Focus Pool (Psychic Anima)

The character gains a pool of Anima associated with psychic energy called Focus. Focus is an energy used to tap into and make psychic aspects of The Pattern evident. It allows a character to boost, leverage, reveal, express, channel, and remember psychic aspects and the flows of psychic energies. Anything with the potential to have Anima may develop this reservoir of Psychic power. All Energy Pools have a “Reserve” which is one-use and does not return once expended. Natural [Aptitude] Talents automatically gain this Feature if they have Psychic Talent, without having to pay any extra cost. Almost everything has minimal latent Focus, locked away and unavailable. The pool is what can be tapped into and actively directed. Some characters who command this energy are also Channelers, sensitive to its roots and flows. The pool can suffer Focus Corruption from several external sources. This energy is also used to make and/or trigger Psychic Empowered Items and Places. The act of manifesting specific Psychic Power/Capability using Synergy (see hereafter) is referred to as Asserting.

Actuating [acquiring] an Anima Pool (an energy pool) requires either a Primer or a tutor. A tutor is done as institutional or personal [instruction]. It takes time and is a service often charged for. If through a Primer, it requires related phenomenological Lore. Learning powerful and difficult Rituals and Ceremonies may Actuate and/or contribute to the energy pools for Chi, Focus, Mana, and/or Synergy.


D20 Focus Pool Mechanics

COST/REQ: 1 Essence or Inherent by Species, an Actuated Awareness trigger; Channeler: 1 Essence

Return Rate: 1/Short Rest, All/Long Rest, enhanced by Meditation

Starting, Gaining, and Losing Focus

Channeling: Whenever the character Releases Potential, they gain an extra 1, 2 if done during Actuated Awareness.

Starting:

  • Character Creation:
    • Initial Essence: Proficiency Bonus + 1 Point per Psychic Aptitude
    • Test: DC 10 generic check (+ Proficiency Bonus) = 1 Point (adds 10% to starting age, character may become Hardened)
  • Gaining:

  • Releasing Potential: 1 Essence = 1 Point per Psychic Aptitude (min. 1); If spent during a moment of Actuated Awareness, increase by 1.
  • Reward: A direct Reward granted by the Game Master based on unusual circumstances or particularly adroit actions. This may be related to personal or institutional service.
  • Losing:

  • Essence:
  • iCore Feature Mechanics

    COST/REQ: -5 CP or Inherent by Species, an Actuated Awareness trigger.
    Type: Psychic

    Starting, Gaining, and Losing Focus

    Starting:

    • Character Creation:
      • Essence: 1 = 1 + 1 Point per Psychic Aptitude (min. 1)
      • Test: DC 10 generic check (+ Proficiency Bonus) = 1 Point (adds 10% to starting age, character may become Hardened)

    Gaining:

  • Releasing Potential: 1 Essence = 1 Point per Psychic Aptitude (min. 1)
    > 1 spent during a moment of Actuated Awareness = +1
  • Reward:
  • Losing:

  • Essence: