[FOCI]

Cypher System Rulebook 1e
You dwell in the wilds. You probably have done so most, if not all, of your life, coming to understand the mysteries of nature, weather, and survival. The ways of flora and fauna are your ways.
Your rough, rugged clothing shows little concern for style. Most of the time, covering yourself in natural smells to keep your scent from arousing suspicion in the wilderness is more important than bathing to keep yourself presentable to other humans.
Vectors are most likely to live in the wilderness, perhaps working as guides, hunters, trappers, scouts, or trackers. A paradox that does so might be seen as a nature priest or wild wizard.
If this is your starting focus, choose one of the following connections.
Clothing, light or medium armor, two weapons of your choice (or one weapon and a shield), an explorer's pack, and 300 crowns.
A foe that is a natural creature flees rather than continue to fight you.
A foe that is a natural creature becomes warily passive.
You are trained in two of the following: climbing, swimming, navigation, or identifying plants and creatures.
You gain 3 points to your Might Pool.
Given an hour or so, you can always find edible food and potable water in the wilderness. You can even find enough for a small group of people, if need be. Further, since you're so hardy and have gained resistance over time, you are trained in resisting the effects of natural poisons (such as those from plants or living creatures). You're also immune to natural diseases.
While taking any action (including fighting) in the wild, you ignore any penalties due to natural causes such as tall grass, thick brush, rugged terrain, weather, and so on.
You are trained in listening and spotting things. In addition, most of the time, the GM should alert you if you're about to walk into an ambush or a trap that is lower than level 5.
or
While in the wilderness, or when talking about your time in the wilderness, your stirring words of encouragement grant a target within short range that can understand you 1d6 points to one Pool. You can't use this ability on the same creature again until they've made a recovery roll.
Your connection to the natural world extends to a degree that some would call supernatural. While in the wilderness, you can extend your senses up to a mile in any direction and ask the GM a very simple, general question about that area, such as “Where is the orc camp?” or “Is my friend Deithan still alive?” If the answer you seek is not in the area, you receive no information.
While you're in the wilderness, foes within short range are tripped by rocks, tangled in vines, bitten by insects, and distracted or confused by small animals, which hinders all their tasks for ten minutes
Action to initiate.
For the next hour, natural animals and plants within long range will not knowingly harm you or those you designate. In addition, your Might Edge, Speed Edge, and Intellect Edge increase by 1, and if you make any recovery rolls during this period, you recover twice as many points
Action to initiate.
or
By drawing your clothing about you just so and using various tricks and your deep knowledge of your surroundings, you become invisible in the wilderness for ten minutes. While you are invisible, this asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the remaining invisibility effect by taking an action to focus on hiding your position.
Action to initiate or reinitiate.
GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.