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Table Of Contents

Basic Qualities
Modifying the Speed Basic Quality
Ki as a Basic Quality
New Qualities, Weaknesses, and Quirks
New Quality
New Weaknesses
New Quirk
Techniques
New Techniques
Campaign Based Techniques
Modifying Basic Moves
Modifying Jumps
Modifying Basic Throws
Advanced Grappling
Modifying Basic Taunts
Command Moves
Special Considerations for Moves that do No Damage
New Special Move Liabilities
New Special Move Elements
Buffs
Adding Liabilities to Attack Strings
Rates of Super Energy Gain
Variants on Using Super Moves
New Super Moves
Finishers
Creating and Using Finishers
Types of Finishers
Special Killer Combo Finishers
Custom Combos
Beginning of the Turn and End of the Turn
Berserk Attacks
Modifying the Time Count
Fighter Positioning
Combos
Damage
Stunning
Defenseless Situations
Defense Options
Blocking: Using the Defense Skill
Dodging: Using the Evasion Skill
Counterattacks: Using the Tactics Skill
Other Defensive Options
Weapons
Team Combat
Tag Team Combat
Optional Rules for the End of the Turn or the End of the Round
Environmental Hazards
Walls
Other Environmental Hazards
Zone Barriers
Aerial Combat
Building Thugs
Building Characters as Thugs
Social Combat
Alternate Campaign Styles
Traditional Fantasy Gaming in Fight!
Mecha Gaming in Fight!
Supers Gaming in Fight!
Frequently Asked Questions
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P. 1
Fight! - Round 2

Fight! - Round 2

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Published by Allen Anderson

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Published by: Allen Anderson on Sep 04, 2011
Copyright:Attribution Non-commercial

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11/27/2012

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