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The Match
In this game everyone has the ability to Move and Attack in the same round, like the Super
power Super Speed with 1 level. If a player wishes to disengage and leave combat they must
forfeit the attack phase of their turn.
Jumping from the top rope. With a climb roll your character can climb the top rope, then Jump
roll with a successful Brawl, if all rolls successed +1d6 damage.
Signature Moves: A Signature Move must be delivered with either a Brawl or Grapple roll. It
costs 10pp and does an additional +1d6 damage for each 10pp spent. Some Signature Moves
may include Climb or Jump rolls, such as Jumping from the top rope. Players should consult
with the GM as to what exactly the move requires. Regardless it is always +1d6 damage for
each 10 pp.
When a character reaches 0FP he will absorb 1pp for each FP in damage taken, similar to
Absorption. These points are used to recharge the Signature Move.
A Charisma Roll lets the crowd heal your FP, similar to First Aid, except on success roll 1d6,
special 2d6 and critical 6+1d6.