[RSBMats] AAR: A New Challenger Appears V ! Time to Wiggle!

Can no one rid me
of this troublesome Dane?

Sometimes the fight just goes on and on and on …
I’m not saying this one does, but the roll-by-roll format makes it a lot harder to actually write the game up than it does to actually play it. By this point, were I not being a frantic scribbler of things as they transpire, I’d have been long done with this whole thing and on to my next entertainment of the evening (which, I’ll be honest, might very well be an AAR for another Two-Hour Wargames game). RSBMats does not actually take days upon days to play; it’s really quite fast, and if you can work your way around the rules glitches I've been covering, you’ll crank through turns slowed only by fist-in-the-air cheering or emotionally wrung-out cries of anguish as the dice giveth, and the dice taketh away.

Let the bodies hit the floor!
So, end of last exchange recap:
A’yero had a hugely lucky series of breaks and ended up behind TMO, facing away, but getting the next movement, which he spent turning around and literally Catching His Breath, putting him at 3 Bonus Dice. The Other Guy also has 3 Bonus Dice, putting this at the most even it’s been from the beginning. Truthfully, it’s shocking A’yero’s even made it this far given how much of a hole he started in by drawing Big, Dumb, and Ugly here, but he’s held on! In the actual game, if you were playing this Campaign, this is exactly the kind of opponent you'd choose to refuse and hope for a better draw.

Let's figure out who gets to go first, then we'll update the octagon graphics.

Nobody has anything that'd modify the movement order this exchange (not for lack of trying), so let's go straight 1d6 vs 1d6 here.

A'yero: 3, TOG: 6.

Ouch. Man, when A'yero gets lucky he really gets lucky and when he gets shafted he really gets shafted. The Other Guy goes first, and being an MPNA we check his table for what he does. d6 vs current Savvy, and he easily passes 1, so he moves in on A'yero and goes for the lockup again!
The center of this ring gets a heavy workout.

How many BD is TOG throwing? 3 + 4 + 4. None, he still has 3 in the bank.

So it's 6 Savvy ... nope, 7d6 because TOG has Grappler.

A'yero has 5d6 because of Savvy and really needs to stay loose here, so burns 2 DB, taking him to 1 BD. Talk about getting winded, but that brings him equal to the big guy with 7d6.

TOG: 5 + 5 + 6 + 5 + 4 + 2 + 6, 1 success? A'yero: 2 + 2 + 4 + 3 + 2 + 4 + 6, 4 successes?!

Dear Hell, A'yero's doing it again! Speed cancels, so A'yero has 3 successes more than TOG on this thing. Resolving it, A'yero's a Mixed Class fighter, so the Attacker is Locked Up in a Standing Hold! Holy shit! The big lummox rampaged right into him, but A'yero reversed it into a joint lock! They're both on their feet, but now ... it's A'yero's turn!

No need for A'yero to move, he has TOG right where he wants him! No Maneuvering for this, we just go straight to the Try For Submission Table and see how it goes.

And this is where it gets ugly. A'yero has 5 Savvy. He's burning his last Bonus Die to pull this off, bringing him to 6d6. He adds his Strength ... which is a piddly 3. He didn't manage to knock TMO down, which would have helped a bit ... He's throwing 9d6.

TOG's checking for Bonus, 1s and 2s: 5 + 2 + 1. Gawd, burning 2 Bonus Dice, leaving 1. He starts with 6 Savvy, 2 BD, 6 Strength, so 14d6. I ... uh ...

A'yero: 4 + 3 + 4 + 6 + 4 + 1 + 6 + 5 + 1, 3 successes. Oh no. TOG: 2 + 4 + 2 + 2 + 1 + 1 + 1 + 5 + 3 + 4 + 3 + 6 + 1 + 6, 9 successes. This will not end well.

TN State Prison Film Exp 13
TN State Prison Film
Exp 13
(Photo credit: Exothermic)
Way, way more than 3+ successes for the Defender. Defender is Grappler Class, so the Attacker gets Locked Up and pulled to the ground. And is considered Knocked Down. With a way bigger dude on top of him.

Haven't I seen this in a prison film?
After the smaller man gasps for air, there's no reason for The Other Guy to hang back. He rushes in and near-tackles Ayero, working hard for a crushing grip. But A'yero's no pussy, he's going hand to hand with TOG, arms stretched up over his head and fingers interlaced! It's David versus Goliath down there in the mud and the blood and the dirt! They stand, glaring into one another's eyes! And then slowly, ever so slowly, A'yero first is forced to one knee, then both knees ... And TOG just folds A'yero's arms back like a falcon diving to earth and plows his face into the dirt of the makeshift octagon!
Next exchange starts, so let's see who goes first. My heart knows the truth.

A'yero: 2, TOG: 3. A'yero was just too good for this world.

TOG is ready for this one. I'll roll to see what he does, but I feel it coming, like a crossfire hurricane. 4 easily undercuts his Savvy, opponent's Locked Up, there's only one option: Try for Submission.

TOG's got 6 Savvy, and uses (5) no Bonus Dice. Cocky bastard figures he has it in the bag. Maybe he does.6 more Strength, and he has 12d6.

A'yero's 5 Savvy. No Bonus Dice. -1d6 for being Knocked Down. +3d6 for useless Strength. 7d6 verses the monstrous 12d6!

TOG: 2 + 4 + 6 + 2 + 4 + 2 + 4 + 6 + 6 + 2 + 5 + 3, 5 successes. A'yero: 2 + 6 + 6 + 1 + 5 + 4 + 6, 2 successes. Looks like the luck's finally drained from our scrappy hero.

3+ successes for TOG as the Attacker means A'yero is in a Submission Hold and gets -- gee, thanks -- -2 to Strength. We'l roll on Hit Location to find out exactly what is grappled so hard. It's 3, so ... Jesus! TMO has him by the ears! I'm not making this stuff up, man ... That's dirty pool, that's what that is!
(Aside: What is this I don't even? This looks like it's actually left over from a previous edit of the game. "Defender has -2 to Strength. Roll on Hit Location to see where." That sounds like what it means is the damage taken to a hit location, which is originally calculated by Strength. Which makes a little more sense than giving a blanket -2 to Strength unless it was specified "for the next Table only." So in this case, it means that TMO pulled hard on A'yero's ears -- hard enough to do 2 damage to his Head [of the possible 3 before knock out].)
Straight to Escape for Submission.
(Aside: This table is written oddly. The target number is "Against the Current Average of Strength Attributes rounded up." I think it means the damage values on the hit locations, which would be ... sensible-ish. But this is just another place where better structured and chosen terminology would have helped an awful lot.)
A'yero's taken a 2 shot to the noggin', but that still leaves a nice average 2.33, rounded up to 3. 3 + 1 gives us ... an Escape From Submission?! Whaaaaaaat? Take another hit to the Head getting out, but ... !

