TNX:Focus System

= THE FOCUS SYSTEM =
When you're lost, look to the sky and those at your side.
With the stars and your comrades to guide you, you can go anywhere.
- Koizumi "Night Watch" Hazumi
== A SYSTEM FOR CONTINUOUS ACTIONS ==
The Focus System is a set of rules to represent events in the game that cannot be resolved using a single Check due to their complexity or the length of time they take. Situations like chase scenes, hacking, or escaping from a series of explosions are examples of the type of multiple-step events that the Focus System is for.
There exists a special sheet to track one's progress on the Focus System (on page 168 of CTL.) To make progress on this sheet, one must make a Focus Check.
== THE FOCUS CHECK ==
The Focus System is based upon the same Cut Progression rules used for combat, and can indeed occur simultaneously with combat.
During each of their Main Processes, the Cast Members involved in the Focus Check must make checks. These are known as Progress Checks. Depending on the result of the Progress Check, the character or team will continue forward along the Progress Track.
This repeats for as long as is necessary, or permitted by the Director, until the Progress Track reaches the Focus Goal. At this point, the Focus Check is considered a success. However, if the Focus Goal is not reached within the time limit or the players repeatedly fail Progress Checks, the Director can rule that the Focus Check has failed at their discretion.
(If this is unclear, the Focus Check is the complex action being attempted, encompassing the entirety of Cut Progression; for example, "set up a bomb in the building." A Progress Check is an individual component of this action performed with a Major Action; for example, "sneak the bomb in," "hide the bomb where nobody will find it" or "set the timer." They're not the best terms.)
== STARTING A FOCUS CHECK ==
When the Director declares that they want to run a Focus Check, some steps are necessary in order to prepare for it.
1. PREPARE THE FOCUS SYSTEM SHEET
Prepare a copy of the Focus System Sheet on page 168. Write the Act Name and the involved players on the sheet.
2. DESCRIBE THE FOCUS GOAL
Write down what the Focus Goal of the Focus Check is. For example, "Avoid the explosions" or "Escape from the pursuing vehicle" is a good description. In most cases, the involved Cast Members should be aware what this Focus Goal is beforehand as well.
3. SET LIMITS
The Director can set limits on which characters are allowed to make Progress Checks. They can also allow every Cast Member in the Scene to do them.
But for example, the Focus Check "Set up a bomb in a confined space" deserves a limit of "One character." Chase and Hacking Focus Checks may commonly have limits of this sort.
4. SET FAILURE CONDITIONS
Most Focus Checks have a time limit. This is generally specified as a certain number of Cuts. If the Cleanup Process of the final Cut within this limit arrives, and the Focus Goal has not been reached, the Focus Check fails.
The Director can also specify other types of failure conditions at their discretion.
5. ALLOW/DISALLOW SUPPORT CHECKS
Even if they are not allowed to make Progress Checks themselves, other characters present in the scene can be permitted to make Support Checks in order to boost the Progress Check. Record the characters allowed to make Support Checks on the Focus System Sheet.
6. CHOOSE THE INITIAL EVENT
The Focus System contains a series of events for each type of situation, and the Director must choose which event will be the initial one. Write this on the sheet and communicate it to the players.
Events will be covered in greater detail later in this section.
7. SET THE Focus Goal
The Focus Goal is a number that the sum of all characters making Progress Checks must reach in order to succeed at the Focus Check. Once this Focus Goal is reached, the Focus Check ends. The Director can set this to any number that they desire.
Typically the players are informed of the Focus Goal and it is written on the Focus System Sheet, but the Director is allowed to keep it a secret if they desire.
== THE STEPS OF A FOCUS CHECK ==
Once the Director's finished filling in the Focus System Sheet, the Focus Check begins. The Director should inform everyone of this, and also inform them if combat is taking place concurrently. 
1. PREPARING FOR BATTLE
If a combat is occurring, Cast Members should be allowed to prepare for battle just as they would at any other time.
Since the Focus System exists to simplify roleplaying complex situations, it's not necessary to keep track of distances in the same level of detail as in a standard combat encounter. In some cases, it may not be possible. The Director can instead rule that all Cast Members are in the same Engagement, and all other characters are at Short range from every Cast Member.
