In the chaos and noise of combat it is highly beneficial to maintain Focus. This can give a significant advantage to a combatant and allow feats of martial skill that few can compete with. Focus based skills are divided into four categories: unarmed, kicks, armed and ranged attacks, plus an additional sub-category for defensive skills (which are passive skills which take place during the enemy turn). Depending on the type of Focus class they have access to these skills in varying proportions. As Focus classes refine their skills and gain experience they increase the likelihood of successfully executing their vast array of skills.

Focus Dice


Any Focus-based attack or skill requires the use of a D20 Focus Dice which is rolled at the same time as your Hit Dice. Depending on the number rolled there are four possible results which, should your attack hit, dictate how successfully the blow connects.
1) Glancing: Attack does the minimum possible damage based on the damage of the selected Focus skill, with no skill effects applied
2) Connecting: Attack does regular damage based on the damage of the selected Focus skill, with no skill effects applied
3) Solid: Attack does regular damage based on the damage of the selected Focus skill, with corresponding effects applied
4) Perfect: Attack does maximum possible damage based on the selected Focus skill, with corresponding effects applied

Focus Resource


The Focus resource is tracked on the character sheet, with the maximum amount dictated by the Focus class's current level. All Focus classes begin with only one Focus. Through leveling up, the maximum amount of Focus can reach as high as seven. During combat, if a Focus class takes damage, the current amount of Focus is reduced by one. Under normal circumstances, a maximum of one Focus can be lost each round and Focus can never be reduced below one under any circumstances. There is a chance to resist this effect, known as Focus Reduction Resistance, or FRR. FRR is calculated using these formulas:

Full class = lvl x initiative / 4
Mixed Class = lvl x initiative / 5

Your Focus Reduction Resistance (FRR) is rolled against, using a d100, anytime damage is taken.
If successful, the damage is still taken but Focus Points are not lost.
If unsuccessful, the damage is taken and 1 Focus is subtracted

Regaining Focus


Focus can be regained by using the Meditation skill. If using Meditation in combat, the Focus Class must surrender their entire turn (no movement, instant, or actions allowed) and have no dodge contribution to AC. If they do not take any damage they regain one Focus. Meditation can also be used outside of combat. Provided that the equivalent of at least a half rest is spent in Meditation, Focus is restored to its maximum amount.

Focus Skill Points


Gain two skill points per level up to and including level 10, then one skill point per level after that. Each rank of a skill costs one point. You cannot spend more than one point in each skill per level up (except thru titles).

Cannot take a previously unknown skill (i.e. Rank 1) unless taught by an Expertise Trainer that knows the corresponding skill. If the Focus user has Expertise Trainer level 3, may self-teach new skills. If assigning a point to existing skill (i.e. advancing from Rank 1 to Rank 2), no trainer is required.

There is a maximum number of points that can be placed in each type, depending on the class

Focus Skill Types


There are five different Focus skill types. These skill types vary in their application. Some like Armed/Ranged skills, which require a weapon, are used during your action phase, while Fist/Kick skills can be used as either an instant or an action, or even as both. Defensive skills are not used in the characters turns at all, and can be used in response to damaging attacks. The table below shows a list of skill types, when they are used, and what stipulations/bonuses exist (if any):

Fist

Considered an 'unarmed' attack. Can be used as an instant or action but must have at least one free hand. If wielding a main hand weapon, an offhand fist attack can be used as a follow up to the main hand attack as part of a single action (offhand must be empty). If both hands are empty, can perform two fist attacks as part of a single action (one main hand, one off hand). Always counts as glancing versus mail/plate (except for Dragon Punch) unless using a Fist Weapon. Gain +2 to Focus dice roll.

Kick

Considered an 'unarmed' attack. Can be used as an instant or action, and may be used while armed. However if a kick is used as an action the player cannot attack with weapons. Can be performed with a single Focus based Fist attack, as part of a single action, if not wielding any weapons. Gain +1 to Focus dice roll


Armed

May only be used while armed. Counts as an action and if scoring effects, they apply to the main hand only. If not wielding a weapon or shield in the off hand, can be combined with an unarmed focus attack as part of a single action.


Ranged

Counts as an action and may only be used with ranged or thrown weapons.


Defense

A mixture of passive skills that are always in effect and skills that can be activated during the enemies turn, no focus dice rolled, some skills count as an instant on the next turn


Racial

(coming soon) (may include standard attack and finishing move)