[FOCI]
Numenera Character Options 1
You are a master of the hive mind, controller of those with compound eyes, friend to all that fly and flitter. It's a weird skill—as you've been told far too many times—but you've seen the benefits both in and out of battle, and you've fully embraced it.
Your dress likely bears some mark of your predilections. Perhaps you use goldgleam or other insectoid elements to adorn yourself, or perhaps your cloth is the rainbow hue of a beetle's back. Butterflies and other insects sometimes alight on your person even when you don't purposefully call them.
The masters of insects are most often nanos simply because dealing with insects is mentally taxing, and they are usually the characters best able to cope. These nanos are sometimes called swarm lords.
You have an oddity that makes random insect noises when you press a button.
The insect swarm is particularly thick and angry, and everyone within it suffers 1 point of damage this round.
Everyone within the insect swarm suffers 3 points of damage this round.
Insects within short range will not harm you or those you designate as allies for one hour.
Action to initiate.
Insects within short range do as you telepathically command for ten minutes. Even common insects (level 0) in large enough numbers can swarm about a single creature and modify its task difficulty by one step to its detriment..
Action to initiate.
If you're in a location where it's possible for insects to come, you call a swarm of insects around you for one hour. They crawl over your body and fly around you in a cloud. During this time, the difficulty of Speed defense tasks is decreased by one step, and you gain +1 to Armor..
Action to initiate.
If you're in a location where it's possible for insects to come, you call a swarm of common insects to you that remain for one hour. During this hour, they do as you telepathically command as long as they are within long range. They can swarm about and modify any or all creatures' taskdifficulties by one step to their detriment. While the insects are in long range, you can speak to them telepathically and perceive through their senses..
Action to initiate.
You gain a flying insect as a constant companion. It is level 4, probably the size of a small dog, and follows your telepathic commands. You and the GM must work out the details of your creature, and you'll probably make rolls for it in combat or when it takes actions. The insect companion acts on your turn. As a level 4 creature, it has a target number of 12 and a health of 12, and it inflicts 4 points of damage. If your insect companion dies, you can hunt in the wild for 1d6 days to find a new companion.
You call a swarm of insects in a place where it is possible for insects to come. They remain for ten minutes, and during this time, they do as you telepathically command as long as they are within long range. They can swarm about and modify any or all creatures' task difficulties by one step to their detriment, or they can focus the swarm and attack all creatures within immediate range of each other (all within long range of you). The attacking swarm inflicts 4 points of damage. While the insects are in long range, you can speak to them telepathically and perceive through their senses.Action to initiate.
GM Intrusions: You might think you have perfect control of the hive mind, but that's not always how it works. Telepathic connections break. A swarm receives an incorrect signal. Accidental stings or bites occur.