Go.Fight.Pow! Advanced Rules
Sept 6, 2017 15:02:04 GMT -6
Crimson Cross, ewtVerse, and 8 more like this
Post by The Konishoner on Sept 6, 2017 15:02:04 GMT -6
Fight Pass has been a test plot to try out new mechanics. We've seen several different things and people have asked questions on them, so to put it all in one place as to how to interpret the new mechanics, this list will be the go-to place for any questions. Some characters are meant to be tributes to real life characters we've known to love or hate, but this isn't a scripted game, and outcomes are always determined by the dice. So no matter how jacked up a character is in this game, they can always falter and not deliver like you'd want them to. These cards are tailor made to how yo want them to be. The mechanics that I've set up reflect a character with more than one level built in. They can be very good with 2 finishers, or if they have an injury or something else, you can take one number away and decrease their power. Same for the POP, if they seem too weak, take one number away and make them stronger. It's all about how you want to make it. This goes across the board from IFC to GLITTER. This is our way of character development, instead of fighters being labeled as "all the same."
Go.Fight.Pow! Advanced Rules
1. Fighters with multiple finisher numbers on the same line, you have the option to use all numbers or just one. If you choose just one, use the blue circled number as usual.
2. Fighters with multiple POP numbers on the same line, you you have the option to use all numbers or just one. If one, use the red circled number as usual.
3. Fighters with word ODD or EVEN after finisher have ratings of 1,3, and 5 or 2, 4 and 6, meaning the opponent has the defend against all 3 numbers and their POP. If one of these numbers match a POP, DO NOT re-roll twice for the Negative fighter as you would if just single number finisher matched the same single number POP.
4. Fighters with a DQ followed by a circled number treat this like a POP. That fighter rolls d6 and tries to avoid the DQ number. If they match it, they are disqualified and can’t use Power Play. If they avoid the number, continue the match as normal. The DQ can follow a Positive move, or just be listed on Negative by itself or next to another stat. In any instance, always roll for the DQ when it appears with a number.
5. A move with “re-roll” next to it means that a fighter rolls again on the level (Positive or Negative) that they’re on. If they roll this move consecutively, keep re-rolling as normal until you get a different choice.
6. In the GFP universe, duos are created to last and stay a team. Ideally they do not fight in singles fights, but in the event that this needs to happen, use #1 above. If they have 2 finishers on 2 different lines, you can choose to make one a normal move.
7. In a trios match, use the Duos rules (found in International Incident set). Do not combine 3 fighter finishers, as this could be overkill, but use 2 fighter finishers as normal.
Go.Fight.Pow! Advanced Rules
1. Fighters with multiple finisher numbers on the same line, you have the option to use all numbers or just one. If you choose just one, use the blue circled number as usual.
2. Fighters with multiple POP numbers on the same line, you you have the option to use all numbers or just one. If one, use the red circled number as usual.
3. Fighters with word ODD or EVEN after finisher have ratings of 1,3, and 5 or 2, 4 and 6, meaning the opponent has the defend against all 3 numbers and their POP. If one of these numbers match a POP, DO NOT re-roll twice for the Negative fighter as you would if just single number finisher matched the same single number POP.
4. Fighters with a DQ followed by a circled number treat this like a POP. That fighter rolls d6 and tries to avoid the DQ number. If they match it, they are disqualified and can’t use Power Play. If they avoid the number, continue the match as normal. The DQ can follow a Positive move, or just be listed on Negative by itself or next to another stat. In any instance, always roll for the DQ when it appears with a number.
5. A move with “re-roll” next to it means that a fighter rolls again on the level (Positive or Negative) that they’re on. If they roll this move consecutively, keep re-rolling as normal until you get a different choice.
6. In the GFP universe, duos are created to last and stay a team. Ideally they do not fight in singles fights, but in the event that this needs to happen, use #1 above. If they have 2 finishers on 2 different lines, you can choose to make one a normal move.
7. In a trios match, use the Duos rules (found in International Incident set). Do not combine 3 fighter finishers, as this could be overkill, but use 2 fighter finishers as normal.