Pokémon Hunter. The short of it

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1 The short of it Pokémon Hunter You hunt big-ass pokémon, you get Cores from them, you put those into crafting gear. Your gear takes on abilities, typing, and quality of the Cores that went into it. A module/addon for the Fate system. Fate Accelerated works as well. Level and Quality Everything is given a Level, ranging from 1-9. Think of 1-3 as low-rank, 4-6 as hi-rank, and 7-9 as G-rank. Your weapon, your armor, and your jewelry each have their own Quality rating. The average of these rounds to your own current Level. We combine them to cut down how many numbers one has to keep track of. Approaching a L4 Arcanine naked would bake you alive. Trying to smack a L7 Feraligatr with a L3 hammer would just bounce and end up with you vulnerable. Jewelry will give you progressively more benefits as you rank up, all explained in a later section. Vinny has a set of Fire armor of Quality 2 (or, Q2), a Steel greatsword of Q2, and a nice Poison Point amulet of Q3. The average of these is 2.3, so Vinny's Level is 2. His companion, Joseph, is more loose with his equipment. He has a Q1 Storm Drain bracelet, but a hardwon Q4 Ice rifle. Joseph houses himself in Q2 Grass armor. The average of these is still 2.3, which matches Vinny's Level. They get some hired help on a hunt from Jordan. She sparkles in her fancy Q4 Psychic armor and her deadly Q3 Dark swords. But neither of them noticed she has no jewelry at all! What a loser! A poser! A charlatan! ( ) / 2 means she also comes out to 2.3, a measly L2 hunter. Seriously, kids. Weigh the fruit before you bag it. The pokémon you fight have their own Level rating as well. This is an approximation of how difficult they will be to take down, and governs the rewards for doing so. The little Caterpie you meet at the start of your adventure is probably only L1. But when you're halfway through your adventure, you may have an epic battle in an arctic ocean hopping across ice platforms trying to take down a massive Aurorus! This would probably be more like L6. At the end in L9, you may fight the legendaries, the real big bads, like Giratina or Wabbuffet. Okay but what does that mean? The hunter compares their Level to the Level of the target pokémon. A difference in Level gives a +2 or -2 modifier per Level difference to the defender in contested rolls, favoring the higher Level. These are Attack and Defense rolls, but not Advantage and Overcome rolls. If you want to make a step up, it'll be difficult. On the way to the hunt's target, the group gets jumped by a Squirtle squad. Each Squirtle is L1, though there are a lot of them. They're not very smart though, and one uses Bite instead of Bubble against Vinny. Though the type matchup is neutral, Vinny has a +2 on his Defense roll due to difference in Level. Jordan takes a hit from a L3 Marowak. Because she's L2, when she rolls her Defense against the incoming Bone Club she will have a -2 on that roll. The mercenary continues to let the team down. Typing Come on. It's Pokémon. Obviously this is going to play a part. But don't worry; it's simple. If an attack is super-effective (x2), the defending pokémon gets a -2 on its Defense roll. If an attack is ultra-effective (x4), the defending pokémon gets a -4 on its Defense roll. If an attack is not very effective (x1/2), the defending pokémon gets a +2 on its Defense roll. If an attack is almost ineffective (x1/4), the defending pokémon gets a +4 on its Defense roll. If the defending pokémon is immune (x0), then the attack will never do damage or apply a secondary effect. If a pokémon makes an attack of the same type as itself, it gets a +1 on the Attack roll. This is called the Same-type Attack Bonus (or, STAB). Note that due to the nature of this, hunters are not normally able to use STAB themselves. The hunters do have a type to defend with, however, which is determined by their armor. If a hunter is wearing no armor, they are considered Normal type. If they attack with no weapon, that is Normal type.

