[FOCI]

Is Pledged to the Annihilation

Planar Character Options

You have knowledge of the end of all things. Or, at least, the end of all things in a prior instantiation of the multiverse. You call it the Annihilation. You're not exactly sure of its true nature. But to you, it manifests as a blot of entropy, the essence of nothing, an existential dread, and the space between lines. It is liminal. And if the dreams that have been jolting you awake are true, it was responsible for ending all life, all thought, and all existence in the prior cosmos—unless they're a hint at what the future has in store for all current existence.

How or why the Annihilation is active in this multiverse is unclear, though you have your guesses. In the meantime, it has offered you power, if only you swear to keep it in mind in everything you do. Whether you accepted that offer out of ignorance, because you were forced into it, or with grim satisfaction that you might help usher in the end of everything is between you and the Annihilation.

Tier 1

Ray of Unraveling (2 Intellect points) Action

A greyish tendril of nothingness licks out toward an object or creature in short range. If you target an object no larger than twice your size, the object descends two steps on the Object Damage Track if you succeed on an Intellect task against its level. Your task is hindered if the object is a cypher or an artifact.

If you successfully target a creature, it takes 1 point of Speed damage (ignores Armor) and become susceptible to further attacks from this ability—it becomes "frayed" for one hour. Any time you hit a frayed creature with Ray of Unraveling successfully, it takes 5 points of Speed damage (ignores Armor).

Tier 2

Nowhere (3+ Intellect points) Action

You leave reality for nowhere and nothing. When you do, you disappear. As reality cracks, one target you select within immediate range of the spot you vacated becomes despondent. Each level of Effort applied allows you to affect an additional target within range; make a separate Intellect attack against each. Intellect defense rolls of despondent creatures are hindered for one minute.

From your perspective, all is a grey, formless nothingness. Not even your body seems to exist. You have no knowledge of what occurs in the area you vacated. You can take no actions until you reappear 1d6 rounds later in the spot you vacated, or in the nearest open space if the spot you left is occupied. Others might be shaken by this experience, but you're exhilarated: on your next recovery roll, you regain an additional number of points equal to your tier.

Action to initiate.

Tier 3

Ability Choice: Choose either Reap or Step In Between as your tier 3 ability.

Reap (4+ Intellect points) Action

Shades of the dead swirl into existence at a point you indicate within short range, chilling an area an immediate distance across. A paralyzed, unconscious, debilitated, or otherwise helpless target you choose in the area dies immediately if your attack is successful. For each level of Effort applied, you can affect an additional target in the area; make a separate Intellect attack against each. For each creature you kill with this ability, you gain a one-action recovery roll; any of these rolls not used within the next ten minutes are lost.

All things tend toward dissolution and death; however, when you Reap, you can gather the energy released by decay for your own benefit.

Step In Between (5+ Intellect points) Action

You and up to three additional targets you touch magically vanish into an artificial dimension referred to as "in between" for one hour, leaving nothing behind. In between is a hollow cube 20 feet (6 m) on a side, empty but for what you bring with you. It has breathable air and is at a comfortable temperature.

While in between, you are isolated from whatever location you stepped out of and do not know what happens there (unless you have some other means of divining that). You can spend the duration in between, or leave early as part of another action. If you die in between, everyone is automatically expelled from the space as it dissipates. When you return from in between, you and whatever you brought with you appear where you and they left or, if those spaces are now occupied, in the nearest open spaces.

For each additional level of Effort you spend, you can bring three more targets with you into the artificial dimension.

Action to initiate.

Tier 4

Wrap of Anarchy Enabler

You snatch from entropy a length of grey, fabric-like material composed of remnants of unmade dimensions. It functions as a normal scarf for you but also offers the following advantages.

¥ The wrap grants you +1 to Armor. ¥ The wrap grants you an asset to your Speed defense rolls. ¥ If you are ever subject to a disintegration-style attack (an entropic effect attempting to tear you apart, particle by particle), you can make your defense roll twice and take the better result. In anyone else's hands, the scarf simply melts away, though you can form a new one as your action immediately following a recovery roll.

Tier 5

Reality Quake (6 Intellect points) Action

The fabric of reality crumbles around a point you choose within long range. Each creature you affect (make a separate Intellect attack against each) within immediate distance of that point takes 3 points of damage and is stunned, losing their next turn. An unaffected creature still takes a minor wound (1 point) but is not stunned. Unattended objects and elements of structures within the area descend one step on the Object Damage Track.

Tier 6

Ability Choice. Choose either Entropy or Entropic Opportunity as your tier 6 ability; whichever you choose, you also gain Spell Reflection.

Entropy (5 Intellect points) Action

You magically distort reality, allowing entropy to pour in from a point of your choice within short range. Make an Intellect attack against each creature within immediate range of that point. Affected creatures each take 3 points of damage (ignores Armor) as the particles making up their bodies begin to randomly dissociate, or 1 point of damage (ignores Armor) even on a failed attack. For up to one minute, each round you continue to use your action to concentrate on increasing entropy in the Someone using Reality Quake calls on the Annihilation, a little.understood entropic force, entity, or manifestation of the end of all things. Nowhere, page 37 Step In Between, page 37 Compare your Might task result against the level of each targeted object; lower-level objects might be affected, while higher-level ones could remain unaffected. area, creatures who you initially affected take an additional 2 points of damage (ignores Armor). The effect of Entropy ends early if you use an action to do anything other than concentrate on the effect. The effect also ends for an individual target if they move more than a short distance from you or you can no longer see them. Up to three objects in the area that are not being worn or carried that you specify are also affected; attempt one Might task each round to move targeted objects one step down the Object Damage Track.

Action to initiate.

Entropic Opportunity (7+ Intellect points) Enabler

When you use Nowhere, not only are you exhilarated, but when you step back into reality, you gain the capacity to unleash an entropic death bolt at a target within long range. If the target is level 4 or lower, it is killed outright. For each level of Effort you apply, you can increase the level of the target by 1. You must use the entropic bolt within an hour of returning from the in between.

Spell Reflection (5 Intellect points) Enabler

Your scarf-like garment provided by your Wrap of Anarchy ability protects you against spell attacks. If you make a successful defense roll against a magical attack that you are the only target of, the attack bounces back on the attacker. Make an unmodified attack roll against the target (do not use any of your or the target's modifiers to the attack roll, but you can apply Effort for accuracy). If the attack hits, the target is affected by the spell as if you had cast it.

GM Intrusions: With so much entropy swirling around, sometimes nearby equipment (possibly an ally's) breaks. Sometimes small items—quills, pouches, tokens, single socks, and the like—fall into the spaces between existence and are lost.