Work together with the GM to figure out what special abilities are, what powers them, and why they exist in your game's setting. Flavor this mechanic to fit your world.
Special abilities require minimum +1 Focus roll to use. They should be powered from within, or by a special item. A special ability must be used on a special action, and must replace a standard or defensive action. It can also boost meta rolls during idle time and instances.
Special points represent the number of times a character can replace actions with a special action. For example, a 1d6 number of facets on a gem stone, or charges on a thermal core will determine how many special points a character can spend. Work with the GM to determine how special items can be made, replenished, repaired (See Resources).
In some cases there may be different versions of an item or special item. For example, an elemental device may vary by type depending on the environment at the GM’s discretion. In other cases the GM will roll 1d6 to determine the type of device found, e.g., 1 = Earth, 2 = Metal, 3 = Water, 4 = Wood, 5 = Fire, 6 = Wind.
Some characters may have a backstory that allows them to channel temporary special points from within. These characters must have a minimum +2 in the focus attribute, and can channel special points in the following ways:
Characters starting with +2 Focus will have a 1 Special Point default. This default can be increased to 3 max through character progression.
Gain 1 point on superb special ability meta rolls.
Gain 1 point when defeating an enemy by using a special ability for offensive attack.
During idle time, successfully comprehending a device’s manual, an instruction, or examining the device itself can channel a special power from within (See Activities).
Special points channeled from within that exceed a character’s max will dissipate after a proper rest, a night’s sleep, or a period of low activity at the GM’s discretion.
NOTE: If no special powers, devices, or abilities exist in the world, the Focus attribute can be used for extreme concentration during Activities, Instances and Situations at the GMs discretion.
Spending special points allows a character to channel powers or wield special items on offensive, defensive, maneuver, and utilize actions. Successful or better Focus rolls will yield the benefit of special actions. Some actions will require two different variants of a special item or device at the GM’s discretion, and need 2 special points spent to perform the action. A special item or device must have at least 1 “charge” to use, and must be declared equipped.
You can spend 1 special point per turn to start.
A special action can take the place of a standard turn action on a player's turn.
You can increase the number of special points that can be spent per turn to a maximum of 3 with progression points.
Spend 1 point to make an offensive focus roll. Roleplay how the powers enhance your offensive action. On a success roll or better where wounds are inflicted, you inflict wounds equal to 3d6 plus your current focus stat.
A success roll or better is needed to perform a special offensive action.
The spent point is lost on both successful and failed rolls.
On a major fail roll, the action fails with a consequence.
Spend 1 point to make a defensive focus roll. Roleplay how the powers enhance your defensive action. On a success roll or better you ignore wounds equal to 3d6 plus your current focus stat.
A success roll or better is needed to perform a special defensive action.
The spent point is lost on both successful and failed rolls.
On a major fail roll, the action fails with a consequence.
Spend 1 point to make a maneuver focus roll. Your focus stat is doubled for the roll. On a success roll or better, roleplay how the powers enhance your maneuver action.
A success roll or better is needed to perform a special maneuver action.
The spent point is lost on both successful and failed rolls.
On a major fail roll, the action fails with a consequence.
Spend 1 point to utilize special items or special item features that have a finite number of uses. The item details will explain what item’s purpose, e.g., heal wounds, add a temporary threshold, or attribute stat boosts, etc. Keeping the dice table in mind, collaborate with the GM on how your character might find special items to utilize. Roleplay how the powers enhance your utilize action.
Special items will need a minimum +1 focus stat roll to use. Special advanced items may require higher.
Special item details will note specific boosts, affects, and durations, and number uses.
A special item must be declared equipped in order to use during situations.
Some special items can only be used during idle time and instances.
Once a special item has been used up or broken, it is considered useless until properly renewed or repaired at GM’s discretion.
Some special items can not be renewed.
The GM will determine outcomes and consequences.