2 Cores When a pokémon is slain, hunters receive some Cores. There are three types: Type Cores, Ability Cores, and Move Cores. Type cores represent the pokémon types like Water, Dragon, or Electric. Ability cores carry the perks and specific powers of pokémon. These are things like Ice Body and Rough Skin, derived from the passive abilities that pokémon have. The last kind, Move Cores, represent the attacks of pokémon. A hunter may receive one for Drain Punch, for example. We can name them on this format: <core type> Core <Quality>: <descriptor> Examples: Type Core 4: Grass Ability Core 7: Intimidate Move Core 9: Draco Meteor Or, if your group knows its pokémon well, you can use a shorthand: <descriptor> Core <Quality> Examples: Flying Core 8 Sand Veil Core 3 Razor Leaf Core 6 Crafting When you craft a piece of gear, all cores going into it must be the same Quality; this will give you the Quality rating of the piece. Additionally, any Abilities in armor must be able to be found on a pokémon of the same type. Abilities also cannot stack unless noted. For simplicity and Rule of Cool, dual weapons like dual swords are considered one weapon. You may wish to allow multiple weapons equipped. At higher ranks, you may begin to craft in different ways. Below is the lo-rank crafting. It is the foundation for the higher tiers, where it starts to get more in-depth. Lo-rank: Weapons: + 5x same Type Cores Has the type of the Cores Armor: + 10x same Type Cores Has the type of the Cores Gain the Ability of the Core Jewelry: + 3x same Ability Cores Gain the Ability of the Cores Upgrading Hi-rank: Weapons: + 5x same Type Cores + 2x same Move Cores Cores determine type Move type must match weapon type Success with Style procs appropriate effect Armor: + 10x same Type Cores OR: + 5x same Type Cores + 5x same Type Cores Cores determine type. Using two types gives both types to armor. Gain both Abilities Jewelry: + 3x same Ability Cores + 3x same Ability Cores Gain both Abilities G-rank: Weapons: + 5x same Type Cores + 2x same Move Cores + 2x same Move Cores Cores determine type Move type must match weapon type On a Success with Style Attack, use either Move proc Armor: + 10x same Type Cores OR: + 5x same Type Cores + 5x same Type Cores Cores determine type. Using two types gives both types to armor. Gain all Abilities Jewelry: + 3x same Ability Cores + 3x same Ability Cores + 3x same Ability Cores Gain all Abilities If you choose to allow upgrading in your campaign, then the cost is simply half, except for the new Move or Ability, which cost its cores in full.

3 Enemy Pokémon A single pokémon probably will not be big trouble to a hunter of similar Level. This is why hunters seek challenges above themselves. As a GM, coming up with the enemies is quick. You come up with their Level, and then assign them an ability and moves. Having your trusted pokédex on hand greatly varies the challenges you can throw at the group, but you can certainly manage without it if you have some knowledge. For assigning moves of wild pokémon, it is suggested to pull from their naturally-learned moves only. You may choose to give a more bossoriented pokémon an egg move; you're the GM. Your prime directive is fun. For deciding what natural moves the pokémon can know, going by tens according to level is a decent method. A Level 4 Charmeleon can know Flamethrower, but it won't know Fire Spin. Keep in mind that pokémon type should loosely correlate with rank. Three-stage families should have the first stage in L1 to L3, second stage in L4 to L6, and fully evolved beyond. Twostage families don't reach evolution until L5. Companion Pokémon Your specific campaign may call for companion pokémon. Maybe you could only rope in one or two stooges to play and want a larger team. Maybe you want to build an army. Maybe your reasons are your own, step back high-andmighty ruleswright, I'll do what I want. Now, let's be clear first of all. Keeping companion pokémon is going to be some work inside and outside of the game; expect some bookkeeping. If the companion pokémon came from the wild, then you already have its Ability and Moves. The companion pokémon may come from breeding. If so, the traditional pokémon rules apply. It could be that, since your setting doesn't have capturing, it takes advantage of the Cores mechanic to enable people to generate pokémon. This pdf does not contain rules about ethical reasoning, but it does have a section about generating pokémon over on the right side. Pokémon, of course, do not have gear. But they are potentially crazy-powerful monsters which is why we hunt them! If they started that way, then they would all be L9 and there probably would be no more people. Like us, they have to hone their skills and get stronger. If you want your companions to grow in power, you need to feed them power. This works out great for you because that's basically what Cores are. Advancement to the next Level costs a total equal to 10 times the next Level, to be paid for by the Quality of cores consumed. The pokémon can consume Type Cores of any type to advance. It can also consume Ability and Move cores for their Quality in advancement. It may even have the option of learning a move from Move cores, if it consumes 10 points of the move. Note that the traditional four-move limit applies. Remember to evolve at the appropriate Level. Companion Generation Generation is expensive. The combined Quality of the Type Cores put in must reach 30 points (though anything over will be assumed to roll over into experience). These Cores must match the type of the first-stage pokémon. If the pokémon will have another type in a later evolution, then you may supplement with that type of Core but not pay more than the starting type. Then you must give it an Ability. This is to be paid with 10 points of the Ability Cores. It is up to the GM whether to only allow Abilities available in the games or allow any Ability that a pokémon of shared type can have. This is a way to set them apart from wild pokémon. Maybe have them all shiny. Remember: Fun and Cool. Finally, a pokémon needs moves. You can choose how deep to go on this, but it needs at least one move. Again, 10 points is necessary to teach the pokémon a move. It is, again, the GM's decision what the cutoff is.

