s[FOCI]
Numenera Destiny
You've studied philosophy and other higher truths. But you do more than learn about such esoteric teachings; you practice them. Every day you consider hard questions or questions that everyone else has an easy answer for. That's just the way you live. By focusing on things that bear on life, existence, and the underlying principles that guide the most sublime processes in the universe, you know contentment. Others often see in you a teacher, a higher being, or perhaps even some sort of savior. However, you see yourself as merely another student studying at the feet of eternity.
You probably wear bright clothes and cloaks with many pockets for collecting bits of this and that for study, and you may have voluminous bags for your books.
You don't have to use an action ahead of time to use your next Learning the Path or Imparting the Path ability.
Intuition flares, and you can ask the GM one question about what you're looking at.
You observe or study a creature, object, or location for at least one round. The next time you interact with it (possibly in the following round), a related task (such as persuading the creature, attacking it, or defending from its attack) is eased.
You are trained in two areas of knowledge of your choice. information in return.
Through example, teaching, and frank speech about piercing what only seems to be mysterious in the world, you impart wisdom to your allies. After spending 28 hours with you, each of your friends can ease one task once per day. This benefit is ongoing while you remain in the friend's company. It ends if you leave, but it resumes if you return to the friend's company within 28 hours. If you leave the friend's company for more than 28 hours, you must spend another 28 hours together to reactivate the benefit.
Ability Choice: Choose either Genius or Soothe Mind and Body as your tier 3 ability.
The more you accumulate wisdom, the sharper your mind becomes. You gain +5 to your Intellect Pool.
The body and the mind are connected. All healing tasks you attempt are eased by two steps.
If one ally can see and easily understand you, you can instruct that ally to take an action. If the ally chooses to take that exact action, they can take it as an additional action immediately. Doing so doesn't interfere with the ally taking a normal action on their turn. If you have the arkus ability of the same name, when you use either ability, you can also move up to a short distance as part of the same action.
You sway the worldview of a creature you spend at least one round speaking to, as long as it can understand you. The creature changes its mind on some significant belief, which could include something as straightforward as helping you instead of trying to kill you, or it could be something more esoteric. This effect lasts for at least ten minutes, but it can last longer if the creature wasn't previously your foe. During this time, the creature takes actions in accordance with the wisdom you have imparted to it. The target must be level 2 or lower. In addition to the normal options for using Effort, you can also choose to use Effort to increase the maximum level of the target by one for each level applied.
Action to initiate.
Ability Choice: Choose either Impart Understanding or Undo as your tier 6 ability.
Your Learning the Path ability works more effectively, allowing you to ease a task by two steps or to provide two assets to a friend's task, instead of easing normally.
What just happened isn't what actually happened; it was a thought experiment. Knowing better, you can effectively undo a single creature's most recent action. That creature can then immediately repeat the same action or try something different.
GM Intrusions: Sometimes NPCs take offense at being told what to do and only dig their heels in more fully.