[FOCI]

Lived Among the Fey

We Are All Mad Here

You spent a lot of time in another world, one that others don't believe actually exists. What you learned there gives you insight and vision that most people don't have. You've seen things. Beautiful things. Unspeakable things. Some of them came back with you and stay with you to this day.

A character who Lived Among the Fey might have spent time among the fairies (or other creatures in a different far-off land) or they may have dreamed, hallucinated, or imagined the whole thing. Do they know the difference? Does it matter? The name of the focus can be changed to something that more appropriately reflects the character's experience, such as Fell Into Wonderland or Crossed Into Narnia.

Tier 1

See the Unseen Enabler

You can automatically 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 task is eased.

Tier 2

Bestiary Knowledge Skill

You are trained in the lore of flesh-eating, nonhumanoid creatures—recognizing them, knowing their weaknesses, and knowing their habits and behaviors.

Tier 3

Dream Becomes Reality (4 Intellect points) Action

You create a dream object of any shape you can imagine that is your size or smaller, which takes on apparent substance and heft. The object is crude and can have no moving parts, so you can make a sword, a shield, a short ladder, and so on. The dream object has the approximate mass of the real object, if you choose. Your dream objects are as strong as iron, but if you do not remain within long range of them, they function for only one minute before fading away.

or

Find the Hidden (4+ Intellect points) Action

You see the traceries of objects as they move through space and time. You can sense the distance and direction of any specific inanimate object that you once touched. This takes anywhere from one action to hours of concentration, depending on what the GM feels is appropriate due to time, distance, or other mitigating circumstances. However, you don't know in advance how long it will take. If you use at least two levels of Effort, once you have established the distance and direction, you remain in contact with the object for one hour per level of Effort used. Thus, if it moves, you are aware of its new position.

Action to initiate; action each round to concentrate.

Tier 4

Pay It Forward (3 Intellect points) Action

You can pass on what you've learned. When you give another character a suggestion involving their next action that is not an attack, their action is eased for one minute.

Tier 5

Nightmare (5 Intellect points) Action

You pull a horrifying creature from your worst nightmare into the waking world and sic it on your foes. The nightmare persists each round while you use your action concentrating on it (or until you disperse it or it is destroyed). It has one of the following abilities, which you choose when you call it.

Nightmare: level 5; health 15; inflicts a moderate wound (5 points)

Action to initiate, action each round to concentrate.

Tier 6

Explains the Ineffable Enabler

Through anecdotes, historical retellings, and citing knowledge that few but you have previously understood, you enlighten your friends. After spending 24 hours with you, once per day, each of your friends can ease a particular task by two steps. This benefit is ongoing while you remain in your friends' company. It ends if you leave, but it resumes if you return to your friends' company within 24 hours. If you leave your friends' company for longer than that, you must spend another 24 hours together to reactivate the benefit.

or

Drawing on Life's Experiences (6 Intellect points) Action

You've seen a lot and done a lot, and that experience comes in handy. Ask the GM one question, and you'll receive a general answer. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task. Generally, knowledge that you could find by looking somewhere other than your current location is level 1, and obscure knowledge of the past is level 7.

The GM decides if a target you want to drain is protected in some way, which hinders your attack, or doesn't have any power you can tap. When using Drawing on Life's Experiences, the player is encouraged to make up an anecdote, even if only in overview, that serves as a basis for gaining the ability's benefit.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

GM Intrusions: The memories of the character’s experiences reappear suddenly, distracting them from their action. A loud noise or particular sight reminds the character of a bad experience, panicking them.