[FOCI]
It's Only Magic
You know enough about magic to mistrust anyone who uses it, especially witches—people who study ancient rituals, make pacts with evil creatures, and use their power for personal gain. Warped by their abilities, they are dangerous threats to regular folks, and it’s up to people like you to find and eliminate those threats. Sure, some witches claim to be good and even act friendly, but you’ve seen it go bad all too often, and you won’t be fooled again.
You always carry weapons for fighting witches, or at least know what common tools will do as a weapon in a pinch. You wear clothing appropriate to the region and era (especially if regular people don’t know about magic or witches and you have to hide what you do). You may have a token, icon, or other reminder of your purpose, such as a lucky coin, a holy book, or a pouch of magic-thwarting herbs given to you by your mentor.
What a “witch” is depends on the setting. In a setting where magic is rare or secret, superstitious people might consider anyone who uses magic to be a dangerous witch. In a different setting, “witch” might refer to a specific organization of people who know how to use magic. In yet another setting, “witch” might specifically refer to the kind of witch described in the Creatures chapter of the Cypher System Rulebook.
A book of lore about witches, passed down to you from past witch hunters and updated over the years (or decades or centuries) with their advice and discoveries about witches.
You intimidate your foe so much that they pause, taking no action on their next turn (but they’re still able to defend themselves).
You are so intimidating that your foe chooses to flee, or at least retreat a bit to recover its courage and think of a new strategy.
You inflict 1 additional point of damage with weapons. When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3 additional points of damage.
You are trained in the traditional names, habits, suspected lairs, and related topics regarding the witches of your world. You know enough of at least one quasi-magical language (such as Latin or Ancient Greek) that you can make yourslf understood to them.
You are immune to attacks that would captivate, mesmerize, charm, or otherwise influence your mind.
Ability Choice: Choose either Improved Witch Bane or Misdirect as your tier 3 ability.
When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3 additional points of damage.
When an opponent misses you, you can redirect their attack to another target (a creature or object) of your choosing that's within immediate range of you. Make an unmodified attack roll against the new target (do not use any of your or the opponent's modifiers to the attack roll, but you can apply Effort for accuracy). If the attack hits, the target takes damage from your opponent's attack.
If you are affected by an unwanted ongoing magical condition or affliction (such as a curse, paralysis spell, withering hex, and so on) that gives you additional rolls to end it early, your rolls to end it early are eased by two steps until you break free.
Choose one type of attack, even one in which you are already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. If you're already trained in that type of attack, you instead are specialized in that type of attack.
Ability Choice: Choose either Hard to Kill or Heroic Witch Bane as your tier 6 ability.
You can choose to reroll any defense task you make but never more than once per round.
When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3 additional points of damage.
GM Intrusion: An NPC thinks you are paranoid or delusional. You mistakenly identify an ally as a witch minion. A member of a witch’s coven vows revenge.