Oh. Right. A'yero only has a point left in the head.
A'yero struggles to get leverage, but there's nothing going on there with TOG looming on top of him, grabbing the valiant's head in one massive, catchers-mitt hunk of meat, and grinding it against the loose gravel! Now there's some shouting as the smaller man kicks and claws at the dirt, trying to drag himself out from under the huge mountain meaning down on him. A'yero locks his hands around the bigger man's wrist and almost shoves it off of his head, but one final bounce against the red dirt floor and it's all over. A'yero's back crumples and flattens, while his legs splay in awkward directions.
 TOG stands and roars in jubilation to the crowd! They love this kind of shit.


[RSBMats] AAR: A New Challenger Appears IV ! Aw crap.

It's a world of pain,
you just live in it.
"'Ere we go, 'ere we go, 'ere we go!" as the orks would say, back into the whirl of steel cage (if we could afford one) and the screams of the crowd (or at least the shouts of assembled rednecks), and the fate of our hero(?) A'yero the Snake and his krav maga, facing the inhuman bulk (seriously, this guy's stats are insane) of The Other Guy.

It's been pretty darn exciting so far. We've had four big exchanges, one of which A'yero got out of without a scratch purely by the rampaging gods of luck and really strong forearms. There's a lot of real powerful ugly going on here and this round might put it all out there on the line for us.

At the end of the last round, A'yero had 6 Bonus Dice left, while The Other Guy had 9. That in itself is an amazing bit of holding on for A'yero, who started out heavily disadvantaged there as he was in the stats department. (14 BD to 21? C'mon, that ain't fair.) The gap is closing and the time to move is very likely going to be in this round. Because if it's not, A'yero just won't have anything in the tank for the next one.

Ugly. Like I said.

Round Three, Get 'Cher Popcorn!

Last we looked in on the lads, they had a little distance between them and the choices for action were getting limited. Let's see who says "boo" first.

A'yero: 4, TOG: 6.

Aw maaaaan.

I thought for a moment there that A'yero would get to Catch His Breath and maybe get a few Bonus Dice back in the pit, but the fates are not so kind and having knocked A'yero back at the end of the last round, we're going to see him ... ah ... what is he going to do? (2 vs Savvy on the NPMA Movement - Grappler Table.) Hmm, no Leap or Flyer, so no jumping like a crazy person, good ...

Oh. Of course. He still has Bonus Dice left, so he moves in and goes for Try For Lockup. Which gives us the octagon looking like this:

Oh yeah. Not pretty.

So, Trying for the Lockup, TOG has to figure out how many BD to burn on this. 5 + 5 + 1 + 6 + 6 + 2 + 4 + 3 + 2. Looking for 1s, and we see ... 1. The Other Guy is feeling confident; he's going light and ends up with 8 BD in the tank. That's a pool of 7d6, +1d6 for being a Grappler. Well, that ain't cool. 8d6 total.

A'yero starts with a pool of 5 for Savvy, gets no bonuses for jack-anything, but ... well, it's worked out so far. Living the life of the lucky and the blessed, A'yero burns a big fat goose-egg in BD.
TOG: 5 + 6 + 5 + 1 + 3 + 6 + 4 + 4, looking for 1s, 2s, and 3s ... 2 successes. A'yero: 5 + 2 + 2 + 3 + 1, which comes to ... 4 successes! Whaaaaaaat?

A'yero has 2 successes more than his opponent, which is amazing. If A'yero was a Grappler, he would have just grabbed TOG himself in a standing Lockup which would have just been ugly for TOG because he would have gone straight to an attempt for Submission ... but hold on.

This table is badly worded.
"Otherwise roll on Maneuver Table."
Who rolls? There's an argument for either one; TOG is the active guy right now, it's his turn, so he might convert a failed attempt to grapple into just a simple attack. But I know THW game-design and they are extremely fond on non-linear turn sequencing, with play going back and forth during an activation in response to a bad roll. And that's a perfectly reasonable narrative here, too, with the blown grab by the Sambo master letting the guy get inside and mess him up.

I actually prefer the latter interpretation, so I'm going to go with it. I'm not in any way certain that it's the correct one. This is a design point I'd love to see clarified.

So, A'yero goes to the Maneuver Table, with all that entails! 5d6 for Savvy, -1d6 for Slow, and ... still holding to the plan, he's going to burn 2 BD (leaving 4 BD) to take it to 6d6 total. TOG checks to see how many he deploys: 5 + 6 + 6 + 4 + 4 + 6 + 3 + 2. Looking for 1s, he doesn't use any. Maybe he's starting to worry a bit? 6d6 for Savvy and nothing else.

A'yero: 4 + 3 + 2 + 5 + 5 + 6, 2 successes. TOG: 6 + 3 + 5 + 2 + 2 + 1, 4 successes.

Oh ... my eyes.

TOG has 2 more successes, even after adjusting for Wary and Guile. He becomes the Attacker and gains advantage.

Er ... OK. Gaining the advantage appears only to be meaningful if you have the Combos Signature and while we're not directed to move to the Attack Table, that seems sensible here. Again, insufficient clarity in both the table and the text back on p17.
"When directed from the Maneuver Table opposing Martial Artists will roll on the Attack Table."
That is the quoted text. Note there's absolutely no actual direction to roll on the Attack Table in the Maneuver Table. "Becomes the Attacker" is not the same thing, guys.

Ah well. Moving on to the Attack Table because I'm crazy that way,  TOG is about to go for a hard blow. First we see how much BD he's throwing, looking for 1s and 2s; 6 + 2 + 5 + 5 + 2 + 3 + 1 + 3, so 3 and leaving 5 BD. That Savvy 6 turns into 9d6 and even at his worst, Resolute means he'll never count less than 1 success. Yeah, right. A'yero have Savvy 5, and Vicious won't count, and with only 4 BD ... well, maybe be can pull it out again, and burns 2, leaving 2 BD for his turn later. That's 7d6 to go against TOG's 9.

TOG: 1 + 4 + 5 + 3 + 6 + 3 + 5 + 5 + 6, 3 successes. Fate just keeps squirting on this guy. A'yero: 4 + 3 + 1 + 4 + 2 + 2 + 1, 5 successes! Jesus Hammerlocking Christ! Seriously?

