[FOCI]
Numenera Character Options 2
A portion of your body has been previously replaced with artificial tech that adapts you to surviving and eventually even thriving out in the void of the space between worlds. Alternatively, you belong to a secret race of creatures already fitted with partly subdermal, partly external synth-and-metal machinery that provides adaptation simply as part of your cultural heritage.
Whatever their appearance, your components grant you special abilities to survive in vacuum without air or a suit, the ability to plug into vehicles in order to act as a pilot, and as you advance, eventually the ability to fly through the night yourself without need of a starcraft.
You probably wear a cloak with a hood or something similar to hide your artificial parts from those who would persecute you. Nanos and Seekers are most likely to choose this focus.
With your GM's approval, access to a small starcraft.
The difficulty of the next task attempted by an ally is reduced by one step.
You can take an immediate extra action.
Your body is modified so that you do not need an external air supply, nor are you hindered by poisonous gas or other environmental conditions that threaten breathing creatures. In addition, you can withstand the rigors of vacuum. Your modifications sustain you for up to three days before you need to spend at least ten minutes in an area where you can breathe normally to recharge.
You are trained in general knowledge related to other nearby planets and worlds.
You can use a built-in umbilical to plug into a craft capable of traveling into the night, and gain an asset on all tasks related to understanding its functions and piloting it, and an asset on all tasks related to that craft's repair and maintenance. (In most cases, this ability is broad enough to provide an asset related to understanding any object of the numenera, if it has a port where you can plug in your umbilical.)
Your body is further modified. You gain +1 to Armor.
You have a way with creatures unlike those found on Earth. You are trained in two skills in which you are not already trained. Choose two of the following: deceiving, persuading, public speaking, seeing through deception, or intimidating. If you are already specialized in the chosen skill, you gain +1 to your die roll when using the chosen skill on an extraterrestrial creature.
You observe or study a creature or object. The next time you interact with it, the difficulty of the related task is reduced by one step.
When performing a task that would normally require spending points from your Intellect Pool, you can spend points from your Speed Pool instead.
You examine an area and learn precise, useful details about the past (if any exist). You can ask the GM up to four questions about the immediate area; each requires its own roll.
Staring into the naked weave of hyperspace, warped space, or a similar effect related to faster-than-light travel is hard on the mind, but you've developed resistance. You're trained in Intellect defense tasks.
You've updated the modifications on your body such that you can serve as your own craft capable of traveling into the night. When you do, you warp through a special null space to effectively travel faster than light, which allows you to travel to another planet. You must know that the destination exists; the GM will decide if you have enough information to confirm its existence and what level of difficulty is required to reach it. Instead of applying Effort to decrease the difficulty, you can apply Effort to bring other people with you by creating external stasis pods for them; each level of Effort affects up to three additional targets. You must touch additional targets to affect them.
GM Intrusions: The character is something of a beacon for alien creatures, who seem to turn up looking for the PC at inopportune moments, either out of curiosity or to "retrieve stolen technology."