2. THE SETUP PROCESS
The Setup Process is the same as in combat.
3. THE INITIATIVE PROCESS
During a Focus Check, Support Checks take place during the Initiative Process. They will be explained in more detail later.
Otherwise, the Initiative Process is the same as in combat.
4. THE MAIN PROCESS
The acts of choosing the Initiative Character and taking Main Processes are the same as in combat.
Progress Checks are Major Actions during each character's Main Process. They will be explained in more detail later.
5. THE CLEANUP PROCESS
The Cleanup Process is the same as in combat.
However, the Focus Check's failure conditions may trigger at this time.
== FOCUS CHECKS AND COMBAT ==
Focus Checks and Combat can occur at the same time.
This will typically entail some Cast Members using their Major Actions to make Progress Checks while others use them to fight. If it makes sense, it's recommended that the Director allow the players to choose who will do what during these scenes.
== PROGRESS CHECKS ==
Progress Checks are the mechanism used to determine whether a Focus Check will succeed or fail. Each individual Check within the entire Focus Check is referred to as a Progress Check. The steps of the Progress Check are listed below.
1. BE IN YOUR MAIN PROCESS
Progress Checks must be done as a Major Action during the Main Process of the character making them.
The Director can also disallow Cast Members from making Progress Checks at their discretion. For example, if a character is under the effect of [BS: Confusion], they should not be allowed to make a Progress Check during a Chase Focus Check.
2. MAKE THE CHECK 
After receiving the Director's permission to make a Progress Check, the player in question can make the check.
This is done the same as an Action Check. However, it does not have a target. The skill used can also not be in a Combo* with any other skills.
* The Director can permit otherwise, but the important part the Progress Check should not be allowed to produce effects unrelated to the Focus Check, such as attacking an enemy or supporting an ally.
3. DETERMINE THE PROGRESS MADE
If the Progress Check is successful, the next step is to determine the amount of progress made. The formula is [DoS / 10 (round down) + Progress Mod]. Increase the Progress Track by this number.
4. START THE NEXT EVENT
The number on the Progress Track determines the next Event that will occur and thus the conditions of the next Progress Check.
During many Focus Checks, multiple Events may occur at once. In this case, treat only the most recent Event as occurring for the purposes of the next Progress Check.
5. THE MAIN PROCESS ENDS
After a Progress Check has been made, that character's Main Process ends.
== THE PROGRESS TRACK ==
The Progress Track is a numerical measurement of how close to the Focus Goal the Focus Check is. It begins at 0, and is increased through repeated Progress Checks until it reaches the Focus Goal.
Though some Events may specify otherwise, in general, failing a Progress Check will not cause one to move backwards on the Progress Track. It should never decrease, only increase.
== PROGRESS MOD ==
During Chase and Hacking Focus Checks, the Progress Mod is dependent upon their equipped Outfits.
In most other types of Focus Checks, it defaults to 1.
= SUPPORT CHECKS =
Other characters present in the Scene, even if they are not allowed to make a Progress Check, can do a Support Check so that an upcoming Progress Check is more successful. This represents taking actions that directly assist the character making the Progress Check, such as acting as a lookout or advising them.
Making a Support Check causes your AR to decrease by 1.
Listed below are the steps of a Support Check.
1. BE IN THE INITIATIVE PROCESS
Support Checks are declared during the Initiative Process. CS is unimportant; as long as a character has at least 1 AR, they can make a Support Check at any time.
2. MAKE THE CHECK
The character making the Support Check must target a character capable of making a Progress Check. They then make a Check with the same Difficulty as the upcoming Progress Check.
Even though it is not performed during one's turn, this is considered a Major Action, and the skill used is always an Action Skill.
Minor or Move Actions cannot be performed prior to or in combination with a Support Check.
3. DETERMINE THE CHECK RESULTS
If the Support Check is successful, the target gains a bonus of +1 to the Progress Mod of their next Progress Check. If the Cut ends before they make their next Progress Check, this effect persists until the next.
If multiple characters do Support Checks with the same target, the effect stacks.
