Wanderer: As an Action mark a being, environment, item or subject as a Focus. You need awareness, familiarity or clues to do this. When you attempt to study, notice, track or survive in your Focus roll a 1D6 Focus Die adding result as a bonus to the Test.
Improvements:
• Cunning Focus: When your Focus is a being you can roll your Focus Die to gain bonus on opposed Tests for stealth, deception, intimidation and persuasion.
• Deadly Focus: Roll your Focus Die on attack against your Focus and add result to the damage.
• Deep Focus: When you gain new knowledge on your Focus you gain an additional Focus Die. Whenever you roll a Focus Die roll all the dice and choose the result to use. You can hold Focus Dice up to your Mastery. You will lose additional dice when you change Focus.
• Mystic Focus: You may Focus on a Magical Gift you have access to. When you channel an Intent from that Gift Roll your Focus Die and use Exhaust options by result.
– 2+: 1 option.
– 4+: 2 options.
– 6+: 3 options.
• Thrill of the Hunt: When you gain new knowledge on your Focus or your Focus being suffers a Wound Roll your Focus Die and recover Hit-points by result + Mastery and reduce Burden by one.