[FOCI]
Numenera Character Options 2
Whether through an implanted device, an encounter with the Iron Wind that you survived, or some other means, you gained the ability to convert the bulk mass of your body into energy. The first time you used your ability, things could have gone badly. Thankfully you figured out how to restrain the energy you convert yourself into so that it's inert—except for a bright glow—until you choose to discharge it. As a being made partly or completely of energy, you gain increased defenses, the ability to unleash some of that energy as attacks, and eventually even flight and the ability to disintegrate objects. Using a fraction of your converted mass hurts you a little at first, until you learn to siphon off energy from your surroundings to make up for that deficit.
Nanos find the ability to become energy especially useful for defensive purposes, as an aid in getting around, and as an impressive display of their abilities.
You get an additional +1 to Armor for one minute with Energy Skin.
You blaze with blinding energy. Nearby opponents are blinded for one round.
You convert a thin outer layer of your skin into a glowing shield of energy that gives you +1 to Armor for up to one hour, until you dismiss the effect and convert the shield back into the outer layer of your skin, or until you choose to release the charge using one of your other abilities.
If you have energized your skin (using Energy Skin), you can release that energy in a blast that strikes a single foe within long range for 5 points of damage; however, you suffer 1 point of damage (ignores Armor) as you lose part of your mass if your d20 attack roll is an odd (as opposed to an even) result.
You convert one of your appendages into a weapon of glowing energy for ten minutes. The energy remains inert, during which time you can use your glowing hand or limb normally until you successfully strike or touch a target with it. (You could instead release the energy using Release Energy Blast.) The energy inflicts 5 points of damage on the creature touched in addition to any other damage dealt, if it was a melee attack. You cannot turn more than one part of you into energy at a time with this ability. If you use the energy to inflict damage, you suffer 1 point of damage (ignores Armor) as you lose a portion of your mass in transfer if your d20 attack roll is an odd (as opposed to an even) result.
Action to initiate.
You instantaneously transmit yourself as a blaze of energy to any location that you can see within 300 feet (90 m). Instead of applying Effort to decrease the difficulty, you can apply Effort to bring other people with you; each level of Effort affects one additional target, who is also transmitted as a blaze of energy, which discomfits them upon returning to normal matter so much that turn unless they can make a difficulty 3 Might defense roll. You must touch additional targets to transmit them.
When you use Release Energy Blast or Energize Fist to make an attack, you no longer take damage. Instead, you absorb a small amount of energy from your surroundings or an object in your possession—inflicting 1 point of damage that ignores Armor—to make up the difference.
You can convert more than your fist into glowing energy; you can turn your entire body into a nimbus of bright energy for up to one hour. The energy remains inert, during which time you act normally—albeit with an attendant glow—until you discharge it. You can choose to discharge the energy in discrete amounts with repeated uses of Release Energy Blast or Energize Fist (on a roll of 1 on a d20, the energy is fully discharged). You can also choose to detonate all your stored energy at once, which inflicts a moderate wound (5 points) on all creatures within short range and 2 points of damage (ignores Armor) on you. Because detonation is an area attack, adding Effort to increase your damage works differently than it does for single-target attacks: for each level of Effort applied, the detonation deals 2 additional points of damage to each target, and even if you fail your attack roll, all targets in the area still take 1 point of damage.
Action to initiate.
If your body has been converted to energy using Energize Body, you can float and fly through the air during that period. You can carry up to one creature of your size or smaller with you. You leave a blaze of fading energy as your contrail. In terms of overland movement, you move about 90 miles (145 km) per hour and are not affected by terrain. Using this ability doesn't discharge the effect of your Energize Body ability.
Action to initiate.
If your body has been converted to energy using Energize Body, with a touch, you disintegrate one nonliving object that is smaller than you and whose level is less than or equal to your tier. If the GM feels it appropriate to the circumstances, you can disintegrate a portion of an object (the total volume of which is smaller than you) rather than the entire thing. If you use this ability on a creature, it suffers 10 points of damage and if it is killed, it is disintegrated. Using this ability doesn't discharge the effect of your Energize Body ability.
GM Intrusions: Characters that become energy sometimes accidentally discharge a portion of their energy, starting fires, scorching floors, or blinding allies. A character that becomes impaired or worse on the damage track might riskaccidentally detonating.