Regardless of whether the target succeeds or fails at their next Support Check, the effect is erased after they make it.
4. DECREASE AR
Decrease the character's AR by 1 after they have finished making their Support Check.
== SUPPORT CHECK COMBOS ==
For the purposes of Combos, treat a Support Check as if it were an action with [Timing: Major] and [Target: Single*]. It cannot target characters other than the target of the Support Check, cannot inflict Wounds or Bad Statuses, and no Reactions can be made to it.
Skills which grant anyone a Main Process are prohibited from being used in Support Check Combos.
== EXAMPLE SKILLS FOR SUPPORT CHECKS ==
The skills that can be used to make Support Checks naturally depend on the situation. The final decision is always the Director's.
1. MULTI-PURPOSE SKILLS
These skills are appropriate for the majority of Support Checks.
- <Contact> skills with the target: These can be used to support or encourage the target.
- City <Society> Skills: These can be used to provide useful advice about the vicinity in a variety of situations.
- The same skill as the Progress Check uses: This represents cooperating directly with the target of the Support Check on their action.
2. SITUATIONAL SKILLS
These checks may or may not be appropriate depending on the nature of the current Event.
- <Negotiation>: This skill can be used to provide advice, encourage the target, or otherwise make progress through conversation.
- <Melee>, <Ranged>, <Psychology>: When a Focus Check is being used to represent a combat situation*, these can be used as support skills to represent fighting in tandem.
- <Perception>: This skill can be used to notice something advantageous for the target in your surroundings, or help them avoid danger.
- <Cybertech>: If the target is hacking or you can somehow use your TRON to assist them, this skill is appropriate.
- <Craft>: You can use your expertise to perform on-the-fly tuning of an Outfit critical to the Focus Check and boost its performance.
* Though in most cases, battles will occur using the standard combat rules, they can also be written into Focus Checks - for instance, the Event "You find yourself within a hail of bullets" may occur.
= EVENTS =
As the situation changes from moment to moment, this is represented by Events. Each Event represents an obstacle that must be cleared, after which the check moves onto the next Event and the next obstacle.
A new Event occurs whenever the Progress Track moves, changing the conditions required for the next Progress Checks.
= OTHER FOCUS CHECK RULES =
== TAKING WOUNDS ==
Certain Events may cause characters to take Wounds, from the character making the Progress Check to a specific character to the entire Cost.
It is generally permitted to use Guard Skills in reaction to these Wounds, as well as Style Skills like <Covering> and <Mikiri>.
If the Director desires, they can allow a Skill Check to be made prior to receiving the Wound, with success allowing the Wound to be avoided.
== SITUATIONAL MODIFIERS ==
As always, the Director can apply situational modifiers as they see fit.
== APPEARANCES AND RETREATING ==
Treat these the same as during Combat. However, Guests and other NPCs can appear or retreat at any time.
= PRACTICAL FOCUS CHECKS =
Below are some examples of Focus Checks made in practical situations.
== CHASES ==
A battle or pursuit between multiple vehicles can be represented as a Chase Focus Check.
=== PURSUIT ===
In this type of Chase Focus Check, the Cast is trying to catch up to the enemies.
==== RESULTS OF SUCCESS ====
If the Focus Check is successful, the Cast catch up to the enemies. At this point, or even when you first spot them, a battle may start. If a battle starts after you catch up to the enemies, you are at Close Range to them.
You can also succeed at the Focus Check by causing the enemies' Vehicles to all become Damaged.
==== RESULTS OF FAILURE ====
If the Focus Check fails, the enemies escape.
==== HANDLING SIMULTANEOUS COMBAT ====
At the beginning of the Focus Check, the cast and enemies should be at a distance of (The Focus Goal / 5) Range Steps. For each 5 units the Progress Track moves, this distance narrows by one step. The Cast and enemies can thus used ranged attacks and abilities on each other.
Normal battle movement is not possible.
The Cast can be divided into multiple Engagements if it seems appropriate, such as if they are riding multiple vehicles, or put into the same Engagement.
=== ESCAPE ===
In this kind of Focus Check, the Cast are being chased by enemies and are attempting to escape from them.
