Character Focus in The Cauldron | World Anvil
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Character Focus

This goes into the general discussion of Character Foci in the setting. It supports the content already found in the Cypher Systems Core Book, Numenera Discovery and Numenera Destiny.   This document is a work in progress.   As it states in Numenera Discovery:   Focus is what makes your character unique. No two PCs in a group should have the same focus. Your focus gives you benefits when you create your character and each time you ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”  

Foci

 
  • Is Curious About the Old Ones
  • Explores The Ruins
  • Fuses Mind and Machine
  • Honors the Tribe
  • Lives for the Hunt
  • Seeks Vengeance for the Red Raids
  • Seeks Harmony With the Machines
 

Honors the Tribe

  You are you dedicated to the tribe you were born into, have adopted, or guard from afar. It’s not just the place, but also the people you want to keep safe and healthy and see have success in their life. Certainly, there are individuals within the tribe who are more troublesome than others, but unless they become an actual danger to the others, you include them in those you honor. To accomplish your goal, you’ve honed not only your ability to fight in order to preserve the tribe against invaders, but also your ability to understand the concerns of the tribe and persuade them toward smart decisions about the problems that face them now or could crop up later if not guarded against.   Warriors are ideal for honoring the tribe.   Connection: Choose one of the following.  
  1. Pick one other PC. This character grew up in the tribe you honor, and you are especially keen to see that they stay safe when they venture beyond it.
  2. Pick one other PC. You originally thought they might be a danger to the tribe, which is why you introduced yourself, in order to discover if your first impression was correct.
  3. Pick one other PC. This character is from a tribe that has been a rival of the tribe you protect, but you hope that maybe through them, you can build a bridge.
  4. Pick one other PC. You hope this character will come to find as much comfort in your tribe as you.
  Minor Effect Suggestions: Your foe is so intimidated by your dedication that it backs away, unwilling to attack on its next turn. It can still defend itself.   Major Effect Suggestions: Your foe is terrified by your dedication and flees.   Tier 1: Tribal Knowledge (2 Intellect points). If you’ve invested yourself in a tribe and have spent at least a few months living there, you can learn things about it through a variety of methods. Sometimes contacts slip the information to you. Other times, you’re able to draw conclusions simply by what you can see and hear. When you use this ability, you can ask the GM one question about the tribe and get a very short answer. Action.   Tribal Activist. When speaking to others in the tribe you foster, you are trained in persuasion and intimidation tasks about topics that directly relate to the tribe. Enabler.   Tier 2: Tribal Protector. 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. Enabler.   Tier 3: Ability Choice. Choose either Tribal Advocate or Tribal Fury as your tier 3 ability. Tribal Advocate. While you are present within the tribal, and actively and personally working on behalf of the tribal, its effective rank for all tasks, except for attacks and defense, is +1 (this includes determining health and infrastructure values, but not damage inflicted). If you also have the Arkus Community Leader ability, the +1 rank modifier also includes attacks and defense. Enabler.   Tribal Fury. You inflict 3 additional points of damage when engaging in combat that directly relates to advancing the needs of a tribal you foster. (You and the GM can decide whether a particular situation warrants the additional damage.) Enabler.   Tier 4: Inexhaustible Honor. You cannot honor a tribe without immense stamina. You gain +3 to your Might Pool and +3 to your Intellect Pool. Enabler.   Tier 5: Unassailable. Your devotion to keeping your tribe safe against all dangers has hardened you against all vicissitudes. You are trained in defense tasks. Enabler.   Tier 6: Ability Choice. Choose either Master Combatant or Protective Wall as your tier 6 ability.   Master Combatant. Choose one type of attack in which you are already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are specialized in attacks using that type of weapon. Enabler.   Protective Wall (6+ Might points). When engaging in combat that directly relates to defending a tribe you are fostering, you can attack up to five different foes as a single action as long as they are all within immediate range. If you hit an attacker, they are pushed back an immediate distance. All of the attacks have to be the same sort of attack (melee or ranged). Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or damage applies to all of these attacks. In addition to the normal options for using Effort, you can also choose to use Effort to increase the number of foes you can attack with this ability, one additional foe per level of Effort. Enabler.   GM intrusions: Members of the tribe misunderstand the character’s motives. Rivals try to get the character cast out of tribe.

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