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Focuses
Foci are areas of expertise in which a character may have special training or experience. A focus definition uses the following format:
X comes into play when y. It doesn’t when z.
Where X is the name of the focus, Y is a set of circum- stances under which the given training would be useful, and Z is a similar but distinct situation in which the given training is not useful. Y serves to define X, while Z refines the definition by limiting it.
If you don’t have a Focus, you’re considered Untrained in it. You can be Trained in a Focus or, with much practice or training, you can have Mastered it. On the other hand, some people are Inept at a particular Focus.
Table. Foci and Levels of Training
General Focus vs. Specific Focus
In the sample foci, you’ll see some broad entries like Hand-to-Hand Combat and other, more specific entries like Swords. Which one should you take?
Foci in this game aren’t intended to deconstruct your character’s knowledge into its base components. They’re intended to show what your character is good at. As such, I recommend using mostly the broader foci like Hand-to-Hand Combat.
The exception to this is when your character’s knowledge is limited to a specific field for some reason, usually related to hir backstory, or when you and your GM decide to express your character’s special expertise in a narrow field with Mastery.
With the GM’s approval, you can take Training in two or three narrow foci instead of a single, broader focus.
Sample Foci
Acrobatics comes into play when you try to balance or bend your body with dexterity and grace. It doesn’t when you use primarily brute force.
Athletics comes into play when you try to exert your body primarily in strength or endurance. It doesn’t when you have to use precise agility or lithe grace.
Axes comes into play with any task that involves a one- or two-handed axe. It doesn’t apply for any other type of weapon or attack.
Breaking Stuff comes into play when you try to smash inanimate objects, like breaking down a door or smashing a cart. It doesn’t when you attack somebody in combat.
Bows comes into play with any task that involves archery. It doesn’t for any other type of weapon or attack.
Craft comes into play when you try to make something with your hands. It doesn’t when you try to use that tool or item in a practical sense.
Deceit comes into play any time you try to bluff, fast-talk, or bamboozle a mark. It doesn’t when you try to reason with them through sound logic.
Dodge comes into play when you move out of the way of an attack or hazard. It doesn’t when you try to parry an attack with your hands or something you’re holding.
Fortitude comes into play when you resist physical conditions or physical effects. It doesn’t when you take physical damage.
Hand-to-Hand Combat comes into play when you fight somebody in melee combat. It doesn’t when you use a bow or throw something.
Knowledge about Animals comes into play any time you try to remember something about a living creature. It doesn’t when you try to handle, ride, or heal them.
Knowledge about Magic comes into play any time you try to remember something about magic. It doesn’t when you try to cast a spell or craft or use a magic item.
Knowledge about Plants comes into play any time you try to remember something about a living plant. It doesn’t when you try to grow, heal, or tend them.
Legerdemain comes into play when you use fancy fingerwork to snatch small items or make them disappear. It doesn’t when you pick a lock or work a mechanism.
Magic Items comes into play any time you work with items that contain magical spells or effects. It doesn’t when dealing with casting or recognizing the spells or magical effects themselves.
Magic Spells comes into play any time you work with codified magical formulae or rituals, especially those that come from books. It doesn’t when you encounter environmental magical effects or the powers exhibited by creatures and monsters.
Perception comes into play when you need to notice something with your senses. It doesn’t if you’re using a spell to do it.
Perform comes into play any time you try to impress on-lookers with art or skill. It doesn’t if you’re not trying to win over an audience.
Picking Locks comes into play any time you pick a mechanical lock. It doesn’t when you disarm a spell or trap.
Profession comes into play any time you perform a general check related to your profession. It doesn’t for combat or magic checks.
Ranged Combat comes into play when you try to hit somebody at a distance in combat. It doesn’t when you’re holding an object and whacking somebody with it.
Religion comes into play when you try to remember or apply religious philosophy or learning to a situation. It doesn’t when you try to preach a sermon.
Stealth comes into play when you sneak past or hide from someone else. It doesn’t when you try to conceal something on your person.
Streetwise comes into play when you try to navigate or interact in an urban environment. It doesn’t when you’re dealing with nobles or farmers.
Trading comes into play when you try to get someone to give you a good deal on an item you want. It doesn’t when you’re threatening or wheedling them.
Willpower comes into play when you resist mental conditions or mental effects. It doesn’t when you take mental damage.
Last edited by ionathas, June 09 2022 21:26:31. Secured game article. You most log in to contribute.