No mods to either side's results, A'yero has a 2 success advantage, so ... Counterstrike! The defender becomes the attacker! And we ... go back to the Attack Table!

It's a brutal, brutal counterattack, but it puts us right back up at the top of Attack with A'yero aggressing.

A'yero has 5d6, and just can't afford to burn that last Bonus action. TOG has 6d6 ... oh, right, and has the Weight Class advantage of +1d6. There has to be a better way to structure this table readably! And, right, Bonus Dice ... 4 + 6 + 2 + 2 + 4, only using 2 and leaving 3 BD for himself. That's 9d6 going into the attack again, but this time as the defender!

A'yero: 5 + 2 + 4 + 5 + 4 for a fat 1 success. Ut-oh. TOG: 4 + 5 + 3 + 4 + 3 + 1 + 6 + 1 + 6, 4 successes.

3 successes advantage is always massive in a THW game, and this is no exception. Attacker goes zipping by the defender, and ends up with his back to the defender. And A'yero gets a shot from the big meaty arms of TOG, whether he likes it or not as he goes by.

Where does he hit? 1 + 4 = 5, right arm! No damage! Again the nimble A'yero gets a forearm block in there.

Man, what happened this pass?
The hulking brute swung around and started moving much as a freight train doesn't, barreling forward arms spread to grab the smaller man in a grip that surely wouldn't end with dinner and a movie. The tiny combatant deftly lets him come then grabs the strap of his filthy wife-beater and tries to maneuver himself to a position where the bigger man's bulk isn't blocking him, but the redneck is having none of that. He raises a huge arm with A'yero dangling off his wrist like a kitten and WHAM -- just flicks the smaller man down and behind him, A'yero only still standing because he twisted in the throw and kept arm-contact with the man-mountain. Now A'yero's tired, facing the wrong way, and has to make a decision. How far does he go?
 And here's what it looks like in the ring, just before A'yero decides what to do:
Oh, so stinky.

But this isn't entirely bad. He gets the next Movement, so it could be much uglier.
(Aside: There's no discussion of turning to face an opponent outside of one of a couple of the Attack Table results, which is probably a terrible oversight. I'm going to assume that if you can move a zone away, you can change your facing as desired. Because otherwise, it'd be silly.)
A'yero turns around, because he Is Not a Fool(tm), but decides to Catch a Breath rather than go charging back into TOG's zone and risking more pain right now. Any Bonus Dice that he recovered would just be extra awesome in the upcoming exchange.
(Aside: The text also doesn't say if Catching a Breath or Playing to the Crowd actually takes the place of movement or just occurs before movement. I'm going to assume that it takes the place of movement here because the NPMA Movement Tables seem to make it exclusionary with movement. That seems fair and reasonable, but it's not spelled out. Actually, there is one bit of explication on p3, under Catching Your Breath that points out that the MA does not move. Ah, and on p4 under Playing to the Crowd, which specifies that you have to have done damage the previous turn, be in an unoccupied zone, and not move. It'd be nice if all these little bits were in the section on the Combat sequence where you'll be digging.)
No movement, Bonus Dice for A'yero go to 3 BD, and he relinquishes control to the start of the next exchange.

That leaves us here:
Whoever goes first next exchange will probably go charging into combat, looking for blood. A'yero has 3 BD, The Other Guy has 3 Bonus Dice as well, making it surprisingly more evenly balanced.

What comes up next? Is there blood in the streets and bile in the colon? Does A'yero manage to crawl away or do the action gods smile on him and bring triumph to his brutal elbow shots? Does The Other Guy take a proper beating, just like he deserves? Tune in to the continuing drama of the dirt circle!

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[RSBMats] AAR: A New Challenger Appears III ! Bonii Happens!

There'll be blood on the streets,
and tears in the sheets.
We're back to the dirty, dusty rough octagon out behind the Pilot off I-40, and bringing the hard joy that being handled roughly by large men can bring. Yes, more Red Streets, Blue Mats, More fighting, more grabbing, more manly hugs. Frankly, this thing has been a slash-writer's dream so far, and I'm shocked someone hasn't started already.

When last we left our little tableau, our hero, A'yero, had exchanged a few blows with the big, Sambo-wrestlin' sumbitch The Other Guy, right in the middle of the dirty circle of dirty, filthy men, cat-calling and goading. (Men, this is slash-ariffic.) Neither man has really broken out the depths of his true power (ie. last cycle we forgot / neglected / passed on using the Bonus Dice mechanics). A'yero went for an early aggressive move, but despite a lucky couple blows, TOG shrugged it off. TOG came back and went for the lockup, though the smaller guy just barely slipped out and both of them were left standing, glaring at one another.
(Aside: After a night thinking on it, I think my analysis regarding the way the turn sequence works -- or fails to -- hinges on the fact that the act of choosing the sequence is embedded within it in the text, which just buggers it all to shit by implying it's repeated for every fighter on every one of their Movement Phases. That can't be right. But if we just break the act of selecting the turn sequence order out from the sequence itself, things make a lot more sense. Well, some. So that's what's going to happen, here; sequence selection followed by entering the Labyrinth of Tables, which may or may not end up going through a Maneuver Table or Lockup Table.)
So let's get to it ...

A Fight? Let's Go!

We set up exactly as we did last round, with both fighters in the center of the octagon. We roll that glorious 1d6 to set the sequence.

A'yero: 6, TOG: 4. Huzzah! A'yero is going to go first, thank Hades.

There's no reason for A'yero to move out of the center at this point. It's time to open his can 'o whupass! Or at least as much of a can as he has -- TOG's is actually bigger. Since the zone is occupied, and he knows TOG is the grabby-kind, he's just going to go for straight-up strikes and hope that his superior ... er ... heart(?) ... can make all the difference.
Moving on into the Maneuver Table, we get an opposed Savvy roll where Bonus Dice can jump in. Let's see how many of his 21 Bonus Dice TOG decides to burn on this one. We roll them all, and anything that comes up adds to his already hefty pool of 6.

Holy crap. Not a single roll of 1.

( 2 + 5 + 2 + 5 + 3 + 6 + 5 + 6 + 2 + 2 + 2 + 6 + 6 + 2 + 3 + 4 + 4 + 2 + 3 + 4 + 6 ) = 80

Well, lucky A'yero, who is going to dump 4 of his big 14 Bonus into this Maneuver; we really need a big success. 5 Savvy, -1d6 for being Slow, +4d6 for Bonus Dice, gives him 8d6 in the Maneuver Table test.

