[FOCI]

Embodies the Machine

Planar Character Options

Someone who Embodies the Machine can channel their will into strange mechanical devices fused to their flesh. This flare of physical exertion and mental wrath-fueled exhilaration powers extraordinary functions that would otherwise remain inactive within the inert metal always visibly melded to them. Someone who Embodies the Machine may have started down their path purposefully or accidentally (or possibly had no choice in the matter), depending on their situation.

You can decide for yourself how you became a "cyborg" (as some beings in the multiverse name you) or use the Machine Origins table to inspire the tale of your particular origin.

MACHINE ORIGINS
  1. Explorers found you as a child in a sealed device (a cryopod) in an odd ruin of rusted metal.
  2. Beings of metal and flesh captured you and injected you with odd devices before you escaped.
  3. Stories of your people say you and others like you crashed in this land in an iron "sky chariot."
  4. In your explorations, you discovered an odd device that, when touched, fused itself to you.
  5. After invaders critically injured you, your parents saved you by praying to the "machine messiah."
  6. A visitor in odd "armor" came to your homeland. The armor melded itself to you after the visitor died.

Embodies the Machine is an alternate approach to an otherwise thematically similar focus, Fuses Flesh and Steel.

Tier 1

Machine Embodiment (2+ Might points) Action

For one minute, one or more portions of your anatomy are transformed, exposing odd devices and strange machines normally folded away under your skin. During this period, you gain +1 to your Might Edge and +1 to Armor. For each level of Effort you apply, you embody the machine for an additional ten minutes.

Action to activate or revert.

Tier 2

Power Fist Enabler

While Machine Embodiment is active, one of your hands is transformed (or comes into being, if you normally lack hands) into a metallic gauntlet-like appendage. You can use it as a normal hand or as a medium melee weapon you are practiced with. In addition to normal damage, attacks with your fist inflict 1 additional point of damage when the fist flashes with electricity.

Tier 3

Ability Choice: Choose either Improved Power Fist or Machine Eyes as your tier 3 ability.

Improved Power Fist Skill

You are trained in using your Power Fist to attack.

Machine Eyes Enabler

While Machine Embodiment is active, your eyes become blank silvery orbs (or you gain such eyes, if you normally do not have any). In this state, you sense your environment with uncanny fidelity and can automatically perceive

creatures and objects within short range that are normally invisible, out of phase, or only partially in this universe. When looking for things more conventionally hidden, the task is eased.

Hang Above It All (0+ Might points) Enabler

While Machine Embodiment is active, you can hover in the air, moving up to a short distance each round if you use your action to concentrate. Otherwise, you hover in place wherever you last stopped concentrating on moving, even in the face of strong winds.

If you apply a level of Effort as you take to the air, you can fly a long distance each round while Machine Embodiment is active.

Tier 5

Break the Shackles of Flesh Enabler

When you activate Machine Embodiment, silvery wires form a fine mesh across your exposed skin, granting +1 to Armor. In addition, while Machine Embodiment is active, you gain 2 points to your Might Pool and 2 points to your Speed Pool. When the ability ends, subtract the 2 points from your current totals in each of those Pools.

Tier 6

Ability Choice: Choose either Annihilating Beams or Extra Power Fist Attack as your tier 6 ability.

Annihilating Beams (5+ Speed points) Action

While Machine Embodiment is active, you emit a ray of burning, flesh-dissolving energy at one target within short range, inflicting a moderate wound (5 points). Even on a miss, you inflict 1 point of damage.

If you apply a level of Effort when you make an attack with this ability, you can widen the aperture of your beams to 360 degrees, attacking every creature you choose within short range. However, if you widen the aperture in this way, you are dazed for a round afterward by the flash, during which time all your tasks are hindered.

Extra Power Fist Attack Enabler

While Machine Embodiment is active, you can make one additional attack with Power Fist in a round in which you have already attacked with it.

GM Intrusions: An unfamiliar device that the character has no control over manifests on their flesh unexpectedly. A part must be replaced. The character needs to recharge someplace with electricity after a particularly grueling expenditure of energy.