==== RESULTS OF SUCCESS ====
If the Focus Check is successful, the Cast shake off the enemy pursuit and escape from them.
You can also succeed at the Focus Check by causing the enemies' Vehicles to all become Damaged.
==== RESULTS OF FAILURE ====
If the Focus Check fails, the enemies catch up to you. At this point, or even when they first spot you, a battle may start. If a battle starts after the enemies catch up to you, you are at Close Range to them.
==== HANDLING SIMULTANEOUS COMBAT ====
At the beginning of the Focus Check, the cast and enemies should be at Close Range. For each 5 units the Progress Track moves, this distance grows by one step. 
Everything else is the same as in Pursuit.
=== RACE ===
In this kind of Focus Check, multiple parties are trying to reach a destination faster than the other.
==== PROGRESS TRACK ====
Fill out a Focus System Sheet for each Team. The Team that reaches the Focus Goal the fastest reaches the destination first.
==== EVENTS ====
Events affect every Team present in the scene. The first Team to succeed at a Progress Check for a given Event clears it.
==== HANDLING SIMULTANEOUS COMBAT ====
The teams are at a distance of (The difference between their Progress Tracks / 3) from each other.
=== CHASES USING VEHICLES ===
Most chases are performed by characters riding on Vehicles. Characters not operating or riding a vehicle cannot appear in a Scene of this kind.
==== PROGRESS CHECK ====
The Progress Check is typically <Operate> and can only be made by the Operator of a vehicle.
==== PROGRESS MOD ====
The Progress Mod starts equal to the SF of the Vehicle. <Supercharger>, <Slip Through> and other abilities that allow extra movement instead add a +1 bonus to the the Progress Mod per Range Step.
==== HANDLING SIMULTANEOUS COMBAT ====
Due to the high speeds, all Attack Checks take a penalty of -3 until the end of the Focus Check.
=== CHASES ON FOOT ===
In other words, running after someone.
==== PROGRESS CHECK ====
The Progress Check is typically <Athletics>.
==== PROGRESS MOD ====
The Progress Mod starts at 1. <Jibashiri>, <Slip Through> and other abilities that allow extra movement instead add a +1 bonus to the the Progress Mod per Range Step.
==== HANDLING SIMULTANEOUS COMBAT ====
All Attack Checks take a penalty of -5 until the end of the Focus Check. It's really hard to attack someone while running as fast as possible while dodging obstacles!
== HACKING ==
Invading a TRON system, gathering information, and illegally manipulating electronics can all be represented using Focus Checks.
=== RESULTS OF SUCCESS ===
If the Focus Check is successful, the Cast acquires the information they were searching for or accomplishes their other objective.
=== RESULTS OF FAILURE ===
If the Focus Check fails, the Cast fails to accomplish their objective, and their intrusion may be detected. They may be captured, or their Address becomes known and they may suffer a Social Wound.
=== PROGRESS CHECK ===
The Progress Check is typically <Cybertech>. Those who do not have a Tap equipped cannot make Progress Checks.
=== PROGRESS MOD ===
The Progress Mod is typically the Cycles of the equipped Tap.
==== HANDLING SIMULTANEOUS COMBAT ====
Since Hacking does not usually need to happen in the same physical location as the TRON being hacked into, simultaneous combat rarely occurs. However, any characters making Progress Checks still need to be present in the Scene. They can easily appear by Ghosting using a D-ICON Drone.
== BOMB DEFUSAL ==
A Focus Check can be used to locate and defuse an explosive.
=== RESULTS OF SUCCESS ===
If the Focus Check is successful, the bomb is safely defused.
=== RESULTS OF FAILURE ===
If the Focus Check fails, the bomb explodes and any Cast Members present take a Physical Wound.
=== PROGRESS CHECK ===
The following skills may be appropriate:
<Craft: Tool> or <Craft: Weapon> for working on the bomb itself.
The Tatara Style Skill <I.E.D.>
<Cybertech> for trying to locate or disable the bomb using a TRON.
<Perception> to locate the bomb.
<Negotiation> and <Stealth>, although not directly related to the bomb, can be vital in preventing the bomber from detonating it early.
=== PROGRESS MOD ===
The Progress Mod is typically 1.