A'yero: 2 + 4 + 2 + 1 + 4 + 2 + 2 + 2, 6 honkin' successes. Holy Christ. TOG: 2 + 1 + 2 + 2 + 5 + 2, 5 successes. Both of them get -1 successes for the other being Wary or Guileful, and the +6 Speed each of them has cancels out, too.

Second verse, same as the first, for this lad, despite putting some grunt into it. A'yero is back on being the Attacker and heads in, head on. (Not that I see anywhere that going in head on seems to make a difference.

Time to crank out some extra hardness. This is big, really big. We go to the Attack Table ... where TOG is really likely to burn Bonus Dice much harder. In fact ...

TOG throws all 21 Bonus Dice, looking for 1s and 2s. 3 + 3 + 4 + 4 + 4 + 6 + 3 + 4 + 2 + 4 + 1 + 3 + 6 + 4 + 3 + 1 + 2 + 3 + 6 + 2 + 5. 5 to burn. Holy crap. That brings him to 16 Bonus Dice.

A'yero is on the attack, and won the Maneuver Table, which gives him his Savvy +2, so starting at 7d6. He only has 10 Bonus Dice left, but knows TOG is going to throw a total pool of 11d6. This could get really ugly, so he only throws 2 Bonus Die in the pool, raising his to 9d6 and dropping him to 8 Bonus Dice.

A'yero: 5 + 1 + 2 + 3 + 4 + 5 + 1 + 2 + 1, 6 successes! TOG: 3 + 1 + 4 + 3 + 1 + 6 + 5 + 4 + 4 + 6 + 4, only 4 successes! Only 4 successes!
An illustration of how to compare the attacker...
(Photo credit: Wikipedia)

With 2 successes, A'yero pushes TOG back, out of the center of the ring, right back toward the redneck toughs looming in the background with blood in their eyes. Oh, this could get damned ugly. Off to the Location Table and Damage Table!

2d6 gives us a 3 + 3 = 6, so a solid shot to the Chest! And damage! Which, unfortunately for us, is a Strength check looking for 1 - 3 as successes and it doesn't look like you can add Bonus Dice to it, judging by the Table itself. Let's see, flip back to the start ...  Nope, only on Table rolls. Poor A'yero.

The little dude breaks out his massive, swingin', hungus 3d6 of Strength and throws it! It's everything he's got!

A'yero: 4 + 2 + 3! It's ... 2 successes! That ... could have been a lot worse. Ooooh, yeah. It is a bit worse. Remember, A'yero's fighting above his weight class, so he takes a -1 success drop in his already piddling damage. 1 success! Still better than no successes! That's a solid 1 point of damage to The Other Guy's chest! Bringing it ... down to ... 5.

Uh, yeah. Hey, A'yero, this strategy might now work, dawg.
A'yero moves into the strike like a mongoose, landing a series of elbows to The Other Guy's chest that are so vicious, the big man staggers back. If anything, TOG looks winded, having gritted his teeth and borne what, for a lesser man, would have been brutal. But he's slapped bitches around who were bigger than this little dude. He dusts off the front of his wife-beater dismissively.
But now we go over to TOG.
TOG don't play 'dat. But what does TOG play? Let's ask the Table. He's starting in an unoccupied zone and has a Savvy of 6. 1d6 of 4 gives us 1 passed die, so since he has 16 Bonus Dice, he won't catch his breath. He doesn't have the Leap or Flyer Signatures (no luchdaor action here!), he just moves back to A'yero and goes right into Maneuver. Easy-peasy. And we go back to the Maneuver Table! (And the same setup we started with.)

How much Bonus does TOG bring to the table? 2 + 5 + 3 + 4 + 6 + 4 + 6 + 1 + 3 + 3 + 2 + 2 + 5 + 3 + 4 + 2. Just the 1. He's down to 15 Bonus. That's a total pool of 7d6. A'yero starts with Slow, so 4d6 and can't live with that, so pulls two more hard-won Bonus out to bring him up to 6d6 and leave him with 6 Bonus.

TOG: 5 + 4 + 6 + 3 + 6 + 1 + 3, so 3 successes. That could have been much, much worse. A'yero: 4 + 6 + 3 + 1 + 5 + 6. 2 successes. It got worse.

Now TOG is the attacker, and goes in head on. Apply directly to forehead!

We're back to finding out how much Bonus TOG throws on the Attack Table. 6 + 1 + 5 + 5 + 2 + 5 + 3 + 6 + 5 + 5 + 2 + 5 + 2 + 1 + 6, looking for 1s and 2s, so ... 4 Bonus to the Savvy , building a pool of 10d6 and leaving 11 Bonus. Dayum.

A'yero, man ... this is looking really bad for you. 5d6 pool from his Savvy to start, vicious doesn't count because he didn't win on the Maneuver Table, and ... hey, there's something that'd be affected by being head on, right there in the Attack Table: one Signature, Quick Reflexes, gets +1d6 if fighting head on. Huh. Sadly, not applicable at all. A'yero's down to 6 Bonus. It's time to risk it all, folks. No Bonus. 5d6 ... No, 4d6 because he's Slow. Good gravy, it's about to get red and chunky.

TOG: 3 + 5 + 5 + 4 + 5 + 6 + 1 + 5 + 5 + 5, 2 successes. 2 successes? With that monster pool? WTF, mate? A'yero ... 4 + 3 + 1 + 2. 3 successes. 3 successes! This kid has heart for miles, if not a lot of stamina! He has stamina for whole feet!

Speed cancels, Wary cancels Guile, so ... 1 success advantage for the kid!

"Both characters immediately retake the Attack Test. All Bonus Dice lost."

Oh. Well then. Back to the Attack Test, and TOG picking his favourite Bonus Dice on 1s and 2s.

TOG: 3 + 4 + 1 + 1 + 4 + 5 + 3 + 5 + 3 + 5 + 5. 2 Bonus Dice? OK. Leaves him with 9, and an Attack Pool of 8d6.

A'yero's ridin' high, man, and he has a plan. So this is how it goes down. 4d6 and no Bonus, still ridin' the pure road. He still has 6 Bonus to throw on his next try.

TOG: 3 + 5 + 5 + 3 + 4 + 2 + 5 + 1, for 4 Attack successes. Ut-oh, Scraggy. A'yero: 1 + 3 + 6 + 6, for 2 successes. Now, this is going to hurt.

