[FOCI]

Cypher System Rulebook 1e
You're an inventor of strange and useful objects.
You are trained in the crafting of two kinds of items.
You are trained in identifying the function of any kind of device.
If you spend at least one day tinkering with an artifact in your possession, it functions at one level higher than normal. This applies to all artifacts in your possession, but they retain this bonus only for you.
One use of any artifact (or one minute of its continuous function) is increased by one level if you use it within the next minute. If you spend 4 additional Intellect points, the use is increased by two levels if you use it within the next minute.
You are trained in the crafting of two kinds of items, or you are specialized in two kinds of items that you are already trained in. or
Biomechanical implants, a magical jewel fused to your forehead, or something just as wild now provides you with inherent weaponry. This allows you to fire a blast of energy up to long range that inflicts 5 points of damage. There is no cost for you to use this ability.
All manifest cyphers you use function at one level higher than normal. If given a week and the right tools, chemicals, and parts, you can tinker with one of your manifest cyphers, transforming it into another cypher of the same type that you had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, you probably can't transform a pill into a helmet.
Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.
You can modify any artifact to give it different or better abilities as if that artifact were one level lower than normal, and the modification takes half the normal time.
You can create new artifacts in half the time, as if they were two levels lower, by spending half the normal XP. or
A procedure gives you biometal implants in major portions of your body, you grow metal-hard skin, the blessings of an angel protect you, or something similar happens. These changes give you +1 to Armor even when you're not wearing physical armor.