=== HANDLING SIMULTANEOUS COMBAT ===
It's necessary to be near the bomb to work on it. Only characters within Close Range to the bomb can make Progress Checks.
== DUNGEON ==
This doesn't merely refer to underground labyrinths. Any type of building in which the Cast doesn't know what they will encounter can be represented with a Dungeon Focus Check.
=== RESULTS OF SUCCESS ===
If the Focus Check is successful, the Cast accomplishes their objective in the Dungeon.
=== RESULTS OF FAILURE ===
If the Focus Check fails, the Cast is captured.
=== PROGRESS CHECK ===
The following skills may be appropriate:
<Athletics> for movement.
<Stealth> to avoid guards or security cameras.
<Craft: Tool> or <Cybertech> to pass locked doors and other obstacles.
<Melee>, <Ranged> and <Psychology> to defeat security guards and droids in combat.
<Negotiation> to slip past guards with fake IDs and disguises.
=== PROGRESS MOD ===
The Progress Mod is typically 1.
== EXAMPLE FOCUS CHECKS ==
On the following page are a number of example Focus Checks.
=== RANDOM EVENT CHARTS ===
Page 53 and onward contain Random Event Charts that can be used in Focus Checks. You do not need to plan every Focus Check in advance; these charts will easily allow you to play them without planning.
The Director decides all details other than the Events themselves.
The Diretor can have the Events occur at any frequency they wish, but every multiple of 3 on the Progress Track is a good place for a new Event.
You can use the Axess Cards to pick a new Event. Shuffle the Axess Cards and draw one; it will be numbered 1-8. Choose the corresponding Event.
== CHASE (GROUND VEHICLE) ==
No Event Diff. Skill Progress Mod
1 Straightaway 10 <Operate> SF
 You race down a straight road, opening the throttle and accelerating. Speed is all you need here! There are no special modifiers.
2 Curve 12 <Operate> SF
 You come up to a sudden curve. Taking a fast vehicle through it is difficult. All <Operate> checks made on Vehicles with a SF of 3 or more take a -3 penalty to the result.
3 Paved Road 10 <Operate> SF
 You ride down a smoothly paved road. The Operators of all ground vehicles other than Walkers gain a +2 bonus to all Checks they make.
4 Bad Road 12 <Operate> SF
 The road is full of holes, debris or other obstacles. The Operators of all ground vehicles other than Walkers take a -2 penalty to all Checks they make.
5 Roundabout 10 <Society: City> SF
 The path ahead weaves confusingly between buildings; some knowledge of the streets is necessary to navigate it. Riders other than the Operator can make Progress Checks.
6 Attack 15 <Operate> SF
 An attack comes out of nowhere. The character making the Progress Check takes a {S+3} Physical Wound. Succeeding at the Progress Check represents their ability to evade or ignore it and keep driving.
7 Signal 15 <Cybertech> <Operate> 1
 A traffic signal is on red ahead! You'll have to blow through it. Riders other than the Operator can make [Cybertech] Progress Checks.
8 Gatekeeper 10 <Society: Technology> 1
 You roar up to a malfunctioning automatic gate. It's not going to be easy to get past it. Riders other than the Operator can make Progress Checks.
== CHASE (ON FOOT) ==
No Event Diff. Skill Progress Mod
1 Straightaway 10 <Athletics> 1
 You race down a straight road, with no time to rest your feet. Speed is all you need here! There are no special modifiers.
2 Sharp Corners 12 <Athletics> 1
 You are on a winding path full of sharp corners, forcing you to decrease your sped. All <Athletics> checks made by characters with a CS of 8 or more take a -3 penalty to the result.
3 Crowd 12 <Athletics> 1
 You run into a crowd of people! As your vision is blocked, it's hard to maintain speed and find the way out.
4 Obstacles 15 <Athletics> 1
 Walls, stairs, debris, and other objects... there are countless impediments to your way. Getting past them isn't easy.
5 Roundabout 10 <Society: City> 1
 The path ahead weaves confusingly between buildings; some knowledge of the streets is necessary to navigate it. Riders other than the Operator can make Progress Checks.