Firstly A'yero gets thrown back a zone, himself, back toward the circle on 'necks. That's ... not as bad as it might be. But now we go off to Hit Location and Damage.

4 for Location, that's a strike to the left arm ... and no Damage! No damage! A'yero, you lucky son of a bitch, you blocked that shot!
The Other Guy sneers at the diminutive Latino before simply hard-charging back into him! A'yero seems to throw himself out of the way of a charging bull, but manages to make it look effortless. TOG gets right in his face and brings up a fist that makes mountains shake and kinky prostitutes charge double, then brings it down in a brutal cross-strike, which the agile A'yero steps deflects back and deflects with his own forearm. Breathing space? Maybe.
Somehow, I got the feeling that A'yero was a lot more mis-matched in this fight than it's turned out to be ... but it's still ugly. He's gotten lucky, real lucky, but luck never holds out forever. Can A'yero turn it around, maybe get a handle on this guy? A'yero only has 6 Bonus Dice left of his initial 14, but The Other Guy is swimming in 9 -- but started with 21. He's also taken a single shot to the chest, for what it's worth. (Hint: not a lot.)

Game-play is going a lot faster, now that I'm starting to internalize the rules and have a general idea of what is coming next.  I'm sure resolving one of the special attacks like Choke Holds or the like will slow me down a bit, but so far, getting better.

Next exciting episode, does A'yero squint his eyes? Does TOG cry out for mercy? Does someone get sodomized with a big, blunt pipe? (Well, that'll happen regardless.) Tune in next time to find out!
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[RSBMats] AAR: A New Challenger Appears II !

More action, less ... no, actually, more
violence, too!
When last we spoke, A'yero the Snake had just strutted out into the southeast region, looking for fame, fortune, babes, and a good thick neck to introduce to some hard krav maga lovin'. This is the kind of thing we show up for, the kind of thing that gets audiences on their feet, so there's no reason to hold back at this point.

So let's pry the book back open, get the pages flippin', and find out what's the what with this.

Page 9 is where we left off and where we pick up.

First up is figuring out if we're fighting solo or same side against the game, or head-to-head against another sentient human. Since no sane sentient human has burst into my house, demanding to play Red Streets, Blue Mats, I think it's safe to say I'll be cranking this one solo.

Sigh. Not the first time.

Yeah, go ahead, make that joke.

Likewise, I might take a shot at a campaign later but for now let's set up for a one off fight. We're still checking out this business, after all. Our fight'll be against a Grunt or an NPMA (Non-Player Martial Artist). to be determined.

We're fighting a one off, so I can just pick the Locale the fight happens at. Much like the original Red Sand, Blue Sky (hardcore Roman gladiatorial combat, kids), in a campaign game you'd start in a Fringe locale and fight your way up to the big leagues. Page 23 has the Locales available and I give them a quick scan before deciding on what kind of crazy is about to happen. A'yero has just started, wandering the Earth like David Carridine looking for a good time, so I know I want him to start in a Street Octagon behind a dirty, grungy bar where bare-knuckles fights are a good way to earn a few bucks and maybe impress a few lot lizards. That means we're talking a Fringe Locale. And in this case, I think it's going to be a dirty, dusty back lot octagon which is really more a circle of jeering back-woods sumbitches behind an off-highway truck stop on the backside of I-40 on the south side of Memphis, Tennessee.

Glancing down 23, I see that my opponent will have a chance to have lowered Attributes for being out here in the sticks. You don't find the best fighters out here, but that's par for the course.

Now we need to figure out the number of matches in this craphole. In the campaign, you can fight as many times as you like provided you make your Recovery Test between matches. Since this is the equivalent of the pre-credits fight scene in a cheesy 80's action series, we'll just have time for the one fight before the theme song kicks in. (Note: This is extremely NSFW. I'm not jokin' with you, bro. But neither is this series. Must be a Cinemax original.)

I can see that the Recovery Test hinges on a Strength check, which means poor A'yero isn't exactly going to be known for his stamina in the ring. Possibly not even outside of it. Some things you just have to make up with technique. This might be a real problem as we go on, but that is the promise of the unpredictability of life.

You can also refuse a match, if you've had your ass handed to you. Not important here, but good to have in your back-pocket. This is a terrible idea if you're uninjured, though, since there's a chance your Attributes will drop. It's no use being a wuss in the octagon.

I'm a slacker, but not so much that I'm not even going to provide an octagon to fight in. Like so!
The Octagon!
Only bluer and a lot more orderly.

(Actually, this is just the octagon included in the back of the RSBMats book itself. There are also character tokens, as you'll see shortly. If you're looking to make your own character tokens, there is a great tool online called TokenTool. It's absolutely fantastic and runs on pretty much everything because it's written in Java. If you think you might use online tools to run games, you owe it to yourself to use a great toolset. Also, if you want great pictures to use for hardcore badasses in modern setting, trawl the criminal law and arrest booking sites.)

So we have an excellent setup here. Let's really set the scene:
It's an ugly crowd out behind the Pilot. It's not the usual place these boys get together, that'd be the Double-J and its shitty buffet. But tonight they had the random ritual shooing of the lot lizards, which was fine with him, because the business A'yero was looking for is a lot harder than finding a woman to bed. He sees Brad, the absurdly blonde-haired, blue-eyed guy A'yero's seen before seemingly accidentally putting together the matches. 
Brad throws a big, sweaty arm over A'yero's shoulder, dragging him half around back toward the nearby motel's pool, muttering, "We'll get you good and hooked up, esse. If you're in. You in, boy?" Brad's face looks like it drove deliveries over ice roads long before the rest of his body caught up and that body just slowed his face down. A'yero believed a man like that would find him a good fight, so just nodded and clenched a fist; a hard slap on the back and Brad staggered off to make the next hookup. Names didn't matter out here. Thirty guys, barely ten chicks, and some lines scratched in the sand on top of remnant mud was the octagon. Big guys stood along the edge ready to give you a shove back in and maybe a clout to the noggin' if you were too boring.
A'yero didn't care. Any excuse to get out and away from his father's fists.Don't find too many ex-Mossad-types living in cheap single-wides and drinking unemployment, but that was his dad. 
He'd heard there was fights, fights where you could get the living shit kicked out of you but maybe find a guy whom you could show the back side of your fist to, then follow up with a couple more interesting introductions.
Yeah, that's the stuff.

Now it's on. We have the place, we have the how, we have the motivation. Now we need the flesh.

