[FOCI]


Expanded Worlds
You took too much interest in faerie ways and in your studies, you stole the language of the moths, learning it for yourself. You gained power over moths, but in the process gained the ire of a greater power, entities dark, mysterious, and vengeful. You call them cryptic moths. Now they hunt you. Or at least, that's the story you tell, and maybe it's true. Or maybe you're a fugitive from some Unseelie court and have taken on the shape and personality of something else to hide what you are and what you've done. But you're still hunted by your kind. You probably wear clothing designed to draw as little attention to yourself as possible.
You have a moth-shaped tattoo or birthmark on your neck or the back of your wrist, a gift your enemies managed to brand you with once before you escaped.
If you have special abilities that seem supernatural, you perform them as minor charms you invoke that are accomplished either directly by a swarm of moths, or the effect is accompanied by the appearance of fluttering moths or moth wings. Also, you can choose to gain the Cloak of Moths ability instead of one of the abilities granted by your type.
You call a swarm of fluttering insects from nearby and, speaking in the language of moths, ask them to protect you. The swarm wraps itself around you in a halo of fluttering moth wings, granting you an asset to Speed defense tasks for up to ten minutes.
Action to initiate.
Moths flutter around the foe's face, increasing the difficulty of attacks the foe attempts on its next turn by one step.
Your foe accidentally ingests a moth, and coughing and choking, loses its next turn.
You're hunted, but you can defend yourself. When you will it, your hands crackle with electricity, and the next time you touch a creature, you inflict 3 points of damage. Alternatively, if you wield a weapon, for ten minutes it crackles with electricity and inflicts 1 additional point of damage per attack.
Action for touch; enabler for weapon.
Your eyes shine lantern-bright for ten minutes, allowing you and anyone near you to see in the dark to a short distance. This effect has been known to attract moths, both natural and unnatural.
Action to initiate.
You can perceive creatures and objects that are normally invisible, out of phase, or only partially in this universe. When looking for things more conventionally hidden, the difficulty of the task is also reduced by one step.
You call a swarm of fluttering insects from nearby and, speaking in the language of moths, ask them to protect you. The swarm wraps itself around you in a halo of fluttering moth wings for up to ten minutes.
The moths automatically inflict 2 points of damage to anyone who tries to touch you or strike you with a melee attack and you gain +1 Armor.
Action to initiate.
Though they hate you all the more for it, you've captured and bound one of your hunters so that now it serves you. Invisible until you call upon it, your cryptic moth captive follows your instructions. You and the GM must work out the details of your cryptic moth. You'll probably make rolls for your moth when it takes actions. Your moth in combat usually doesn't make separate attacks but helps with yours. On your action, if the moth is next to you, it serves as an asset for one attack you make on your turn. If the moth is killed, you call and capture another within a week.
You call a massive swarm of fluttering insects from nearby and, speaking in the language of moths, ask of them to carry you and up to six of your allies through the air to a distant location. The swarm can travel at a rate of 1,000 feet (305 m) per round for up to eight hours. At this speed, most dangerous encounters are ignored. If the moths are attacked or otherwise harmed while ferrying you and your allies, they drop you and disperse.
Action to initiate.
You call a massive swarm of fluttering insects from nearby and, speaking in the language of moths, ask them to blind up to three foes within long range of you. The swarms flutter around the eyes and head of the targets like a halo, either completely blinding the targets on a successful Intellect act, or effectively distracting the target even on a failed attack so that the target acts as if one level lower. Targets are blinded (or distracted) for up to one minute.
GM Intrusions: Sometimes when a swarm of moths is called, a cryptic moth responds instead, and it isn't friendly.