Focus
Every creature has a pool of focus points based on their lifeform: organic (+20), spirit (+40), synthetic (+0). You spend focus points to use powers. You regain a number of focus points equal to your level with every short rest. You regain all focus points with a long rest.
Zeal
This variant rule adjusts how focus points work to create more narrative tension during action scenes. Rather than having a full pool of focus points, you begin every scene with only 5% of your maximum focus pool.
Every character has an assigned role as determined by the player and their GM: harbinger, sentinel, vanguard, or warden. You gain a certain amount of focus points each round based on your role and circumstances.
The amount of focus points gained increases to 2 dice at 10th level, 3 dice at 20th level and 4 dice at 30th level.
HARBINGER
You roll your focus die at the start of each of your turns and gain that number of focus points. You also gain this amount of focus points when one of your special actions occurs. A special action cannot provide these points again until the start of your next turn.
Focus Die: 1d10
Special Actions:
- You make an attack that damages or debuffs targets multiple enemies or an area larger than size 5.
- You use an action that adjusts the terrain somehow such as creating, modifying, or removing concealment, cover, difficult terrain, turbulence, or area effects that impose debuffs.
SENTINEL
You roll your focus die at the start of each of your turns and gain that number of focus points. You also gain this amount of focus points when one of your special actions occurs. A special action cannot provide these points again until the start of your next turn.
Focus Die: 1d6
Special Actions:
- You move at least half your speed.
- You successfully use Deception or Stealth against a foe.
VANGUARD
You roll your focus die at the start of each of your turns and gain that number of focus points. You also gain this amount of focus points when one of your special actions occurs. A special action cannot provide these points again until the start of your next turn.
Focus Die: 1d8
Special Actions:
- You deal damage or successful combat maneuver to a foe that is in melee with you or an ally.
- You take damage from a foe.
WARDEN
You roll your focus die at the start of each of your turns and gain that number of focus points. You also gain this amount of focus points when one of your special actions occurs. A special action cannot provide these points again until the start of your next turn.
Focus Die: 1d8
Special Actions:
- You apply a buff or healing effect to an ally. This doesn't apply if they are already under the effects of a buff and it doesn't stack with what they currently have.
- You use the Assist action or effect the emulates the action.