Page 11 has us drawing our opponent. Remember, no matter how this turns out there's a chance the poor sod's Attributes'll get cut thanks to being out in the Fringes. Them's the breaks.

First we figure out what Region we're in (North America, obviously, in this case), and we roll 1d6 and check the Match table to see where the other guy's from. I'm using's die roller because I'm too lazy to go grab my physical dice from the next room.
Cool, a 4. We're out on the Fringe (for the US, anyway), so that means the other dude's a local. Makes perfect sense, truthfully. Guy doesn't even have a name, he's such an extra. He's The Other Guy.
(An aside, if I might be allowed. The Regions defined in RSBMats are all really, really big areas. North America. The Middle East. Asia. This can actually be a bit of a problem since the Region is directly linked to how "good" fighters in that Region are and what quality the octagons are. Very technically, the way I'm doing it here with the backside of TN being Fringe is wrong; North America is considered a Prime tier which means the best opponents and the best rings. Since all new fighters start in Fringe areas in the campaign, by the text of the rules you couldn't pull a Rocky, start in West Philadelphia, born and raised, and fight your way up to Apollo Creed. Basically, the entire UFC in MMA couldn't actually happen. I find that kind of a bug, myself; your mileage may vary. My gut says burning a few more pages on sub-Regions within each larger Region that could allow some intra-national development might be a good move. I'm kind of tempted to work on some of that myself, but for the moment, I'll just work through narrative.)
Guy's a local, so we look over at p50, to see what kind of dude he is. Well, the text says page 50. Actually looking at it? It's p51.

First up, what's the NPMA table to test on. 1d gets us ... another 4. That's table 2. 1d on table 2 gives us ... 5. That points us off to the pre-generated fighter Boris. Hmmm, Boris, Boris ... Holy crap, Boris is a monster.

Sambo Grappler, Heavyweight, with Attributes of Sa 6/St 6/Sp 6, Rating 6, and Signatures of Hard as Nails, Resolute, Strong Willed (3 more Bonus Dice than normal?!), and Guile (for another -1 success on A'yero's Maneuver table). This looks terrible. How are you supposed to look badass at the beginning of your own series when The Other Guy is this?

Time to create him a sheet, though, just to track stuff. (Interestingly, I find another bug while transferring Boris. His text says he has a Rating of 6. The sheet says to calculate the Rating by adding, dividing, and then rounding to the nearest whole number. But Boris comes to a 5.4. Nearest whole number is 4. I believe the intent was to round up to the nearest whole number. Actually, it's worse than that; it was 5.4 before I put in the 24 points in Signatures. 18 x 3 = 54, plus Signatures of 24 points gives 78, divided by 10 gives ... 7.8. Holy Jesus. How that is supposed to be a Rating of 6 eludes me. At least he doesn't have any Bonus Dice ... yet.

Oh, wait, p7: Get Bonus Dice equal to your total Attributes. So ... 18. This might be a different beginning than I expected. Would have been nice to have that mentioned in the NPMA chargen, though. Also, it says NPMAs will have their Fighting Style and Region. That's true for Region, but there's absolutely no mechanics for that under Fighting Style.)

So, the Other Guy is a big-ass, hulking, grab-your-ass wrestler with fists the size of sledgehammers and two weight classes bigger than A'yero so TOG gets +1d6 on the Attack Table every time.

How could this possibly go wrong?

It's time for page 14, Entering the Octagon! Now, what you didn't see was me fiddling around in Adobe Illustrator so that I can actually present a turn-by-turn piece with all kinds of visuals. So there's that.

Opposing Martial Artists come into the octagon from opposite sides, naturally enough. They head right at each other. When they both reach the Center, the Ref yells, "Fight!" and two dudes try to beat thirty shades of shit out of each other. It's very exciting. This is what the start looks like!

Round 0
You'll notice there's a little zebra-striped token in there. That's the Ref, who makes an easy marker for whose turn it is at any given point.

And now, the part of the show you really came for, the betting. Yes, RSBMats covers placing bets on your own fighters -- or against them. But you'd never, ever try to convince one of your own to take a dive so you can collect on the odds, right? Right? Never. Since A'yero barely has a dollar to his name, we'll front him the minimum bet of 10 which, like a boss, he puts on himself. His Rating is 6. The Other Guy's Rating is 8 (after correcting for bad math). That's a Spread of 2, so if A'yero wins, he'll walk away with bruises, bleeding, and 12 fat dollars in his pocket to buy a couple Band-Aids and a burger. If he loses, well ... It's a bad night all around.

Time to get our knuckles on! But first, a little inspiration!

Whew. You can't have a fight scene without something to keep the audience hooked.

Page 15 is where the meat of how to throw bits of yourself at someone else with the intent of hurting them comes in and where our combat turns into something a whole lot more complicated.

Round One, Fight!

We have three phases per turn: Movement, Maneuver, and Attack. Both A'yero and TOG start in the Center of the octagon facing one another and we roll to see who moves first.

A'yero: 4, TOG: 3. Oh, thank Hell, A'yero will get to go first and might have a chance to get action in early.

No one has any Signatures or Circumstances that would affect the Movement check, so we're still solid!

A'yero's in the middle of the ring with TOG. He could back away or shift left or right, but can't move to TOG's rear. But he doesn't want to do that, because he came to this god-forsaken hell-hole for a fight, by God, and he'll have one. Time to move on to the Maneuver phase.

A'yero has a Savvy of 5, so starts with 5d6 in his Maneuver pool. It drops to 4d6 because of his Slow Signature. TOG has a Savvy of 6 (good grief), and doesn't have any pool modifiers. We go to the dice.

A'yero: 2, 1, 1, 5. TOG: 1, 1, 5, 5, 6, 6.

We're looking for 1s, 2s, and 3s here, thank Hades. A'yero has 3 successes, TOG has only 2! Each of them has a Signature that kills one of their opponent's successes, so that's A'yero with 2, TOG with 1.

A'yero has 1 success more than TOG, and by the Maneuver Resolution QRS (Quick Reference Sheet), that means he becomes the Attacker and attacks head on. I'm not sure how smart that is, but sure ... We'll allow it.

(Note that we haven't used any Bonus Dice yet. We certainly could have, according to the rules on p3-4, but there's no actual mention of doing so as a reminder in the text on resolution processes. That seems a bit of an oversight to me since the tables refer to when NPMAs use theirs.)

Now we move on to the Attack phase. Since A'yero has Vicious and amazingly won the Maneuver phase, he has a +2 in Attack. I fear he's going to need it.

