[FOCI]

Possesses a Shard of the Sun

You have the ability to create and sculpt light, to bend it away from you or gather it to use as a weapon. Perhaps a shard of a strange stone became embedded in your flesh and through it you can control light. Or you might have always had the gift, a freak talent handed down to you by the ancients.

Most people able to command light favor bright colors in their clothing since those colors reflect light rather than absorb it.

Nanos tend to be the ones who possess shards of the sun, calling themselves light bearers or sun savants. They find its power useful for exploration and personal protection. Jacks appreciate how the abilities help them trickand elude foes, while glaives harness the power to destroy their enemies.

Additional Equipment

You have a crystal lens. When you shine light through it, the light extends for double the normal distance.

Radiant Abilities

If you perform abilities, those that would normally use force or other energy instead use light and heat. For example, when you use Ward, light dapples your body and flares when you would be attacked, preventing your enemies from landing a solid blow.

Minor Effect Suggestions

A flash of light leaves the creature dazzled. The difficulty of defense actions to resist the creature's attacks decreases by one step.

Major Effect Suggestions

An intense flash of light leaves the creature blinded for one minute.

Tier 1

Enlightened Skill

You are trained in any perception task that involves sight.

Illuminating Touch (1 Intellect point) Action

You touch an object, and that object sheds light to illuminate everything in short range. The light remains until you use an action to touch the object again.

Tier 2

Dazzling Radiance (2 Intellect points) Action

You send a barrage of dazzling colors at a creature within short range. This attack is an Intellect action, and, if successful, it deals 2 points of damage to the target. In addition, until the end of the next round, the difficulty of all defense actions to resist the target's attacks is reduced by one step. The difficulty is not reduced if the target relies on senses other than sight to "see."

Tier 3

Burning Light (3 Intellect points) Action

You send a beam of light at a creature within long range and then tighten the beam until it burns. This attack is an Intellect action. If successful, it deals 5 points of damage to the target.

Tier 4

Sunlight (3 Intellect points) Action

A mote of light travels from you to a spot you choose within 100 feet (30 m). When the mote reaches that spot, it flares and casts bright light in a 200-foot (61 m) radius, and darkness within 1,000 feet (305 m) of the light becomes dim light. The light lasts for one hour or until you use an action to dismiss it.

Tier 5

Disappear (4 Intellect points) Action

You bend light that falls on you so you seem to disappear. You are invisible to other creatures for ten minutes. While invisible, you are specialized in stealth and Speed defense tasks. This effect ends if you do something to reveal your presence or position—attacking, performing an esotery, 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.

Tier 6

Living Light (5 Intellect points) Action

Your body dissolves into a cloud of photons that instantly travel to a location you choose and then reform. You can choose any open space big enough to contain you that you can see within long range. You disappear and almost instantly reappear in the space you chose. It takes until the end of the round for your body to become fully solid, so until the start of the next round, you take half damage (minimum 1 point) from all physical sources.

GM Intrusions: Sudden bright light can leave others dazzled or even blinded when you don't intend them to be.