Focus

There are three different systems within the Framework. Two are inspired by both Eastern and Western fantasy power systems. The third is fairly unique in its structure and use. The Focus of a character is determined by the Class, Cultivation, Skill systems and what a character chooses as their Primary, Secondary or even Tertiary power system, as appropriate

 Class  is a structure that facilitates growth. Each Class has three abilities which can be upgraded based on a branching path. The power of these abilities depends on the Class and its rarity. Leveling a Class requires Essence.

 Cultivation  as a path is a way of reinforcing a person’s body and spirit. Each path has a unique style and unique breathing forms, along with three techniques which can be evolved. The power of a path depends on the path and its rarity. Climbing through the Cultivation stages requires Essence.

 Skill  is the path to perfection and greater understanding. Each skill helps a person do one thing and can evolve as a person’s understanding of the skill grows. Skills require Essence to purchase, but do not require Essence to evolve. Instead, the completion of skill quests is required.

Key Traits of the Focus system
Focus Influence: How a particular focus influences the psyche of a character. This manifests in different ways for each focus type.

Tiers of Power: Each Focus has a maximum allowance of 9 Tiers of Power. Tiers of Power are gained differently for each Focus


 * Class: 1 Per Class Evolution--starting with level 60
 * Cultivation: 1 Per Primary Path Realm--starting with Early Mortal
 * Skill: 1 Per Tier 6 Skill up to a cap of 9 Tiers of Power.

Focus Balance: The way a character splits their build between the Focuses. Since each focus influences the psyche of its user, maintaining a balanced build ensures the user is able to stabilize their mind and not go mad.

Focus Madness: The system inflicts increasingly damaging madness upon users who have Imbalanced builds. This is caused by conflicting Influences and manifests in different ways based on those influences. Further unbalance increases the strength and frequency of madness.

Feats / Achievements
Feats: Accomplishments performed based on rare or unique circumstances. Hidden by the system but accumulated and used for various purposes during progression.

Titles: The specific title awarded by the Framework for an achievement and displayed on a character's status.

Achievements: A Framework acknowledged feat that has associated requirements (explicit and/or hidden) and various rewards. Permanently given and attached to character status.

Attributes
Each character has attributes that quantify their personal ability. There are six types of attributes and these are:


 * Strength
 * Strength is the power of your muscles, the speed at which they contract and expand, the toughness and flexibility of your tendons and ligaments.
 * Dexterity
 * Dexterity is your hand to eye coordination, it is the speed at which commands go from your mind to your body.
 * Endurance
 * Endurance is your body’s toughness, how hard is your skin to pierce, how durable is your flesh, your organs, your bones. How much pain can you survive, and how large your stamina pool is.
 * Vitality
 * Vitality is the power of your body to regenerate, to fight off disease and poisons, it is your general fitness.
 * Intelligence
 * Intelligence governs the power of your mind, how quickly you think and grasp unfamiliar concepts. It does not make you smarter as some people think, but it can help you retain information.
 * Wisdom
 * Wisdom is your connection with your power and level of control over it.

Key Traits of the Attributes System
 Base Initial Values:  These are attributes that a character has naturally. They are affected by both the character themselves and by the stats of their parents when they activate their essence.

 Base Stats:  These are attributes that are innate to a character and mainly gained from a Character's Initial Values, Class, Cultivation, and some titles/perks. These are taken into account prior to any Perk or Title buffs.

 Self Improvement Stats:  These are stats that are granted to a character due to elixir use, elixir baths, various perk effects, various item effects, etc. These stats count toward a character's total Base Stats.

 Total Stats:  These are the total attributes that a character has after adding Base Stats, Perks, Titles, Equipment, Etc.

 Complimentary Stats:  These work together to benefit a character in their interaction. Having too high of one of these stats can have negative effects that will increasingly affect a character.

There are 3 pairs of complimentary stats.


 * Strength/Dexterity
 * Vitality/Endurance
 * Intelligence/Wisdom

 Stat Imbalance:  The first stage of complimentary stat negative effects. This is when a character starts to feel the effects of the difference between a complimentary stat pair. This occurs when there is a 1.5 times difference between the Total Stats of two attributes.

 Stat Impairment:  The second and most severe stage of complimentary stat negative effects. This will severely debilitate a character based on effects of the higher of the two complimentary stats. This effect happens starting when there is a 2 times difference between the Total Stats of two attributes.

 Stat Sickness:  The most debilitating negative attribute effect a character can get. This stat effect is determined by the Base Stats of a character. If the difference between the Highest and Lowest Base Stat is too high, this affect will be applied.

The threshold for the allowable difference is different for each Focus.


 * Class: 30% of the sum of all base stats.
 * Cultivation: 20% of the sum of all base stats.
 * Skill: 10% of the sum of all base stats.

 Bonus Stats:  These are stats that are added to a character after Base Stats. This includes:


 * Title Percent / Static stat increases. These are stats that are rewarded for gaining a Title for a system recognized Achievement.
 * Perks Percent and/or Static stat increases. These are stats that are rewarded by various Perks for each of the Focuses. Most perks provide Percent stat increases but there are also some that grant Static, Base, or even Percent of Bonus Stats to Base.
 * Equipped Items Stat Increases. These are stats granted by wearing or using various items.