[FOCI]

Works the System

Cypher System Rulebook 1e

You've knocked around a lot and run afoul of the law a few times, but you've evaded authorities on a variety of fronts more often than not. That's because you are adept at noticing flaws and exploits in systems, whether those systems are civil laws, investment regulations, computer codes, games of all sorts, and similar artificial constructions. Once you notice and fully comprehend a system, you can manipulate it to your own ends.

You are a manipulator, but you likely keep a term like that to yourself. Tell people you're an entrepreneur—that always sounds good.

Those who work the system are most often spinners.

Connection

If this is your starting focus, choose of the following connections.

Equipment

Street clothes, a weapon of your choice, a laptop computer, a smartphone, and $500.

Minor Effect Suggestion

You learn something completely unexpected but useful.

Major Effect Suggestion

You can immediately take a second action during this turn.

Tier 1

Hack the Impossible (3 Intellect points) Action

You can persuade robots, machines, and computers to do your bidding. You can discover an encrypted password, break through security on a website, briefly turn off a machine such as a surveillance camera, or disable a robot with a moment's worth of fiddling.

Computer Programming Enabler

You are trained in using (and exploiting) computer software, you know one or more computer languages well enough to write basic programs, and you are fluent in internet protocol.

Tier 2

Connected Enabler

You know people who get things done—not just respected people in positions of authority, but also a variety of online hackers and regular street criminals. These people are not necessarily your friends and might not be trustworthy, but they owe you a favor. You and the GM should work out the details of your contacts.

Tier 3

Confidence Artist Enabler

When you're hacking into a computer system, running a con, picking a pocket, fooling or tricking a dupe, sneaking something by a guard, and so on, you gain an asset on the task.

Skill With Attacks Enabler

Choose one type of attack in which you are not already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. You can select this ability multiple times. Each time you select it, you must choose a different type of attack.

Tier 4

Confuse Enemy (4 Intellect points) Enabler

Through a clever bit of misdirection involving a flourish of your coat, ducking at just the right moment, or a similar stratagem, you can attempt to redirect a physical melee attack that would otherwise hit you. When you do, the misdirected attack hits another creature you choose within immediate range of both you and the attacking foe. This ability is a difficulty 2 Intellect task.

Tier 5

Work the Friendship (4 Intellect points) Action

You know just what to say to draw a little extra effort from an ally. This grants one creature you choose within short range an additional, immediate action, which it can take out of turn. The creature uses the additional action however it wishes.

Tier 6

Call in Favor (4 Intellect points) Action

A guard, doctor, technician, or hired thug in the employ of or allied with a foe is secretly your ally or owes you a favor. When you call in the favor, the target does what they can to help you out of a specific fix (unties you, slips you a knife, leaves a cell door unlocked) in a way that minimizes their risk of revealing their divided loyalties to their employer or other allies. This ability is a difficulty 3 Intellect task. Each additional time you use this ability, the task is hindered by an additional step. The difficulty returns to 3 after you rest for ten hours.

Greater Enhanced Potential Enabler

You gain 6 points to divide among your stat Pools however you wish.

GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.