[FOCI]
Tidal Blades
Ever since mutated monsters started breaking out of the Fold, you've been fascinated by how it changed them and by their new mysterious abilities. To be sure, you're not about to take the creatures head on; you're happy to leave the fighting to someone else. You just want to study them and learn more about their wonders, ideally from a very safe distance.
Your bestiary or journal is your most prized possession, and you know everything there is to know about monsters. When you discover something new, you're probably quick to scribble a few additional notes to bring to the Elders on your next trip to the Citadel.
You are trained in the lore of monsters of all kinds—recognizing them, knowing their weaknesses, and knowing their habits and behaviors.
You scan an area equal in size to a 10-foot (3 m) cube, including all objects or creatures within that area. The area must be within short range. Scanning a creature or object always reveals its level. You also learn whatever facts the GM feels are pertinent about the matter and energy in that area. For example, you might learn that the creature standing before you is a mammal with a small brain. However, this ability doesn't tell you what the information means. Thus, you might suspect that the creature is not very intelligent, but scans, like looks, can be deceiving. Many materials and energy fields prevent or resist scanning.
Ability Choice. Choose either Creature Insight or Flex Skill as your tier 3 ability.
When examining any nonhuman creature, you can ask the GM one question to gain an idea of its level, its capabilities, what it eats, what motivates it, what its weaknesses are (if any), how it can be healed, or any other similar query. This is for difficult or strange creatures beyond those readily identified by using skills.
At the beginning of each day, choose one task (other than attacks or defense) on which you will concentrate. For the rest of that day, you're trained in that task. You can't use this ability with a skill in which you're already trained to become specialized.
If a creature that you can see has a special weakness, such as a vulnerability to loud noises, a negative modification to perception, and so on, you know what it is. Ask and the GM will tell you; usually, this is not associated with a roll, but in certain cases the GM may decide that there is a chance for you not to know. In these cases, you are specialized in knowing creature weaknesses.
You add 6 points to your Intellect Pool.
Ability Choice. Choose either Monster Expert or Read the Signs as your tier 6 ability. Whichever one you choose, you also get Knowledge Is Power.
You observe or study a monster for at least one round. The next time you or a friend interacts with it (possibly in the following round), a related task (such as persuading the creature, attacking it, or defending from its attack) is eased by two steps.
You examine an area and learn precise, useful details about the past (if any exist). You can ask the GM up to four questions about the immediate area; each requires its own roll.
Choose two noncombat skills in which you are not trained. You are trained in those skills.
GM intrusions: Monsters are unpredictable. A "safe" distance isn't always safe. Notes get lost or stolen.