Cheat Sheet
Cheat Sheet

Cheat Sheet

CORE STATS

You have 5 points to distribute among them
  • BRAWN
  • AGILITY
  • CUNNING
  • WILL

EFFORT TYPES

You have 5 points to distribute among them
  • LIGHT d4
  • MEDIUM d6
  • HEAVY d8
  • GRAPPLING d10
  • ULTIMATE d12

FIGHTER TRAITS

Choose 1 FIGHTER TRAIT. You gain additional TRAITS as your fighter grows.
  1. BLITZ: Master of combos. If land your first LIGHT attack you start a COMBO with a second LIGHT attack for free.
  1. BURNING SOUL: Your SECOND WIND attempts are EASY, and GET BACK UP attempts are not HARD.
  1. EVASION: When attacked outside of CLOSE range, you are HARD (+3 PARRY) to hit.
  1. GRAPPLER: Add GRAPPLE effort to grapple attempt rolls. You can start a GRAPPLE from NEAR, or mid air.
  1. RUSHER: You can move FAR as if it were NEAR, and when you JUMP go first, not last.
  1. TOUGH AS NAILS: Add twice your BRAWN to HP, and get a +2 to BLOCK.
  1. WILD FURY: Any time you roll a max EFFORT die, roll it again. If an attack drops its target, make another attack instantly.
  1. TRICKSTER: Add CUNNING to your ULTIMATE effort. Master of misdirection, CUNNING checks for deception are EASY for you.

SPECIAL MOVES

Choose 1 SPECIAL MOVE. You gain additional SPECIAL MOVES as your fighter grows.

PHYSICAL MOVES

  1. FLURRY: A HARD roll to hit 3 times, choose any target(s) within CLOSE range add EFFORT once.
  1. HIT & RUN: After a successful attack you can move NEAR again.
  1. ROUND HOUSE: A HARD roll to deal EFFORT to all targets within CLOSE.
  1. SHOCKWAVE: A powerful shockwave knocking CLOSE enemies to the ground.
  1. TRAMPLE: MOVE in a straight line up to NEAR, and attack all enemies in your path.
  1. UPPERCUT: When hitting a target in HIGH GROUND go first, and knock the opponent to the ground.

SPIRITUAL MOVES

  1. BLINK: As your MOVE teleport anywhere in NEAR.
  1. CHI BURST: Roll WILL unleash energy that hits all CLOSE targets.
  1. ENERGY BOLT: Roll WILL to fire a bolt of energy at a target within FAR range. It is EASY to defend when at FAR range.
  1. EXTRA REACH: You can take melee actions in NEAR range using a ranged weapon or chi.
  1. RIFTS: Roll CUNNING to create a rift within FAR distance. You can attack targets CLOSE to the rifts, or teleport through any of your open rifts for free.
  1. SWAP PLACES: As part of a successful PARRY, or opposed CUNNING roll, swap places with your target, also usable on loose objects of equal mass.

PASSIONS

Start 1 Like & Dislike each. You gain additional passions as your fighter grows.
CALLING ON YOUR PASSIONS: Once per session fighters can invoke each of their passions to turn a Success into a CRITICAL Success.
CHALLENGING YOUR PASSIONS: The GM can challenge a fighter’s passions. Make a WILL check, on a failure waste a TURN, on a success gain 2d6 POWER.

LOOT

Fighters start with 1 KEEPSAKE, and 1 item of CLOTHING or GEAR of their choice.

TAGS

  • KEEPSAKE: A significant personal item for a fighter.
    • Once per session re-roll any failed ATTEMPT as an EASY roll.
  • CLOTHING: Wearable items that grant boosts to core STATS, EFFORT, or offer unique game bonuses. Some clothing items might also have drawbacks.
  • GEAR: Tech-based urban loot items like smartwatches, skateboards, or body cameras. GEAR can provide a range of unique utilities and bonuses, depending on the specific item.
  • STREET FOOD:Sold around the city encountered when transitioning between scenes. Typically heals HP, grants POWER points, may grant temporary STAT bonuses. It takes an ACTION to eat STREET FOOD.
  • WEAPON: Urban weapons, many improvised, can be used, and sacrificed, to:
    • Make an ULTIMATE effort attack,
    • or automatically stop a successful attack from a threat.
  • CLUE: An object that directly affects the adventure
  • NPC: A character that might become an ally to the player
  • MASTER: A special NPC that can teach the player new SPECIAL MOVES

HIT POINTS

Also known as HP. Characters begin with 10 + BRAWN hp

K.O. — REACHING 0 HP

At 0 HP you are K.O. “knocked out”

GET BACK UP

At the end of each ROUND make a HARD WILL check to GET BACK UP, on a success the fighter is back at 1 HP ready to rumble! 3 failures in a row, the fighter is out cold for the rest of the SCENE.

COMBAT

FIGHT DECLARATIONS

Declare at start of combat why you are fighting. If over half the party succeed WILL check you reduce TARGET by 1, else you increase the TARGET by 1

DISTANCE

  • CLOSE: toe-to-toe, no move is needed to use or interact with CLOSE things.
  • NEAR: A few hurried steps get you to NEAR things. Things within reach of a JUMP.
  • FAR: A distance, as far as throwing a baseball. It will take the entire TURN to move FAR.
  • HIGH GROUND: Either by terrain, knocked down a target or jumping, it makes for an EASY TARGET.
  • JUMP: Jumping places you after others’ TURN when attempting actions of equal EFFORT.

