As we explained in the chapter on combat, players gain XP by destroying Focuses in combat. This XP can then be spent on... more Focuses! Creating FocusesCreating Focuses is nice and simple. You can create a Focus by spending XP equal to its level (so 1 XP gets you a Level 1 Focus). This can be an entirely new object that you've just gotten hold of, or it can be an object you already have that you wish to make into a Focus, or it can be the exact same Focus you destroyed -- it all depends on how you narrated the combat and how you narrate your Focus-grabbing actions. Fixing FocusesWhen you win a Focus from someone, you can immediately sink the XP you gained into Fixing that Focus. This stops anybody from affecting the Focus, and stops that Focus having any gameplay effect. This is included as a way to get closure on a story arc and make sure that arc stays closed. Competetive types may, in the absence of any other tangible measures of success, want to think of spending XP on Fixing important Focuses as one.Example: Prince Dashing has finally rescued his five-point focus, Princess Charming, from Lord Horrid. Tired of continually chasing after the useless bint and rescuing her, Prince Dashing's player fixes Princess Charming. This time she stays rescued. Equally, however, Prince Dashing can no longer stake the Princess in order to fight, and all the XP he invested in her are lost. Adding Limit Breaks to FocusesAs stated before, Focuses can have Limit Breaks (sometimes just called Limits) added to them. Limit Breaks are little bonuses which can be used once per combat; we go into them in more detail in the Advanced Combat chapter. Limits are sorted, being either Minor, Significant or Major -- this designation affects how much they cost and how likely you are to be able to use them:
When buying Cherries to go on a Focus, you can't spend more XP on Cherries than the level of the Focus. So a Level 1 Focus can only have 1xp worth of Cherries on it, while a mighty Level 8 Focus can have 8xp worth of Cherries. |