[FOCI]
Numenera Character Options 2
You need only one weapon: a whip. A whip is so much more than the sum of its parts, at least in your hand. A handle connected to a 20-foot (6 m) long lash composed of braided fiber to create a flexible strand is used by some simply to punish. While you can accomplish the same, you've improved your skill so much that you can cause a significant amount of damage every time you crack the air with it. You might have gained your skills through intense training, constant practice because of your previous profession as animal handler, or something else.
Without your whip, you feel naked. That's why you usually carry a secondary whip disguised as several loops of cord serving as a belt for your loose, comfortable clothing.
Glaives are most likely to choose this focus.
You trip your target and knock them prone.
Your whip tip flicks the target in the eye, blinding it for one minute.
You inflict 2 additional points of damage with a light whip. In addition, you can target a specific body part of a foe without the usual penalty for trading damage for effect.
Using your light whip, you make an attack against a foe wielding a weapon, inflicting damage and disarming them so that their weapon is now 10 feet (3 m) away on the ground, or in your hands—your choice. If you choose to deposit the weapon in your hands, the attack is one step more difficult.
You can flickyour whip so that the far end automatically wraps securely around an anchor point (railing, hook, peg, branch, and so on) within 20 feet (6 m). The whip tip remains securely tied until untied by another creature or until you flick the whip just so. In addition, the difficulty of any movement related to swinging across abysses, climbing cliffs, walking along a tightrope, and other movement-related tasks using your whip is reduced by one step.
You are trained in attacks using your whip.
You hit your foe such that your whip wraps around their legs (or other limb), which prevents your foe from moving (or using that limb to make an attack) on their next action. As long as you maintain tension with the whip and take no action on your subsequent turns, your foe remains held unless they manage to escape. This attackinflicts no damage.
Action to initiate.
You hit your foe in just the right spot with your whip, stunning them so that they lose their next action. This attack normally inflicts no damage; however, you can use Effort to increase damage normally. Alternatively, you can attempt to stun all creatures within short range by creating the sound of a cracking whip so loud that they are similarly stunned, but take no damage. To do so, you must spend 6 Speed points instead of 4.
You are specialized in attacks using a light whip. If you are already specialized, you instead deal 2 additional points of damage with a light whip.
GM Intrusions: A whip might break, become accidentally snagged on an object or NPC, strike an ally, or curl back and strike the wielder.