[FOCI]

Smites the Wicked

In Translation

You are a champion of righteousness in a land threatened by evil. You've sworn to uphold a moral cause even if most hope for goodness is dead. Finding the wicked where they hide, especially creatures born into evil or entities whose mere existence is anathema to virtue, is a duty you do not shirk, even on days when you'd rather do anything else. By pledging yourself to the cause of all that's holy, your strength is magnified, your abilities are enhanced, and your purpose is aligned to the divine.

If you are in Ardeyn, the evil threatening the land is the Maker's betrayal and the long absence of the Incarnations. Despite that, the Seven Rules remain bound to the land, and you draw your abilities from that bedrock of moral certainty. The Seven Rules (and the Seven Incarnations, who the rules were named after) are: Commerce, Death, Desire, Law, Lore, Silence, and War.

You probably wear gleaming plate armor, carry a shield with the sigils of the Incarnations inscribed on its surface, and wield a shining shamshir (a blade like a scimitar).

Vectors commonly choose to become sacred warriors who serve a higher power, calling, or sworn oath.

Equipment

Plate armor, shield, one medium or light melee weapon of your choice, a talisman signifying your cause, and 50 crowns.

Minor Effect Suggestion

A blaze of righteous power causes your foe to drop its weapon and fall to its knees.

Major Effect Suggestion

Your foe has a change of heart, at least for a round, and runs from your righteous might.

Tier 1

Sense the Wicked (2 Intellect points) Action

You sense the presence of the nearest creature of irredeemable evil (such as demons, many dragons, spirits of wrath, and creatures of the Strange like kray, inklings, other Strangers, and other creatures your GM determines) within short range. If the wicked creature has taken special precautions to hide its identity, determining its presence or true nature is an Intellect-based task whose difficulty is equal to the creature's level or the level of the effect employed.

Sacrifice of the Righteous Enabler

You can spend points from either your Speed Pool or your Intellect Pool when applying levels of Effort to increase your weapon damage. In addition, you can spend points from either your Might Pool or your Speed Pool when applying levels of Effort to any Intellect-based special ability granted by this focus.

Tier 2

Sacred Warrior Enabler

You inflict 2 additional points of damage when fighting demons, evil spirits, evil dragons, and Strangers.

Hands of the Healer Skill

You are trained in all healing tasks. In addition, when you successfully heal a creature, it regains 2 additional points.

Tier 3

Trained Warrior Skill

You are trained in using a weapon of your choice in which you are not already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged.

Tier 4

Call Upon the Sacred Incarnations Varies

As a warrior sworn to the memory of the absent Incarnations, you can call upon their influence to cleanse the land of evil. Choose one Incarnation. You gain the associated ability described below.

Tier 5

Phenomenal Warrior Enabler

You are specialized in using a weapon of your choice: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. If you are already specialized in using that weapon, you deal 2 additional points of damage with it instead.Enabler

Tier 6

Courageous Warrior Enabler

You and all creatures you designate within an immediate distance cannot be frightened by the effects of magic, creature special abilities, or similar sources.

Improved Sacred Warrior Enabler

You inflict 3 additional points of damage when fighting demons, evil spirits, evil dragons, and Strangers.

GM Intrusions: The demon possesses unexpected additional abilities. Your weapon breaks. A difficult moral choice must be made. Circumstances lead you to have a moment of doubt.