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Focus

Casting

Also Concentration

Focus is a sustained state of concentration you keep up by spending Action PointsAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. on each of your TurnsTurn CombatTurns are the part of each Round when you get your chance to act..

Core Rule—Focus

  • While Focusing, spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. at the start of your TurnTurn CombatTurns are the part of each Round when you get your chance to act. to keep Focusing.
  • When your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. isn’t tracking RoundsRound CombatRounds are the units of time that divide play into 6-second intervals., keeping Focus costs no APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds..
  • You can Focus on only one EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. at a time. Starting a new Focus ends the old one.
  • You can end Focus at any time (0 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.). This DismissesDismiss StatDismiss is how you end your own ongoing Effect before its Duration runs out. its EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s..

Core Rule—Focus Check

When you take DamageDamage HealthDamage is harm that reduces your Hit Points., make a CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. to maintain Focus. Roll it at the TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. you CastCast ActionCast is the Action you use to unleash a Spell. the SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane..

TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. at the Spell’sSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules.

SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
Your Focus doesn’t end.
SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
Your Focus ends.
FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
Your Focus ends. Gain UnfocusedUnfocused ConditionUnfocused is a Condition that breaks your concentration. until the end of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act..

Source Player Codex