Focus (1AP) – They take a deep breath and clear their head, then launch into action with tunnel vision. Focus allows the Character to use an Action to improve the chance of success of their next Action or Interruption. After declaring Focus, the Character receives +1 to the die roll for their next Stat Check. Focus is much easier to achieve when there are no immediate threats and no Check is needed to succeed. However, if there are any unengaged enemy Characters within 6” of the model they must make a Psyche Check to Focus. If they succeed in the Psyche Check, they may Focus as described above. If a natural 6 is rolled for the Psyche Check, the Character receives a +2 to the die roll for their next Check instead of +1. If the Character rolls a natural 1 the Character becomes distracted and receives a -1 to the roll on their next Stat Check instead.
This should give players more flexibility and incentive to take advantage of some of the more cinematic Actions and Interruptions, as well as making things like combat a bit more decisive.
On that note, I'm working on an updated version of the Alpha Rules, as well as some play aids so be on the look out for that.
Finally, today I made a post on 2ndCityWarzone talking about how I found gaming and how the aspiration of being a game designer has been carried with me for more than 3 decades. Its titled, How A1 Slave Pits of the Undercity Changed My Life. Its a little long, but if you dig nostalgia or origin stories, you might dig it.
Thanks for reading!