance.
A target you select within immediate range is marked with a rune of angelic protection for one minute. You can mark only one such target at a time. If the target would be attacked, make an Intellect- based roll. If successful, the attacker must choose a different target for its attack.
A target you select within short range is marked with a rune of angelic abandonment for one minute. You can mark only one such target at a time. During that time, all attacks upon it are modified by one step in the attacker's favor.
Your mythlight pulses with divine radiance, which ignores flesh and directly assails the immortal spirits of up to three targets within short range (make an Intellect roll against each target). This burst inflicts 3 points of Intellect damage that ignore Armor. For each 2 additional Intellect points you spend, you can make an Intellect attack roll against an additional target. If you spend 1 additional Intellect point, all targets who are successfully hit are also blinded for 1 round.
You call a physical object in Ardeyn to you. You can choose any piece of normal equipment on the Ardeyn equipment list, or (no more than once per day) you can allow the GM to determine the object randomly. If you call a random object, it has a 15% chance of being a cypher or an artifact, a 45% chance of being a piece of Ardeyn equipment, and a 40% chance of being a bit of worthless junk. You can't use this ability to take an item held by another creature.
You can fly through the air for one hour, during which time your mythlight blazes. For each level of Effort applied, you can affect one additional creature of your size or smaller. You must touch the creature to bestow the power of flight (during which time it is outlined in the gleam of your mythlight). You direct the other creature's movement, and while flying, it must remain within sight of you or fall. In terms of overland movement, a flying creature moves about 20 miles (32 km) per hour and is not affected by terrain.
Action to initiate.
GM Intrusions: Racial prejudices and ancient hatreds can come from surprising corners.