6 Attack 15 <Evasion> 1
 You hear a gunshot or an explosion close by! Although it doesn't do you any harm, it takes hardened reflexes not to lose your composure and keep up the page.
7 Impact 12 <Athletics> 1
 You run into open traffic and get hit! The character making the Progress Check takes a {I+one card from the deck} Physical Wound. Succeeding at the Progress Check represents their ability to shake it off and keep running
8 Exhaustion 10 <Medicine> 1
 Your heart's pounding so much it feels like it might burst; some knowledge of your own anatomy is necessary to keep up this pace. The Director can permit or require making the check with <Society: Technology> if more appropriate.
 
== HACKING ==
No Event Diff. Skill Progress Mod
1 Password 10 <Psychology> <Cybertech> Cycles
 You're asked to enter a password. Is it their birthday? Their address? Their VIN? You can either try to guess or use brute force.
2 Alert 12 <Cybertech> Cycles
 You detect an automated alarm as you hack. It's going to take some finesse in order not to set it off.
3 Concealment 15 <Society: Technology> Cycles
 It seems like the Address or data you're looking for is as well hidden as a needle in a haystack. You'll have to gather information to isolate places it might be.
4 Virus 12 <Cybertech> Cycles
 You unwittingly let a virus crawl onto your Tap. You'll have to deal with it in order to hack safely. If you fail the Progress Check, choose one of your equipped Software; it becomes {Damaged}.
5 Reactive Barrier 10 <Cybertech> Cycles
 You encounter a reactive barrier. There's no way through but brute force. The character making the Progress Check takes a Mental Wound with a rating of {3+one card from the deck}.
6 Gatekeeper 10 <Cybertech> Cycles
 An automated security program is in your way. You'll have to sneak quietly past it.
7 Distributed Processing 10 <Cybertech> Cycles
 In order to achieve your objective, you're forced to divide your attention between multiple TRONs. All characters take -2 to all Checks.
8 Malfunction 10 <Craft: TRON> 1
 Your TRON is smoking and shooting out sparks! You can't keep hacking while it's like this; you'll have to jury-rig a quick fix. The Director can permit making the check with <Society: Technology>.
 
== DUNGEON ==
No Event Diff. Skill Progress Mod
1 Obstacle 12 <Athletics> 1
 You encounter a barricade or staircase. It takes good physical condition to vault it without slowing your pace.
2 Running 10 <Athletics> 1
 You're in a straight hallway with no obstacles, which means you've got to run fast to reach your objective in time!
3 Surveillance 15 <Perception> <Cybertech> 1
 Lasers, motion sensors, security cameras... something is waiting to detect intruders like you. You need to approach with caution.
4 Guards 12 <Stealth> 1
 You spot guards patrolling the area. Things will get messy if they find you. You prepare to sneak past unnoticed.
5 Electronic Lock 12 <Cybertech> 1
 The door up ahead has an electronic lock, and it's impossible to get past without dealing with it. Hope you can hack it quick.
6 Attack 15 <Evasion> 1
 Suddenly, gunfire! You've been spotted, and need to evade the attacks while finding cover. Get out of here!
7 Brute Force 20 <Melee> <Ranged> 1
 You encounter a solid door that refuses to open. You'll have to break it down with raw force if you want to continue onwards.
8 Lock 10 <Craft: Tool> 1
 You find something unbelievable; a mechanical lock that takes a key. Such things are easily picked, if you know how they work.
 
= SAMPLE FOCUS CHECKS =
Page 55 and onward contain four example Focus Checks for you to use or learn from.
The latter two focus checks, "Steal something" and "Steal something (Web)", are intended to be played simultaneously. They represent a physical infiltrator moving in for an action scene while a Neuro supports them from afar.
== DISARM A BOMB ==
Name: Disarm a Bomb
Participation Limit: None
Failure Condition: 3 Cuts pass
Support Checks: <Perception> <Cybertech> <Negotiation> <Society: Technology>
This is a Focus Check to disarm an explosive.
The Tatara Style Skill <I.E.D.> can be substituted for <Craft: Weapon> in this Check.
Multiple characters can work on the bomb. If in combat, you can require characters to be in an Engagement with the bomb to make Progress Checks.
