[FOCI]

Worlds Numberless and Strange
You’ve trained your body and your will so relentlessly that you can harness ambient magic and focus it through your physical attacks, defenses, and moves. When you strike a foe, elemental energy suffusing your weapon, foot, or fist is discharged into your foe, along with the momentum of the strike itself. The full effect of the blow depends on your elemental connection, which means you could freeze, blow back, or blind your opponent. You are usually referred to as a monk because of the long hours of discipline required in the monastery where you learned to chain your body to elemental flows.
You probably wear flowing robes that do not restrict your movements or get in your way. You might also have one or more tattoos that highlight your physical prowess and your connected element. Vectors are most likely to be monks.
Robes, hood, two weapons of your choice, haversack, 50 feet (15 m) of rope, one or more tattoos, and 30 gold coins.
The target’s weapon is knocked from its hand. Retrieving the weapon or drawing a new one means the next attack the target makes with the weapon is modified by one step to its detriment.
Make an additional attack with your weapon on your turn. GM Intrusions: Three level 3 assassins who have been tracking you appear on the nearby rooftops. Doubt, disruption, or failure causes your elemental connection to falter until you succeed on a difficulty 3 Intellect-based task. Your elemental manifestation threatens, burns, or disrupts an ally. Opponents with weapons have greater reach. An elemental creature opposed to your chosen element appears and attacks.
Choose your preferred element: ice, wind, or earth. When you make an attack with a melee weapon, which could be your unarmed attack, it is sheathed with a visible manifestation of your chosen element, which has the following effect.
If you roll a natural 17, 18, 19, or 20 and the attack succeeds, the target is frozen stiff in a thin layer of ice, preventing it from taking an action on its next turn. This effect replaces the minor or major special effect you would normally gain.
The attack inflicts 1 less point of damage than normal, but it blows the target an immediate distance in a direction you choose
You inflict 1 additional point of damage to the target, or, instead of dealing damage, your blow blinds the target for one round with a spray of grit and sand
You know where to cause the most damage when you strike a foe, so your attacks inflict 1 additional point of damage
Your melee attack ignores 2 points of your foe’s Arm
You can leap to a location within short range and make a melee attack at any point along that path as part of the same action. If your elemental manifestation is wind, you can leap within long range.
When you wish it, your body exudes an aura of your chosen element for up to ten minutes, which has the following effect.
Action to initiate.
When you are the target of a melee or ranged attack, you can attempt to redirect it with your defense roll. If you roll a natural 17, 18, 19, or 20 and the defense succeeds, you redirect the attack away from you, either harmlessly into the ground or into an object or creature within immediate range. The target of the redirected attack has a chance to avoid the attack as normal.
You draw energy from your chosen element and no longer need food or water to sustain you. You also gain an additional one-action recovery roll per day.
Finally, you no longer age and won’t die of the ailments that advanced age engenders (though you can still be killed through violence, poison, and similar means)