[FOCI]


It's Only Magic
Magic is often compared to electromagnetism: it's an invisible and ubiquitous force that holds everything together. Magic runs through every living creature, the ground, and even the air around us. You can sense—and influence—the flow of power, the way some people can hear currents running through wire. In a crisis, you attack by draining a foe's energy. Otherwise, you focus on helping others by catalyzing and enhancing their magic abilities.
Choose one of the following, or choose one of the Focus Connections.
You gently drain 2 points of energy from your foe, which you can divide between your Might and Speed Pools.
You gently drain 5 points of energy from your foe, which you can divide between your Might and Speed Pools.
If an ally attempts a magical task and fails, they can try again without spending Effort if you help them. You provide this advantage to your friend even if you are not trained in the task that they’re retrying.
You can drain energy from a living creature you touch, inflicting a minor wound (3 points) and restoring 3 points to your Might or Speed Pool.
Ability Choice: Choose either Buddy System or Tap Currents as your tier 3 ability.
Choose one character standing next to you. That character becomes your buddy for ten minutes. You are trained in all tasks involving finding, healing, interacting with, and protecting your buddy. Also, while you stand next to your buddy, both of you have an asset on Speed defense tasks. You can have only one buddy at a time.
Action to initiate.
or
You can draw energy from the earth itself into your body. If you concentrate and don’t move from where you’re standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can’t use it again until you’ve made a ten-hour recovery roll.
If you have the Store Energy ability, you can instead use Tap Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery roll.)
Action to initiate.
When you drain energy with your focus abilities, you can store some of it for later in a Siphon Pool. You can spend points from your Siphon Pool as if they were from your Might or Speed Pool, or use an action to spend them to restore an equal number of points to your Might or Speed Pool. Your Siphon Pool can safely store up to 3 points; each point beyond that hinders all of your tasks.
When you use Drain Creature or Drain Machine to drain energy, you can transfer it to another creature, restoring points to their Might or Speed Pools (or health for an NPC) instead of yourself. You can spend points from your Siphon Pool (from the Store Energy ability) in the same way. You must touch the creature you want to heal, unless you have the Drain at a Distance ability, in which case they can be up to a short distance away.
Ability Choice: Choose either Explosive Release or both Continuous Transfer and Drain at a Distance at tier 6.
You can amplify the energy stored in your Siphon Pool (from your Store Energy ability) and release it in a massive blast that affects either one target within short range or everything within immediate range. If you choose a single target, it takes a minor wound (2 points) for every point in your Siphon Pool. If you choose an area, everything in the area (except you) takes a minor wound (1 point) per point in your Siphon Pool (or half that if your attack fails against them). This drains your Siphon Pool to 0 points.
or both
When you use either Drain Creature or Tap Currents to drain energy, you can transfer it to another creature within short range, restoring points to their Might or Speed Pools (or health for an NPC). This occurs seamlessly, as part of the same action.
and
Your Drain Machine and Drain Creature abilities work on a target within short range.
GM Intrusions: Gathered energy is released in a destructive way. Drained power transmits something negative, such as an intrusive thought. By focusing on helping others, you leave yourself vulnerable.