My hat into the make-your-own-foci ring.

I'm not sure if this is the best place to place this, but here goes anyways.

I'm throwing my hat into the make-your-own-foci ring.

I was thinking on how multi-classing might work in Numenera and on characteristics that were particularly Numenera-ish.

This is the result, any thoughts, suggestions, etc. are welcome (well MOST thoughts, suggestions, etc.  lol)

 
<p align="CENTER">FOCI: Wields an Ancient Intelligent Artifact</p>
 

Through a series of events, in the daily course of the PC’s actions, the PC came across an ancient artifact that has an Artificial Intelligence. Upon discovery of the Artifact the A.I. bonded with the PC. (This can have been as traumatic or not as the PC would like to describe it to have been, “I was knocked out for three days”, or “I got this weird tingling sensation.”) For most intents and purposes the Artifact is a level 9 device. Any effort to learn about it, activate it’s abilities, or destroy it would be difficulty 9 task. The PC however can interact with the Artifact.

 

 

 

The Artifact has it’s own identity, name, and motivations; and as most other Artifacts may have been modified from it‘s original form and purpose to its current one (perhaps several Cyphers came together and formed the intelligence). At Tier 1 the Artifact is effectively evaluating the PC and as the relationship grows, enhanced, more often, and/or better understanding communications is enabled. In fact the PC and the GM should work together to determine how the Artifact communicates with PC. It can begin at one level at Tier 1 and improve to Tier 6 or the level of communication can stay constant from Tier 1. Some examples are at Tier 1 the Artifact emits a color that the PC understands. “Why is your staff glowing Orange?” “Oh, um, it likes one of your cyphers…yeah, don’t ask.” Then at Tier 2 it begins to chirp and whistle like R2-D2. Until at Tier 6 it verbally communicates to the PC. Or at Tier 1 it verbally communicates with the PC, all the time, constantly giving the PC advice, pointing out errors, how the PC can improve, etc. When the PC asks it or tells it to be quiet it does so for a few seconds but then begins to whisper it’s thoughts again. But at Tier 6 the Artifact feels it’s mostly trained the PC well and talks to the PC more as an equal and no longer feels the need to be so chatty. Or, it simple stays at the “chirps and whistle” phase with the PC being able to understand more and more what the Artifact is trying to express, until at Tier 6 the PC fully understands the Artifact.

 

 

 

The Artifact can be lost or stolen, however the PC always knows in what direction and how far away the Artifact is. If the Artifact is somehow permanently lost, a code embedded by the Artifact in the PC’s brain activates and leads the PC to find another similar and/or related Artifact (if the original Artifact were a sword, then the code leads the PC to a new sword or a shield). Once found the new Artifact quickly downloads the code from the PC and the PC gains the same level of access to the new Artifact that it had with it’s old Artifact.

 

The Artifact can not (normally) move on it’s own and therefore has no Might or Speed Pool. It does have an Intellect pool of 30. For the purposes of any Tiered abilities that need activation through the expenditure of either Might or Speed points the Artifact uses points from it’s Intellect Pool instead. The Intellect pool regenerates 1 point per hour. The PC may also spend points from his stats as appropriate to activate an ability. The tiered abilities that the Artifact provides are available to the PC as long as the Artifact is in the PC’s possession; the PC and GM should come to at least a general understanding of what that means.

 

Every Artifact Tiered abilities are different and should follow the form the object takes and/or probably a theme as well. A Sword would have Tiered abilities that focus more on combat, a shield more on defense, a staff can follow a theme with abilities that all have to deal with movement (Far Step, Fling, Teleportation, etc). The PC and GM should work together to determine the Tiered abilities of the Artifact.

 

The tiered abilities can come from Mutations, the characteristics found in Descriptors, Foci or Types; and/or any mix of Mutations, Characteristics, Foci abilities or Type abilities.

 

Mutations: At every Tier, either 2 new Beneficial mutations are gained, or 2 new Distinctive mutations are gained, or 1 new Beneficial and 1 new Distinctive mutation are gained, or 1 new Powerful mutation is gained. These mutations are chosen not rolled randomly. Again the PC and GM should work together on this. Some modifications to how mutations operate, in particular with Distinctive mutations, may be needed.

 

Descriptors: At every Tier one of the characteristics found within a descriptor is gained. Some possibly potent characteristics, such as the Carefree Characteristic under the Foolish Descriptor may need to be modified; giving time limitations or the need to spend a certain number of Intellect points or what have you. The PC and GM should work together on this.

 

Foci: At Tier 1 any Tier 1 ability from any Foci can be gained. At Tier 2 any Tier 2 ability or lower, from any Foci can be gained. So on and so forth all the way up to Tier 6. The PC and GM should work together on this.

 

Types: At Tier 1 any Tier 1 ability from any Type (Glaive, Nano, or Jack) can be gained. At Tier 2 any Tier 2 ability or lower, from any Type can be gained. So on and so forth all the way up to Tier 6. The PC and GM should work together on this.

 

Minor and Major Effects will need to be determined by the GM.

 

Connection:

 

1. The Artifact encouraged the PC to join the group.

 

2. Pick one other PC. That PC encouraged you to join the group because the PC wants to be able to have the opportunity to examine your Artifact.

 

Wields an Ancient Intelligent Artifact GM Intrusions: The Artifact disagrees with a course of action the PC has decided on and refuses to assist. Or even actively work against the PC, perhaps even removing the PC from the situation, if possible. (But never harming the PC, unless that would somehow save the PC).

 

For Example: The PC comes across a mask-faceplate-helmet type Artifact. Upon donning it, the Headgear encodes on the PC, knocking the PC out for an hour. Upon awakening the PC sees through the faceplate like a one way mirror. In the PC’s field of view there is text in red lettering that denotes: “Greetings, I am ARGUS. Your probationary period begins now.”

 

Tier 1: The level of any Perception task in reduced by one step. (Can come from any of a variety of Descriptor Characteristics).

 

<b> Scan (2 Intellect points): </b>A Tier 1 Nano ability

 

Argus communicates with the PC via text messages.

 

Tier 2: <b>Eyes Adjusted. </b>A Tier 2, Explores Dark Places foci ability.

 

Argus communicates with the PC as above and adds colored outlines around objects indicating how Argus feels about the outlined object. Red -Enemies, Green - Friends, Blue - useful, etc.

 

Tier 3: <b>Eye for Detail (2 Intellect points): </b>A Tier 2 Jack Ability.

 

Argus communicates with the PC as above and verbal “Affirmative” or “Negative”.

 

Tier 4: <b>Preternatural Senses: </b>A Tier 4 Jack Ability.

 

Argus communicates as above but also verbally communicates a few words to help the PC. Such as, “Look left.” “Duck!”. “Do not trust.”

 

Tier 5: <b>True Senses</b>: A Tier 5 Nano Ability.

 

Argus communicates as above but with longer phrases.

 

Tier 6: <b>Scent and Echolocation</b>: 2 Beneficial Mutations.

 

Argus communicates as above but with full sentences.

 

Minor Effect: The level of Perception task is reduced by two steps.

 

Major Effect: Can see the Invisible for one round.

 

 
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