Maximum Impact
Don't Turn Your Back
During a multiple person combat, if you are attacked by one opponent and then during your next attack you decide to attack someone else instead, the opponent who attacked you initially will get an additional Damage Bonus of +5 on their next attack. Of course this must also be directed at you and naturally the rule does not apply if the original attacker is incapacitated before your next attack.
During a multiple person combat, if you are attacked by one opponent and then during your next attack you decide to attack someone else instead, the opponent who attacked you initially will get an additional Damage Bonus of +5 on their next attack. Of course this must also be directed at you and naturally the rule does not apply if the original attacker is incapacitated before your next attack.
Double Team
When you roll a move with a (t), and your opponent rolls no defense, you may immediately roll a bonus attack by any one ally - even if they already went this round. This is considered a free shot. An NA is just a miss and not a free shot in this case.
Coordinated Attack
You may choose to hold off on a faster fighter's attack and have them strike at the same time as a slower team mate. They must choose the same opponent and the faster team mate losing all speed bonuses for initiative they may have that phase. The opponent who is teamed up on gets only one defensive roll and chooses before rolling who they are defending against. The other team mate is essentially getting a free shot. However if the opponent who is ganged up on rolls counter or dodge, neither attack hits them.
Sparring Strike
If two team mates are forced to fight, they can hold their punches so to speak. All regular moves are an additional -2. All secondaries hit at a -3, and primaries only do D6xD6 damage. All results worse than a KO on the PDC are treated as a KO. However, there is always a 1 in 6 chance that a grudge develops as a result of the match.
Grudges
If two team mates have a grudge against each other, they can no longer use any team mate skills with each other. This includes Double Teams, Coordinated Attacks and Heroic Saves. They also will not use Sparring Strikes against each other in combat. After any match between two team mates with grudges roll another D6. On a 1 the grudge is resolved and they work things out. On a 6 the grudge gets to downright hostility and they can no longer team together.
Heroic Save
If one team mate is within an initiative of 3 or less of another team mate he can try to perform a Heroic Save. He can not have already attacked this turn and loses his attack this turn as well. Roll a D6 and on a 1 or 2 he is successful. Otherwise he fails and the strike is successful. If he is successful, no damage is done to his opponent this turn. This can be used when an opponent rolls a primary. Any attacks on the saving team mate for the rest of the phase are free shots, so he could well need a Heroic Save himself after this move.
Prestige Rules
If you want to keep track of the fighters accumulating popularity or glory here is a simple system. Just keep track of any points they gain in their battles. A fighter gains 2 prestige for each victory. They get a bonus +1 for a KO, another +1 if the KO is in the first round, another +1 if they used their primary to win, another +1 if they were trailing in the fight at one point by 20 or more and ended up winning and finally another +1 if they beat an opponent with a higher prestige as they had. Conversely, they lose one point if they were KO'd, one point if they lost in the first round and one point if they were beaten by someone with a lower prestige as theirs.
Electric Pit Match
In this specialty match, the walls are charged with potent electricity and can send out painful jolts to the unsuspecting combatants. Each phase each fighter should roll 1D6. On a roll of 1, they need to roll their D on 2D6 (a roll of 12 automatically fails). If they fail to do so, they receive an electric shock that does 4D6 damage. If this knocks them out, their opponent scores the KO victory. In a multiple fighter battle, the next fighter to go in initiative order gets the credit for the easy victory.
When you roll a move with a (t), and your opponent rolls no defense, you may immediately roll a bonus attack by any one ally - even if they already went this round. This is considered a free shot. An NA is just a miss and not a free shot in this case.
Coordinated Attack
You may choose to hold off on a faster fighter's attack and have them strike at the same time as a slower team mate. They must choose the same opponent and the faster team mate losing all speed bonuses for initiative they may have that phase. The opponent who is teamed up on gets only one defensive roll and chooses before rolling who they are defending against. The other team mate is essentially getting a free shot. However if the opponent who is ganged up on rolls counter or dodge, neither attack hits them.
Sparring Strike
If two team mates are forced to fight, they can hold their punches so to speak. All regular moves are an additional -2. All secondaries hit at a -3, and primaries only do D6xD6 damage. All results worse than a KO on the PDC are treated as a KO. However, there is always a 1 in 6 chance that a grudge develops as a result of the match.
Grudges
If two team mates have a grudge against each other, they can no longer use any team mate skills with each other. This includes Double Teams, Coordinated Attacks and Heroic Saves. They also will not use Sparring Strikes against each other in combat. After any match between two team mates with grudges roll another D6. On a 1 the grudge is resolved and they work things out. On a 6 the grudge gets to downright hostility and they can no longer team together.
Heroic Save
If one team mate is within an initiative of 3 or less of another team mate he can try to perform a Heroic Save. He can not have already attacked this turn and loses his attack this turn as well. Roll a D6 and on a 1 or 2 he is successful. Otherwise he fails and the strike is successful. If he is successful, no damage is done to his opponent this turn. This can be used when an opponent rolls a primary. Any attacks on the saving team mate for the rest of the phase are free shots, so he could well need a Heroic Save himself after this move.
Prestige Rules
If you want to keep track of the fighters accumulating popularity or glory here is a simple system. Just keep track of any points they gain in their battles. A fighter gains 2 prestige for each victory. They get a bonus +1 for a KO, another +1 if the KO is in the first round, another +1 if they used their primary to win, another +1 if they were trailing in the fight at one point by 20 or more and ended up winning and finally another +1 if they beat an opponent with a higher prestige as they had. Conversely, they lose one point if they were KO'd, one point if they lost in the first round and one point if they were beaten by someone with a lower prestige as theirs.
Electric Pit Match
In this specialty match, the walls are charged with potent electricity and can send out painful jolts to the unsuspecting combatants. Each phase each fighter should roll 1D6. On a roll of 1, they need to roll their D on 2D6 (a roll of 12 automatically fails). If they fail to do so, they receive an electric shock that does 4D6 damage. If this knocks them out, their opponent scores the KO victory. In a multiple fighter battle, the next fighter to go in initiative order gets the credit for the easy victory.