Progress Skill Difficulty Progress Mod
0 <Perception> <Craft: Weapon> 10 1
 You attempt to analyze the workings of the bomb.
3 <Will> <Negotiation> 10 1
 Now that you think you understand the bomb, you need to collect yourself and get ready to risk your life disarming it.
6 <Craft: Weapon> 12 1
 You start the work of disarming the bomb. Do you have the skills?
 The Director can permit <Perception> checks if they desire.
9 <Psychology> 12 1
 The blue wire or the red one? What's the disarm code? Skill is no use here--finishing the job requires wits alone.
 
Upon Failure: All characters present in the Scene take an {I+15} Physical Wound. The Director can rule that the building is destroyed and declare other consequences as they desire.
This Focus Check is designed for a team of five. For each person short of that number, delay the Failure Condition by an extra Cut.
== BUY AN ANTIQUE ==
Name: Buy an Antique
Participation Limit: None
Failure Condition: 3 Cuts pass
Support Checks: <Negotiation> <Stature> <Society: Business, Corporate>
This is a Focus Check to purchase rare goods; the sort where even finding them is a challenge.
Progress Skill Difficulty Progress Mod
0 <Society: Business> 10 1
 You reach out to your contacts to locate the goods in question.
 The Director can permit Organization Society checks with a corporation if they desire.
3 <Negotiation> 10 1
 You've found the goods, now you need to talk the owner into parting with them.
6 <Stature> 10 1
 The owner isn't convinced you can pay what their rare possessions are worth to them. You can pay them 10 credits upfront to advance the Progress Track by 3. This can be paid by multiple characters as long as the total adds up to 10.
9 <Negotiation> 12 1
 You've made the owner willing to sell, but you still need to strike a deal. Your silver tongue can't rest yet.
 
Upon Failure: You fail to acquire the desired goods. This may have repercussions for your career if the GM decrees.
This Focus Check is designed for a team of five. For each person short of that number, delay the Failure Condition by an extra Cut.
== STEAL A PROTOTYPE (PHYSICAL) ==
Name: Steal a Prototype
Participation Limit: None
Failure Condition: 3 Cuts pass
Support Checks: <Perception> <Athletics> <Society: Business>
In this Focus Check, you work together with an ally on the Web to pull off a major heist. Perform it at the same time as "Steal a Prototype (Digital)".
Progress Skill Difficulty Progress Mod
0 <Perception> 10 1
 You scout the target location for points of entry and egress.
3 <Stealth> 10 1
 Once inside, you need to slip past the guards.
6 <Craft: Tool> 10 1
 The prototype is behind a high-security door with a physical lock. You'll need to pick it.
9 <Athletics> 10 1
 Time to grab the goods and run! If the Progress Track of "Steal a Prototype (Digital)" isn't at 8 or above, you can't make Progress Checks.
 
Upon Failure: All characters participating in the Focus Check are captured by the corporation. The Director decides what the consequences of this are.
This Focus Check is made for a team of three. If there are only two participants, the Failure Condition changes to "4 Cuts pass."
== STEAL A PROTOTYPE (DIGITAL) ==
Name: Steal a Prototype
Participation Limit: None
Failure Condition: 3 Cuts pass
Support Checks: <Cybertech> <Society: Business, Technology>
In this Focus Check, you work together with allies in the field to pull off a major heist. Perform it at the same time as "Steal a Prototype (Physical)".
Progress Skill Difficulty Progress Mod
0 <Society: Technology> 10 Cycles
 You scour the Web for info on the target corp's digital defenses.
3 <Craft: TRON> 10 Cycles
 You need to develop custom programs to hack through corporate security.
5 <Cybertech> 10 Cycles
 You're past security; now you need to do the job. Some of the security's physical as well, so those in the field will have to deal with it.
8 <Cybertech> 15 Cycles
 Time for the hardest part; covering your tracks and leaving no trace of your intrusion.
 
Upon Failure: All characters participating in the Focus Check take Social Wound 20, Lost ID
This Focus Check is made for up to a team of two. If there is only one participant, the Failure Condition changes to "4 Cuts pass."
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