[FOCI]

Explores Yesterday

Numenera Destiny

What things were like long ago fires your imagination. You are equally thrilled to learn about how a dead civilization lived as you are to regain a still-functioning oddity, cypher, or iotum that the dead civilization used. For you, knowledge is an end in itself, but that doesn't make you naive to the dangers exploration poses. The opposite is true, which is why you're no slouch when it comes to defending yourself. You're a born excavator and explorer, adept at moving and maneuvering, making discoveries, and resisting the dangers that forgotten places often hold. You probably wear sensible garments that can stand up to both rain and sun, as well as a hat or head wrapping to keep off the sun and extra water for when the trail peters out in the middle of nowhere.

Additional Equipment

Bag of excavation tools.

Minor Effect Suggestions

You can take an extra action. You may use this action only to perform a movement-related activity or a knowledge-based activity, such as trying to climb a treacherous cliff or attempting to decipher strange cave markings.

Major Effect Suggestions

Speed defense tasks you attempt before the end of the next round are eased.

Tier 1

Trained Excavator Skill

You are trained in perception, climbing, and salvaging numenera tasks.

Tier 2

Resilient Enabler

In your explorations of uncivilized regions, you've been exposed to all sorts of terrible things and have developed a general resistance. You gain +1 to Armor and are trained in Might defense tasks.

Tier 3

Ability Choice: Choose Fellow Explorer or Weapon Master as your tier 3 ability.

Fellow Explorer Enabler

You gain a level 2 follower. One of their modifications must be for tasks related to perception.

Weapon Master Enabler

Excavating the past means entering ruins that are often filled with dangers, some of which can be overcome by force. Choose one kind of weapon you can use. You gain a +1 bonus to damage with that weapon.

Tier 4

Got a Feeling (4 Intellect points) Action

Your experience excavating the ruins of the prior worlds gives you an uncanny intuition when it comes to finding things. While exploring, you can extend your senses up to 1 mile (1.5 km) in any direction and ask the GM a very simple, general question—usually a yes-or-no question—about that area, such as "Is there an abhuman encampment nearby?" or "Is there iotum to be found in that rusted hulk?" If the answer you seek is not in the area, you receive no information.

Tier 5

Maneuvering Adept Enabler

If you apply at least one level of Effort to a task involving climbing, jumping, balancing, or some other kind of maneuvering, you get a free level of Effort. Enabler.

Tier 6

Ability Choice: Choose Incredible Recovery or Quick Hands as your tier 6 ability.

Incredible Recovery (6 Might points) Action

You move up one step on the damage track or shake off any unwanted ongoing condition.

Quick Hands (5 Speed points) Enabler

Being quick with a chosen weapon is important for excavators who come across an unexpected and aggressive threat. Choose one kind of weapon you can use (if you have the Weapon Master ability, this can be the same kind of weapon that you chose for Weapon Master). Once per round, you can make an additional attack with it. Make separate attack rolls for each foe, but both attacks count as a single action in a single round. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attackor damage applies to both of these attacks. Enabler.

GM Intrusions: Exciting new discoveries often come with unpleasant—and dangerous—surprises.