[FOCI]

Wields a Chaos Blade

Path of the Planebreaker

Beyond the solid world are dimensions of pure energy and refined substance. But where those planes break down (or perhaps, from where they spring up) is the clashing, ever.turbulent realm of the Elemental Chaos. You've always been especially sensitive to this dimension of tumultuous energy. Using that connection to guide you, you wield a weapon drawn from the Elemental Chaos itself. Holding raw chaos in your hands gives you the ability to make chaos.augmented strikes, create chaotic effects to confuse and defeat your foes, blast areas with elemental energy, and infuse your body with pure elemental power.

As a chaos blade, you might have developed your ability purely through your own intuition and hard practice, through training by a teacher who also wielded chaos, or after an unexpected extraplanar experience where you were exposed to the raw Elemental Chaos and survived—and, with some soul searching, eventually thrived.

Characters with this focus often call themselves "chaos blades."

Tier 1

Chaos Weapon (2 Might points) Action Path of the Planebreaker

Drawing upon Elemental Chaos, you create any one. or two.handed weapon you are practiced with, which appears in your grip as a weapon made of roiling chaotic energy. The weapon remains until you let go of it, in which case it disappears at the start of your next turn. If the weapon uses ammunition (such as a bow or crossbow), it automatically creates ammunition for each shot when you make an attack with it. Alternatively, you can use this ability to sheathe an existing weapon (including an unarmed attack such as a punch or kick) with chaotic elemental energy. This persists until you let go of the weapon (causing the chaos to dissipate at the start of your next turn) or until you dismiss it as part of your action.

The weapon (whether made of or sheathed in elemental energy) inflicts normal damage for its type (slashing for an axe, bashing for a hammer, and so on). If your weapon inflicts extra damage from a minor or major effect or by applying one or more levels of Effort to damage, you can choose to have the additional damage be acid, cold, electricity, fire, or sonic (you may choose a different kind of additional damage each time this occurs).

Tier 2

Chaos Surge Enabler Path of the Planebreaker

You inflict an additional 1 point of damage when using your Chaos Weapon. Each time you attack, you choose whether this extra damage is normal for its type or special damage like acid or fire.

At the GM's discretion, other effects that increase the damage of your chaos weapon attackcan also be acid, cold, electricity, fire, or sonic.

Tier 3

Protective Chaos (3+ Might points) Enabler Path of the Planebreaker

You draw upon the Elemental Chaos to create a swirling ribbon of unstable light and substance. Until the start of your next turn, this eases your Speed defense tasks and grants you +1 to Armor against acid, cold, electricity, fire, and sonic damage. If you apply Effort to this ability, each level of Effort increases the duration by one minute.

or

Wings of Chaos (3 Might points) Enabler Path of the Planebreaker

You draw energy from the Elemental Chaos, unfurling wings of roiling chaos, allowing you to fly up to a long distance for one round.

Tier 4

Chaos Bloom (4+ Might points) Action Path of the Planebreaker

Elemental Chaos blooms within long range, filling an immediate area and inflicting a minor wound (3 points) on all affected targets. The attack inflicts a combination of acid, cold, electricity, fire, and sonic damage; targets in the area take damage according to whichever of these damage types they have the least protection against. For example, if a creature has no Armor against acid, has 1 Armor against electricity, and is immune to fire, the bloom harms them as if it were entirely acid. Effort applied to one attack counts for all attacks against targets in the area of the bloom. Even on an unsuccessful attack, a target in the area still takes a minor wound (1 point) .

Tier 5

Extreme Mastery (6 Might or 6 Speed points) Enabler

When using your chosen weapon, you can reroll any attack roll you wish and take the better of the two results.

Tier 6

Lethal Chaos (7+ Might points) Action Path of the Planebreaker

You focus the power of the Elemental Chaos in your own body and pass it to a creature you touch with a successful attack. If the target is level 2 or lower, they die, exploding in a burst of chaotic elemental energy. If the target is level 3 or higher, they sustain 6 points of damage (your choice of acid, cold, electricity, fire, or sonic) and are stunned on their next action. If the target is a PC of any tier, they move down one step on the damage track. In addition to the normal options for using Effort, you can choose to use Effort to affect a more powerful target (one level of Effort means a target of up to level 3 explodes and a target of level 4 or higher takes damage and is stunned, and so on).

or

Walking Chaos Enabler Path of the Planebreaker

You infuse your body with energy from the Elemental Chaos. You gain +2 to Armor against physical attacks and acid, cold, electricity, fire, and sonic damage. If you're struckby a melee attack, the field creates a backlash that inflicts a moderate wound (4 points) to the attacker; this damage is acid, cold, electricity, fire, or sonic (choose for each backlash).

GM Intrusions: Elemental energy acts erratically or rebounds onto you. The elemental energy discharges unexpectedly. An aspect of the elemental power (acid, fire, and so on) is blocked for a while.