[FOCI]

Prays to the Multiverse

Path of the Planebreaker

The many-stranded realms of every dimension and plane comprising the cosmos are enormous beyond reckoning. Even individual gods, for all their divine power and influence, seem miniscule when set against such a backdrop. Taken all together, the multiverse is a seething, multifaceted influence that seems intent on making certain that if something can happen somewhere, then it should happen, if only to serve as warning, and you are the agent of the multiverse's will.

You channel magic directly from the fabric of the multiverse itself, similar to how a nature priest draws upon the magic of plants and animals. You might serve a particular god whose interests align with yours, but it's just as likely that you avoid such entanglements.

You are likely to involve yourself in any aspect of life among the planes, where you judge whether a particular situation is reasonable or instead requires adjustment. Because the multiverse rarely speaks with one voice, it's up to you to decide for yourself what must be done. You do so by attempting to connect with alternate versions of yourself in other realities, briefly borrowing facts, skills, and abilities you yourself do not normally have.

Tier 1

Implement of the Multiverse Enabler Path of the Planebreaker

You are trained in planar lore.

Favor of the Multiverse Action Path of the Planebreaker

The multiverse's favor is powerful, but it doesn't reside with any one being for long. You increase the odds of its favor by choosing one creature within short range. For the next minute, that creature has one reroll that they can use on any task (as if spending 1 XP), but their GM intrusion range is increased by 2. They cannot use this reroll to avoid a GM intrusion (but can still spend XP or use other character abilities to refuse the GM intrusion).

You can use this ability one time, although it renews each time you make a recovery roll.

Tier 2

Learn From Yourself Action Path of the Planebreaker

You make a connection across the multiverse to a parallel version of yourself that knows what you don't. Choose one task (other than attacks or defense) to borrow from your parallel self. For the next minute, you're trained in that task. You can't use this ability with a skill in which you're already trained to become specialized.

You can use this ability one time, although it renews each time you make a one-hour or ten-hour recovery roll.

Tier 3

Multiverse Energy (4 Intellect points) Enabler Path of the Planebreaker

You channel energy from the multiverse into a weapon you wield, covering it in a flickering glow. For the next ten minutes, the weapon inflicts 2 additional points of damage, typically acid, cold, electricity, or fire (chosen by the GM). The energy vanishes if you stop holding or carrying the weapon.

or

Travel the Multiverse (3 Intellect points) Action Path of the Planebreaker

You draw on the mystical power of the multiverse to interact with the Path. Choose one of the following effects when you use this ability.

If you have a Path token, using this ability grants you two assets on tasks to navigate the Path.

Tier 4

Wormhole (6 Intellect points) Action

You create a doorway through time and space. The shortcut manifests as a hole in reality large enough to accommodate you and creatures of your size or smaller. One side of the doorway appears anywhere within immediate range, and the other side opens at a spot you choose anywhere within long range. Any character or object moving into one side exits from the other. The door remains open for one minute or until you use an action to close it

Action to initiate.

Tier 5

Divine Intervention (2 Intellect points, or 2 Intellect points+4 XP) Action

You ask the divine to intervene on your behalf, usually against a creature within long range, changing the course of its life in a small way by introducing a major special effect upon it. The major special effect is akin to what occurs when you roll a natural 20 on an attack. If you want to try for a larger effect, and if the GM allows it, you can attempt a divine intervention with a more far-reaching effect, which is more like the kind of GM Intrusion initiated by the GM on their players. In this case, Divine Intervention also costs 4 XP, the effect may not work out exactly like you hope, and you may not make another plea for divine intervention for a week.

Tier 6

Perfect Self Action Path of the Planebreaker

You call upon a special ability from an alternative reality version of yourself, potentially exactly what you need to overcome a specific situation. Choose one of the following effects.

You can use this ability one time, although it renews each time you make a one-hour or ten-hour recovery roll.

or

Summon Demon (7+ Intellect points) Action

A demon appears within immediate range. If you applied a level of Effort as part of the summoning, the demon is amenable to your instructions; otherwise, it acts according to its nature. Regardless, the demon persists for up to one minute before it fades away—you hope.

Action to initiate.

GM Intrusions: Energy or matter from another plane bleeds into your current location or interferes with what you're trying to do. You draw the attention of a hostile entity from another plane. You are distracted or misled by something you sense in a parallel plane.