[FOCI]

Looks for Trouble

Cypher System Rulebook 1e

You are a fighter. A scrapper. You like nothing more than to take off the kid gloves and confront your opposition in the most direct way possible. You don't hide, and you don't shirk.

You take things head-on in a physical way. Your friends all likely feel better about going into danger with you at their side or their back.

You probably wear bright colors—yellow, pink, or red—to help you stand out. You might even wear a T-shirt with a printed obscenity for added style.

Obviously, vectors and warriors excel at looking for trouble, but any character type can be more physical and up-close too.

Connection

If this is your starting focus, choose one of the following connections.

Equipment

Earth: Street clothes, light armor, two weapons of your choice (one of which must be a melee weapon), a first aid kit, a utility knife, a cell phone, and $400.

Ardeyn: Ardeyn clothing, light armor, two weapons of your choice (one of which must be a melee weapon), a first aid kit, a fish knife, a signal horn, and 40 crowns.

Ruk: Ruk clothing, umbilical, two weapons of your choice (one of which must be a melee weapon), a healing kit, a knife, and 50 bits.

Minor Effect Suggestion

The target is also dazed for one round, during which time the difficulty of all tasks it performs is modified by one step to its detriment.

Major Effect Suggestion

You destroy a piece of equipment worn or held by your opponent.

Tier 1

Fists of Fury Enabler

You inflict 2 additional points of damage with unarmed attacks.

Wound Tender Enabler

You are trained in healing.

Tier 2

Protector Enabler

You designate a single character to be your charge. You can change this freely every round, but you can have only one charge at a time. As long as that charge is within immediate range, they gain an asset for Speed defense tasks because you have their back.

Straightforward Enabler

You are trained in one of the following tasks (choose one): breaking things, climbing, jumping, or running.

Tier 3

Skill With Attacks Enabler

Choose one type of attack in which you are not already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. You can select this ability multiple times. Each time you select it, you must choose a different type of attack.

or

Greater Enhanced Potential Enabler

You gain 6 points to divide among your stat Pools however you wish.

Tier 4

Knock Out (5+ Might points) Action

You make a melee attack that inflicts no damage. Instead, if the attack hits, make a second Might-based roll. If successful, a foe of level 3 or lower is knocked unconscious for one minute. For each level of Effort used, you can affect one higher level of foe, or you can extend the duration for an additional minute.

Tier 5

Mastery With Attacks Enabler

Choose one type of attack in which you are trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are specialized in attacks using that type of weapon.(If you aren't trained in an attack, select Skill With Attacks to become trained in that attack.)

Tier 6

Greater Enhanced Might Enabler

You gain 6 points to your Might Pool.

or

Lethal Damage Enabler

Choose one of your existing attacks that inflicts points of damage (depending on your type and focus, this might be a specific weapon, a special ability such as a blast of fire, or your unarmed attacks). When you hit with that attack, you inflict an additional 5 points of damage.

GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.