Again, we kick everyone 1d6 for their Attack pools for every point of Savvy they have, so 5+2=7 for A'yero and 6 for TOG. Pool rolls same as above, looking for 1s, 2s, and 3s.

A'yero: 1, 1, 3, 4, 5, 6, 6. TOG: 1, 2, 4, 5, 5, 6.

A'yero has 3 successes, TOG gets 2. Because of his Signature Resolute, he would never count as having less than 1 success on Attack, but it doesn't add any.

Ah, bugger. TOG is 2 weight classes higher than A'yero. He gets another die in Attack. 2. That gives him 3 successes.

Hmmm, and page 7 has the rules which explain when NPMAs roll Bonus Dice. This could get kind of ugly. I think we'll hold off on using Bonus Dice at all until next round, on either side ... which could just be ugly for A'yero at this point. C'est la vie!

Attack Resolution is equal successes and A'yero is the Attacker, so both sides stay right where they are in the Center.Unfortunately for A'yero, that's a no damage result, so while he gets off a series of staggering punches to TOG's gut, the big lug no-sells it and gets ready to have his own fun.

Ah, crap. It's TOG's turn. Same set up as before, face to face in the middle of the ring. He has no reason to move out and every advantage, and the bastard knows it, too.
(Aside: The Turn Sequence rules on p16 are particularly badly written. It's stated emphatically that turns are not simultaneous and that each fighter takes a complete turn before the next. Movement, Maneuver, and Attack. All well and good. Except that the first step of Movement phase is everyone rolling 1d6 modified by Signatures and Circumstances, which sets movement order. Which implies that everyone can and does move in the Movement phase, which is a direct contravention of what the Turn Sequence first paragraph states. Frankly, that part of the Turn Sequence text makes no sense at all, and if you remove it and assume that actions within a phase are not simultaneous but ordered by the Movement test results, it makes somewhat more sense. In fact, a close reading of the actual example on p16 under Flow of the Turn suggests something in particular:
    • Turn starts for everyone. Everyone does a Movement phase / Movement Order test. This sets sequence for the rest of the turn.
    • First fighter in Movement Order decides whether to:
      • Move out of the current zone and if so, to where
      • If in an unoccupied zone,
        • Make a Flying Attack at another fighter in an adjacent zone.
        • Catch Your Breath (for Bonus Dice)
        • Play to the Crowd (for Bonus Dice if they have the Charismatic Signature)
      • Stay in an occupied zone and:
        • Go to the Maneuver Table (and thus invoke Maneuver Phase)
        • Go to Try for the Lockup Table, which has it's own sequence but effectively ends by someone being 
          • Knocked Down, 
          • Locked Up in a hold , 
          • or directed straight to the Maneuver Table (and theoretically invoking Maneuver Phase)
        • If the opponent is Locked Up, go to the Submission Table, which goes to the Escape From Submission Table, which ends in either:
          • Tapping out and game over,
          • Losing 1 Location Point in the targeted Location, then Going to Escape from Lockup on the Attack Resolution Table (which is odd, because no one entered it from there)

That leaves out a couple of possible Special Attacks like Choke Hold, but is essentially complete. The short version is that there's no way the Movement Phase can be immediately followed by Maneuver, Attack, then back to Movement for the next fighter involved. Movement must be ordered but singular or there's no point to picking that order in the first place; it'll just change every time a new fighter activates. In fact, the text of the Phase itself says as much, with, "Movement is from highest to lowest score with ties being re-rolled..")

So, right, The Other Guy ...

He's an NPMA, so we need to actually ask the NPMA Movement -- Grappler Table what this dude is up to. Remember, we're skipping Bonus Dice this round, so no complications there. We're rolling 1d6 versus the current Savvy (which is 6). 2. An easy pass 1, starting in an occupied zone, so we go to Try for Lock Up by TOG.

This looks ... bad.

At least it's Savvy-based. TOG has his base pool of 6, +1d6 for being a Grappler, for a total of 7. A'yero has a Savvy of 5 ... with no particular bonii. Oh, my.

TOG: 2, 2, 2, 3, 4, 4, 6. 4 successes. A'yero: 1, 2, 3, 3, 5. 4 successes. It's a squeaker!

Both sides get +6 successes for their Speeds. And thank Hell for it, or A'yero might be toast. We've got equal successes on both sides, and The Other Guy is stuck, trying to find an opening to go for an arm-bar on the tiny, elusive A'yero. TOG makes a Savvy check to stay on his feet and narrowly makes it; A'yero is just short of a chance to get the guy on the ground and pound him.

Not today.

And that's the end of the first cycle. Both men have gone for some serious attacks but haven't truly exerted themselves as yet. The Other Guy looms over A'yero, but the cocky little dude is holding his ground and even has a little grin. In the next exchange, we'll bust out the Bonus Dice and see what kind of crazy starts happening then. I expect blood to flow.
(Aside: Another problem with the text not matching what the text says elsewhere. Page 18, in the Multiple MMA Attacks block, we have the black belt Chan moving into the same zone as Master Lee, going to a Maneuver Table check, and both scoring the same successes, "so both remain in the same movement zone." But that's not what the Maneuver Resolution table actually says, which is, "The active player cannot find an opening to attack and returns to the Movement Zone it previously left.")
Next thrilling episode! A'yero busts out some hardcore moves and The Other Guy screams in anger! Quick flashes of A'yero's troubled childhood drive him into a killing frenzy! But will it be enough? Can it be enough? Tune in next time, and find out!
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[RSBMats] AAR: A New Challenger Appears!

Red Streets, Blue Mats
has a very apropos
It's been quite a while since I wrote up an AAR for a game for the blog. Hey, have I ever written up an AAR for the blog of any games? I don't think so -- as usually it's posted video of folks actually playing the game in question, but today I have the world to myself and a brand new game from Two-Hour Wargames called Red Streets, Blue Mats.

