Focus is what makes your character unique. No two PCs in a group should have the same focus. Your focus gives you benefits when you create your character and each time you ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”
When you choose a character focus, you get a special connection to one or more of your fellow PCs, a first-tier ability, and perhaps additional starting equipment. A few foci offer slight alterations of type special abilities (fighting moves for Glaives, tricks of the trade for Jacks, and esoteries for Nanos).
Each focus also offers suggestions to the GM and the player for possible effects or consequences of really good or really bad die rolls.
As you progress to a new tier, your focus grants you more abilities. Each tier’s benefit is usually labeled “action” or “enabler.” If an ability is labeled “action,” you must take an action to use it. If an ability is labeled “enabler,” it makes other actions better or gives some other benefit, but it’s not an action.
An ability that allows you to blast foes with rays is an action. An ability that grants you additional damage when you make attacks is an enabler. You can use an enabler in the same turn as you perform another action.
Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if your first tier ability grants you +1 to Armor and your fourth-tier ability also grants you +1 to Armor, when you reach fourth tier, you have a total of +2 to Armor.