INITIATIVE

The order in which characters take their TURNS each ROUND. Actions go in order of EFFORT. With LIGHT going first and ULTIMATE last.

ATTACKS

Fighters declare the EFFORT of the attack as part of the initiative each ROUND. Most simple attacks are straight BRAWN or AGILITY rolls, Chi attacks tend to be WILL, and trickery or using implements is a CUNNING check.

SPECIAL MOVES

Fighters can use their SPECIAL MOVES which have specific rules described as part of their descriptions.

GAMBITS

Make a HARD roll. The attack deals EFFORT with additional benefits.
  • COMBO: Start a COMBO if you hit, you deal EFFORT and can make another attack.
  • DISARM: Make the target drop whatever they are carrying.
  • SHOVE: Push or pull an opponent anywhere within NEAR.
  • TRIP: Trip the opponent landing them on the ground, giving you the HIGH GROUND.

TAG TEAM COMBO

Two or more fighters attack in tandem, if all hits succeed add ULTIMATE effort to each attack. However if any of the attacks fail, all attacks fail.

DEFENSE

At the start of the ROUND choose if you are BLOCKing or PARRYing. The choice between these defense types depends on your strengths and the nature of your opponents. On a successful DEFENSE roll avoid the attack.
  • BLOCK is your ability to endure attacks.
    • BLOCK is your combined AGILITY + BRAWN.
    • LIGHT attacks are EASY to BLOCK
    • GRAPPLE is HARD to BLOCK
  • PARRY is your ability to dodge attacks.
    • PARRY is your combined AGILITY + CUNNING.
    • HEAVY attacks are EASY to PARRY
    • LIGHT is HARD to PARRY

COUNTER ATTACKS

COUNTER ATTACK damage equals a fighter’s average EFFORT roll they have committed to for the ROUND. Some fighters may also have traits or moves that trigger on a COUNTER ATTACK.
  • When fighter fails their first ATTACK their opponent gets a free COUNTER ATTACK.
  • And when a fighter succeeds at DEFENSE they get a free COUNTER ATTACK.
  • RANGED ATTACKS cannot be countered, and themselves can not counter melee attacks.

POWER GAUGE

Every fighter has POWER GAUGE. This POWER can be used to unleash powerful moves or special abilities.
  • At the start of the session the POWER GAUGE begins at zero
  • and you can’t have more than 12 POWER points.

GAINING POWER POINTS

ATTACK earns 1 point. A CRITICAL earns 3 points.
COMPLETING A SCENE grants d6 POWER points.

SPENDING POWER POINTS

  • Spend points one to one, up to 6, to improve any ATTEMPT rolls.
  • 3 POWER to start a COMBO, COUNTER, or INTERCEPT
  • Spend 6 points unleash a SUPER MOVE that deals additional ULTIMATE of EFFORT.

OTHER ACTIONS

  • CHEER: Make a WILL check. An ally’s next roll is EASY.
  • INTIMIDATE: Make a CUNNING check. Target cannot approach you for a ROUND.
  • SECOND WIND: Make a WILL check. On a success gain WILL + 1 points in HP and POWER, and free yourself from negative effects and constraints affecting you.
  • STUDY: Make a CUNNING check to study your surroundings. Reduce the current TARGET by 1.
  • TAUNT: Succeed a CUNNING check targeted at an enemy, they cannot resist dueling with you.
  • INTERCEPT: Intercept an attack against an ally. Make another DEFENSE roll, however if you fail you both take full damage.

ADVENTURES

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This structure offers a framework for creating dynamic and immersive campaigns. It also provides clear guidance on pacing and rewards, allowing for a mix of combat and non-combat interactions.

SCENES

Adventures consists of a series of SCENES strung together.
Each SCENE last about 15-30min of play

TARGET

Each scene has a TARGET number, typically between 8 to 15. This target is used as the TARGET number player actions need to roll in order to succeed in their actions
  • HARD targets mean players have to roll 3 above the TARGET to succeed.
  • EASY targets mean players can roll 3 below the TARGET and still succeed.

TRANSITIONS

Moving between scenes are called TRANSITIONS, these are quick. Some things that happen in TRANSITIONS include:
  • A quick STAT challenge to determine if the party arrives in time or not
  • Find a STREET FOOD stall where you can buy STREET FOOD to aid in next scene.
  • Study their CLUES that might aid or reduce the next SCENE's TARGET

FIGHTER TRAINING

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This section provides a progression system for characters, adding an element of long-term planning and development to the game. It gives players something to strive for beyond immediate combat victories.
After each session, or about 5 SCENES, fighters gain a MASTERY point, which can be used to improve and train. Some uses include:
  • 1 MASTERY Point — Increase a STAT or EFFORT by 1
  • 2 MASTERY Point — Gain a new FIGHTER TRAIT. You can have up to 2 TRAITS.
  • 2 MASTERY Point — Gain a new SPECIAL MOVE, you can have up to 4 SPECIAL MOVES.
  • 2 MASTERY Point — Increase LOOT slots from up to 6 (initial 4)