From the website:
Modern Mixed Martial Arts or MMA offers no way to escape the shame of defeat. It ends with you literally tapping the mat; conceding the match. 
In Red Streets, Blue Mats you start as a MMA fighter far from the Fame and Fortune of pay-per-view. Maybe you’ve had some formal training or maybe you learned to fight in back alleys or streets, it doesn’t matter. You all share the same dream, to make it to the Big Time, fighting in opulent octagons in the fanciest hotels and convention centers. But you’ve got a long way to go before that happens as you have to pay your dues.
In Red Streets, Blue Mats you will find:
    • Rules for 20 different fighting styles from Aikido to Wrestling and everything in between.
    • A full color octagon for your fighters to fight on.
    • 24 pre-generated Non-Player Martial Artists, reflecting a variety of styles and skill.
    • A complete campaign, with little book keeping that allows you to fight your way from the Fringes of the MMA world to the Prime Locales of the Big Time.
    • Red Streets, Blue Mats can be played with miniature figures, paper counters or even coins. We’ve provided you with a dozen full-color paper counters to help you get into the game. 
    • Red Streets Blue Mats is the perfect game within a game for use with our sci-fi RPG5150 New Beginnings.
    That's right, this is the straight-ahead MMA fighting game that THW has been promising for a while, and it's finally out. The bullet points above cover the handy bits. We'll be using the Octagon included as well as some of the graphic tokens to build something to look at for the blog. What good would it do you not to see cool stuff like that?

    First up is character generation, because like all good gamers, while we could start with someone else's pre-generated dude, chargen is the first introduction to the game and is strongly indicative of how much thought the authors have put into editing. If things are smooth, clean, and clear, you know the thing's seen some play-testing and the designer's banged on it until it's just so. Let's be honest here ... I've played a lot of THW's game systems. All Things Zombie is one of my favourite games, bar none, of all time. But, Hell love 'im, +Ed TheTHWguy , is of the truly old-school of game design, both in layout and in editing. That is to say, it's a bit catch-as-catch-can and the structure of the books are mired pretty heavily in mid-90's DTP.

    I'm going to find some editing glitches, is what I'm telling you right now.

    So, chargen, everybody!

    Ostensibly, chargen starts on p5 with Getting Started. Here's a hint: don't. Getting Started introduces a pile of terms and information and you might think that pages 5 - 9 actually walk you step by step through creating a character. You could definitely be forgiven for that because that would make sense, but no. Read attentively, stopping for the convenient Stop! blocks that teach you mechanics and ideas, until you reach page 9, where you will find the actual block starting with Building Your Martial Artist. This is where you really want to start, going through the checklist, one bit at a time, until you get to the end and determine your MA's Rating ... but don't stop there, flip back to page 8 to get the actual last step which is to fill out your Location Damage.

    I know, I know, you see that it makes some kind of reference to checking out the boxes on the roster sheet to know what happens when your fighter's location hits 0. There's nothing like that on the sheet. On page 20, we find out that what happens, in every case, is that your character falls to the ground and becomes unconscious. For every location.

    So, yeah.

    For the sake of sanity and because I like doing cool stuff like that, I've created my own Red Streets, Blue Mats Roster Sheet and made it globally accessible on Google Docs, because everyone and everything has Google.

    So let's bust this thing wide open and start putting together A'yero the Snake.
    • Got the Roster up, let's fill it in.
    • Star or Grunt? A'yero is a Star. He eats Grunts for breakfast and defecates their little tinkly metal bits just before lunch.
    • Fighting Style? Krav maga. I've always wanted to learn the Israeli military commando-built combat methodology, and damnit, here's my chance!
    • Region? North America. The best region! Also, because I hate to drive a long way to get into a fighting ring to get my ass kicked.
    • Gender? Male. Let me check -- yes, male.
    • Determine Size/Weight Class? No modifiers for being from NA on p12 under Region Modifiers (though it'd been really nice if the book had properly cross-referenced where to look), so d6 and ... 2! A Welterwight! I'm cool with that; this is a little guy, fast and ridiculously agile, clearly.
    • Determine Signatures? This is where a lot of the cool stuff kicks in. There are a whole pile of Signature actions that various fighting styles can take and take automagically, and for Stars, you roll an additional Signature and pick another. So what do I have? We flip over to p40 to find krav maga and it's core Signature list:
      • Choke Hold Attack. I can strangle the crap out of some poor bastard, doing huge head damage, or just Lock Up the bastard, skipping a roll to see if my attack hits next round and just move on to strangling.
      • Hard as Nails. Ignores getting Knocked Down the first time. Takes the damage, but just won't fall. Very nice for a light guy.
      • Vicious. This is what I'm talking about! If I won on the Maneuver Table check, I get a +2d6 on the Attack Table. Short version, I'm comin' to get your sorry ass.
      • I get to pick one Signature so I look down and play slightly against trope with Wary.My opponent always gets a -1 on the Maneuver Table because I'm such a paranoid bastard. Good thinking for a little guy.
      • And now the random one. Back on p9, it mentions that the strange range of numbers next to each style is a 2d6 check to see if you roll on the generic MMA Signature table or the specialized style. Krav maga has 2 - 6, so about a 50% chance of going to the generic table. I roll 3+4 for a 7; I roll for the krav maga Signature table (purist!) and end up with ... a 2 followed by a 4. Slow. -1d6 when rolling on my own Maneuver Table. I'm going to chalk this up to being a little guy and damn paranoid; he hesitates to commit.
    • Total Attributes? I'm a Star, so I start with 14 AP, to spread over Savvy (fighting skill), Strength, and Speed, with the caveat that none of them can be more than 2 points higher than the next highest Attribute. Suits me fine. I end up with Savvy 5, Strength 3, Speed 6. Dude is little and fast. Like, Rey Mysterio Junior fast, and ring-savvy like a mofo. Not really much of a heavy hitter, though, so it's a good thing he can bust out with a hardcore choke thanks to his krav maga training.
    • Determine the Rating? Now here's a pickle. Back on page 7, you're directed to take the total Signature Points from your Signatures, multiply them by 3, add your total AP, then divide by ten and round to the nearest integer. This is probably the first time you've noticed there are SP, unless you popped a question mark when you saw each style has an SP value and that each Signature move had an SP next to it. You'll probably have to double back to the Signature table, figure your costs (Slow is actually a disadvantage so lowers my overall SP; 15 for krav maga, +6 for Wary, -3 for Slow.)
    • And then ... before we forget, fill out the Location damage. Which is just equal to Strength in all three spots. Oof, the Snake is going to have to dodge a lot of incoming. Otherwise, it's his ass.
    What do we end up with? A'yero the Snake's full Red Streets, Blue Mats roster sheet:

    Mandrill (Mandrillus sphinx), looks almost hum...
    Mandrill (Mandrillus sphinx),
    looks almost human
    despite the colorful face.
    (Photo credit: Wikipedia)

    Next exciting episode, we hit the mean streets looking for some mean action to maul! Will A'yero get his ass kicked like a little monkey-boy, or will he come out on top, in a dominating position like a mandrill?

    Yeah, this doesn't bode well.
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