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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:

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:

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:

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: