[FOCI]

Touches the Sky

Numenera Destiny

The storm smells like life to you; like love. Electricity charges the air, dances across your skin, and connects you to the wind, the weather, and the sky. You issue commands through that connection, and the weather listens. The winds curl to your desire; they lift you, protect you, and give you the power to summon storms or break them apart. An electrical storm, a blizzard, or when your mastery reaches its zenith, even a tornado is something you can call up and loose upon the world.

You probably wear sleek clothing designed to stay out of your way when high winds roar past you. Flaring coats, cloaks, and capes can look dramatic, and they may be for you, too, if you train yourself in managing the excess fabric.

Additional Equipment

You wear an iron amulet taken from a lightning rod that sometimes crackles with electricity. Whoever holds it (if you willingly give it into their possession) is immune to your weather abilities.

Weather Abilities

If you wield powers that would normally use force or other energy, they instead use various effects generated by extreme weather. For example, a blast of energy could be a wind blast, a blast of blizzard cold, or a small bolt of lightning.

Also, if you wish, you can swap an ability gained from your type for the following.

Zap (2 Intellect points) Action

You attack a foe within short range with an electrical discharge that inflicts a moderate wound (4 points) and dazes your target so that the difficulty of its next action is increased by one step.

Minor Effect Suggestion

The target is dazed, and the difficulty of their next action is increased by one step.

Major Effect Suggestion

The target is stunned, and loses their next action.

Tier 1

Hover (1 Intellect point) Action

You float slowly into the air. As your action, you can concentrate to remain motionless in the air or float up to a short distance, but no more; otherwise, you drift with the wind or with any momentum you have gained. This effect lasts for up to ten minutes. If you also have the Hover ability granted by your type, you can hover for twenty minutes and move your normal speed.

Action to initiate.

Tier 2

Wind Armor (1 Intellect point) Enabler

When you wish it, a cyclone of wind surrounds your body for ten minutes, giving you +1 to Armor and an additional +2 to Armor against physical projectile weapons specifically. While the cyclone is active, you feel no discomfort from the wind, and you can interact with other creatures and objects normally because the wind flow automatically diverts to enable such interaction.

Tier 3

Ability Choice: Choose either Lightning Discharge or Storm Seed as your tier 3 ability.

Lightning Discharge (5+ Intellect points) Action

You blast a fan of lightning out to short range in an arc that is approximately 50 feet (15 m) wide at the end. This discharge inflicts 4 points of damage. If you apply Effort to increase the damage rather than to decrease the difficulty, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll.

Storm Seed (3 Intellect points) Action

If outside or in a large-enough enclosed space, you can seed a natural storm of a kind common to the area. Doing so requires at least an hour's concentration as you use your connection to nanites in the air to initiate proper conditions, though it could take longer if the GM feels there are additional obstacles at play. Once the storm begins, it lasts for about ten minutes. Once during that period, you can create a more dramatic and specific effect appropriate to that kind of storm, such as a lightning strike, a squall of giant hailstones, the brief touchdown of a twister, a single gust of hurricane-force winds, and so on. These effects must occur within long range of your location. You must spend your turn concentrating to create the effect, which occurs a round later. The effect inflicts a moderate wound (6 points), after which the storm begins to disperse.

Action to initiate, an hour or more to complete.

Tier 4

Windrider (4+ Intellect points) Action

You summon winds that pick you up and allow you to fly for one minute at a rate of up to a long distance each round. For each level of Effort you apply, you can carry one ally of about your size with you through the air or increase the duration of the effect by one minute.

Action to initiate.

Tier 5

Cold Burst (5+ Intellect points) Action

You emit a blast of cold in all directions up to short range. All within the burst take 3 points of damage and are dazed on their next turn, hindering any actions they attempt. If you apply Effort to increase the damage rather than to decrease the difficulty, you deal 2 additional points of damage per level of Effort (instead of 3 points), and targets in the area take 1 point of damage even if you fail the attack roll.

Tier 6

Ability Choice: Choose either Control Weather or Wind Chariot as your tier 6 ability. (If you previously chose Storm Seed as your tier 3 ability and now choose Control Weather, you can replace Storm Seed with Lightning Discharge as your tier 3 ability.)

Control Weather (10 Intellect points) Action

You change the weather in your general region. If performed indoors, this creates minor effects, such as mist, mild temperature changes, and so on. If performed outside, you can create rain, fog, snow, wind, or any other kind of normal (not overly severe) weather. The change lasts for a natural length of time so that a storm might last for an hour, fog for two or three hours, and snow for a few hours (or for ten minutes if it's out of season). For the first ten minutes after activating this ability, you can create more dramatic and specific effects, such as lightning strikes, giant hailstones, twisters, hurricane-force winds, and so on. These effects must occur within 1,000 feet (300 m) of your location. You must spend your turn concentrating to create an effect or maintain it in a new round. These effects inflict 6 points of damage each round. If you have the Nano ability of the same name, the cost for the ability is 7 Intellect points instead of 10.

Action to initiate.

Wind Chariot (7+ Intellect points) Action

You summon winds that pick you up and allow you to fly for up to a long distance each round in combat or with an overland speed of up to 200 miles per hour (320 kph) for up to ten hours. For each level of Effort you apply, you can bring one ally of about your size with you through the air or increase the duration of the effect by one hour.

Action to initiate.

GM Intrusions: An ally is accidentally struck by forking lighting. An unexpected grounding effect inflicts damage. The weather is seeded by a much smaller effect, and a storm grows out of control.