s[FOCI]

Wields Words Like Weapons

Numenera Destiny

You are a talker. Maybe you got your start telling stories, arguing with your siblings, running a shop, and so on. You learned how people think, how they respond to some lines of argument and words more than others, and how to apply that influence selectively. You negotiate for your sake, on behalf of others, or for a cause you believe in. Charismatic, your natural talent shows through any time you open your mouth to speak. You know when it's appropriate to joke, when to be serious, and, sometimes, when an insult is required to wound someone's pride in just the right way to get what you want.

You probably wear flamboyant or at least fashionable clothes, and you use cosmetics, tattoos, or hair stylings for dramatic effect.

Wielding words like weapons is a great way for a character to get what they want in the short or medium term. However, unless one watches their words especially closely, it's also a great way to make enemies who remember the word-slinger for insults to their honor—honor that might one day need to be upheld.

Minor Effect Suggestions

The target is dazed for a round, hindering all tasks they attempt on their next turn.

Major Effect Suggestions

The target is favorably disposed toward you for days or more.

Tier 1

How Others Think Enabler

You have a sense of how people think. You're trained in one of the following tasks: persuasion, deception, or detecting falsehoods.

Misdirect Blame (2+ Intellect points) Action

Using your clever words and knowledge of others, you can attempt to alter the narrative so that a target of up to level 3 within short range becomes uncertain of its conviction in one simple area, such as their conviction that you just stole a fruit from their stand or their belief that they've never met you before. This effect usually lasts only for the period of time you spend speaking, and perhaps up to a minute slonger, before the target realizes its error. In addition to the normal options for using Effort, you can also choose to use Effort to increase the target level that can be affected. Afterward, all your tasks to persuade or otherwise socially interact with the target are hindered.

Tier 2

Negotiate (3 Intellect points) Action

In any gathering where two or more people are trying to establish the truth or come to a decision, you can sway the verdict with masterful rhetoric. If you are given a few rounds or more to argue your point, either the decision goes your way or, if someone else effectively argues a competing point, any associated persuasion or deception task is eased by two steps.

Action to initiate, one or more rounds to complete.

Tier 3

Ability Choice: Choose Command or Keen Mind as your tier 3 ability.

Command (3 Intellect points) Action

Through sheer force of will and charisma, you issue a simple command to a single living creature, which attempts to carry out your command as its next action. The creature must be within short range and be able to understand you. The command can't inflict direct harm on the creature or its allies, so "Commit suicide" won't work, but "Flee" might. In addition, the command can require the creature to take only one action, so "Open the door" might work, but "Open the door and run through it" won't. A commanded creature can still defend itself normally and return an attack if one is made on it. If you possess a type ability that allows you to command a creature, you can target two creatures at once as your base effect if you use either ability.

Keen Mind Enabler

You gain +1 to your Intellect Edge.

Tier 4

Interruption (4 Intellect points) Action

Your vociferous, booming command prevents a creature within short range from taking any action for one round. It can defend itself if attacked, but when it does so, its defense is hindered by two steps. Each additional time you attempt this ability against the same target, you must apply one more level of Effort than you applied on the previous attempt. Action.

Tier 5

Community Negotiator Enabler

You are trained in two of the following skills: persuasion, deception, intimidation, research, knowledge in one area, or seeing through deception. If you choose a skill in which you're already trained, you become specialized in that skill instead. In addition, an allied community's effective rank is increased by 1 for tasks related to the skills you choose, as long as you have been active and working on the community's behalf in any given seven-day period.

Tier 6

Ability Choice: Choose either BreakTheir Mind or Explains the Ineffable as your tier 6 ability.

Break Their Mind (7+ Intellect points) Action

Using your clever words and knowledge of others, and given a couple of rounds of conversation to gain a few specific pieces of context regarding your target, you can utter a sentence designed to cause your target immediate psychological distress. If the target can hear you, it suffers 6 points of Intellect damage (ignores Armor) and forgets the last day of its life, which might mean it forgets you and how it came to be where it currently is. In addition to the normal options for using Effort, you can also choose to use Effort to attempt to breakthe mind of one additional target who can hear you.

Action to initiate, action to complete.

Explains the Ineffable Enabler

Through anecdotes, historical retellings, and citing knowledge that few but you have previously understood, you enlighten your friends. After spending 28 hours with you, once per day, each of your friends can ease a particular task by two steps. This benefit is ongoing while you remain in your friends' company. It ends if you leave, but it resumes if you return to your friends' company within 28 hours. If you leave your friends' company for longer than that, you must spend another 28 hours together to reactivate the benefit.

GRAFTING CREATURE PARTS

If a PC who Augments Flesh With Grafts wants to graft part of another creature to their body in order to gain a special ability, the GM should choose a cypher similar to the creature's ability and set a difficulty for the surgery task according to how dissimilar the creature's biology is to the PC. The default difficulty is the creature's level. Grafts from abhumans or mutant humans might not hinder the difficulty or hinder it by only one step, but most other creatures hinder the task by two or more steps. If the roll fails, the creature body part is ruined and cannot be used. For example, grafting brain tissue from a murden in order to gain telepathy is comparable to having a telepathy implant cypher. Murdens are level 3, so the difficulty of the surgery task is 3 or 4. Grafting the energy generator from a raster is comparable to having a ray emitter cypher. Rasters are level 4, but are larger than humans and biologically very different from humans, so the difficulty of the surgery task might be 6 or 7. Grafting something from a creature like a travonis (level 6) might be a difficulty 9 or 10 surgical task.

You recharge a grafted cypher that was depleted in the past ten minutes, allowing it to be used again. You must touch the graft, spend XP, and succeed at a surgery roll (difficulty equal to the level of the graft) to recharge it; otherwise the graft remains spent and useless. Some grafts (particularly pills and injections) cannot be recharged in this way. In addition to the normal options for using Effort, you can also choose to use Effort to recharge a graft that was depleted more than ten minutes ago, with each level of Effort extending this time period by ten minutes. If you have the Jacktrick of the trade Recharge Cypher, the time increments for recharging a graft are one hour each instead of ten minutes each.

Tier 4

Artifact Fusion Enabler

You can surgically graft artifacts to your body. These fused devices function as if they were one level higher.

Additional Cypher Enabler

The number of cyphers you can bear (whether or not they are grafts) increases by one.

Tier 5

Faster Grafting Enabler

You've permanently altered your body to make it faster and easier to add or remove grafts. You gain an asset on surgical tasks, and adding or removing a graft takes only one minute instead of an hour.

Tier 6

Ability Choice: Choose either Defensive augmentation or Transhuman Organs as your tier 6 ability.

Defensive Augmentation Enabler

By upgrading your nervous and immune systems, you are trained in Might defense and Speed defense tasks.

Transhuman Organs Enabler

After a ten-hour surgical procedure where you upgrade or replace most of your internal organs with new ones, you gain +5 to each of your three stat Pools.

GM Intrusions: Sometimes allies become entangled in words that you mean for others.