s[FOCI]

Fights With a Horde

Numenera Destiny

You were once part of a much larger martial society, where you held a position of elevated respect. The society might have been a tribe of abhumans, a military unit, a secret group of warriors that live in a limited dimension, or something else. Whatever the specifics (which you and your GM should work together to decide), you formed close personal ties with them and trained to fight in small and large groups alike. But at some point, you left, perhaps to seek your destiny, because you were exiled, or because everyone in the society spends a significant time away before returning to retire. Though you are gone, the lessons of teamwork and leadership that you learned while part of that society remain with you.

Whatever you wear, it likely includes the symbol, insignia, or some other reminder of the group you left behind.

Additional Equipment

A melee weapon you gained from your association with the martial society with their symbol or crest on the hilt.

Minor Effect Suggestions

Your foe is knocked to the ground.

Major Effect Suggestions

Your foe is held immobile and can't take their next turn.

Tier 1

Teamwork Enabler

Through example, acts of camaraderie, stories of martial prowess, or other forms of instruction, you and your allies work better together as a cohesive unit. During any round in which you rally your team (by spending 2 Intellect points as part of another action), you and your allies inflict 1 additional point of damage in combat. This benefit applies only to allies with whom you have spent the last 28 hours. It ends if you leave, but it resumes if you return to your allies' company within 28 hours. If you leave for more than 28 hours, you must spend another 28 hours together to reactivate the benefit.

Tier 2

Nucleus of a Horde Enabler

One level 3 follower associated with your past martial connection joins you and the rest of your allies. One of their modifications must be for providing an asset to attacks or defenses. They don't accompany you everywhere, but you can assign the follower specific tasks like helping you guard a community's perimeter for a day or accompanying you on an expedition.

Tier 3

Ability Choice: Choose either Enhance Dexterity or Enhance Strength as your tier 3 ability.

Enhance Dexterity Enabler

When the follower from your Nucleus of a Horde ability is near you and working with you to accomplish tasks that depend on agility—such as balancing, winning a foot race, or hitting someone with a ranged weapon—your follower provides an asset on those tasks, even if those aren't their modifications.

Enhance Strength Enabler

When the follower from your Nucleus of a Horde ability is near you and working with you to accomplish tasks that depend on brute force—such as moving a heavy object, smashing down a door, or hitting someone with a melee weapon—your follower provides an asset on those tasks, even if those aren't their modifications.

Tier 4

Growing Horde Enabler

A group of four additional level 3 followers associated with your past martial connection joins you and the rest of your allies (and those gained by Nucleus of a Horde, for a total of five followers from your martial society). One of their modifications must be for providing you an asset to attacks or defenses. They don't accompany you everywhere, but you can assign them specific tasks like helping you guard a community's perimeter for a day or accompanying you on an expedition.

Tier 5

Horde Tactics (7 Might points) Enabler

For up to one hour a day, you and your allies can act like a single creature. Use your stats, but add +8 to your Might Pool, +1 to your Might Edge, +2 to your Speed Pool, +1 to your Speed Edge, and +1 to your Armor. Alternatively, you and your group can act as a rank 1 horde for one hour.

Tier 6

Ability Choice: Choose either Advance Rank or Charging Horde as your tier 6 ability.

Advance Rank (10 Might points) Enabler

For the next hour, the rank of any horde you fight with is increased by 1. If you have the Glaive ability Rampaging Beast Horde, Advance Rank also applies.

Charging Horde (7 Might points) Action

You and your followers gained from this focus can act like a single creature to make a charge attack. When you do, all of you move up to a short distance, during which time you can attackanything that comes within immediate range along your path with an asset to the attack. Targets that take damage take an additional 3 points and are knocked prone.

GM Intrusions: A horde might flee, attack a community, or put forth a challenger to your leadership.