4 Vinny and Joseph have progressed from hiring idiot mercenaries and decide they need a mascot. They have a lot of Ghost cores of various Quality due to their GM's penchant for Scooby Doo. They trek to the local Pokémon Center and meet the Generator Clinic in the basement. They generate a Gastly and name it Squiggly. This costs them 30 points in Type Cores; they decide to pay with 5 Q4 Ghost cores and 5 Q2 Poison cores. Then they must give it an ability. They stay with the vanilla ability of Levitate, since otherwise it is weak to Ground and they have a bunch of Levitate Cores to dump. Here they pay with 5x Levitate Core 2. Now for moves. They decide, as a mascot, it really only needs something that looks cute, so they just give it 4x Lick Core 3. Note that because they went over 10 points, the extra roll over into progress toward L2. Of course, a horrifying ghost is clearly a terrible mascot unless you're appealing to serial murderers. After failing their scheme, they want to beef up Squiggly so that the ball of terror can join them on hunts. Advancement to L2 is going to cost 20 points, minus the 2 left over from generation. They are at L4 themselves, so they want to boost it to there: means they will need a total of 88 points. For some reason they have that much banked, and so Squiggly has a very merry Christmas in July. Among these are a 5- pack of Thunderbolt Core 2 they picked up in a Pokémart. In all, Squiggly advances all the way to L4. Ten points of advancement were in Thunderbolt, which it can learn, so it does. Finally, Gastly's family has three stages, so reaching L4 means Squiggly evolves into a Haunter. The team brings their new partner into a water gym, much to the dismay of everyone there. Conclusion: Fitting into the FAE system This is a module/addon for the Fate system. If you're not familiar with it, you will need to give its rules a look-over. Don't worry, the rulebook is freely distributed and fairly easy to understand. Ignore the Fate rules for initiative against pokémon; hunters go first. After all, they're the ones on the hunt. And giving every pokémon a Notice or Quick rating would be arbitrary and annoying. If you decide you want to use Initiative, or the situation and GM calls for it, then simply use a regular roll plus Level. When rolling characters, make sure you come up with Aspects you can invoke in combat to earn Fate points. Only come up with Stunts that do not relate to combat; such things will be covered entirely by your gear. Advantage and Overcome rolls in combat will almost always be trying to be above zero. The GM should provide a means to get potions, and the players should make use of them. Fate is not originally designed for long-term combat like what will be happening. Plus it's thematic. Large Monster Rules You're gonna fight some big bads. The usual mook rules are fine (and encouraged), but we need something else for these epic battles. To start, the GM will need to have Aspects for the pokémon that are things the hunters can somehow mitigate, which will change the dynamic of the battle. These are things like spikes or horns, tails, fur, and shells. Try to have something on all sides. On the hunters' part, there will be a lot of Situational Aspects going around, called Position Aspects (or just Positions). Rather than costing a Fate Point, these Aspects are swapped (or, the hunter changes Position) at the start of a turn. It may be different depending on enemy pokémon, but in general a hunter will have a direction relative to the monster (Front, Rear, Port, Starboard) and a range (Underfoot, Close, Mid, Far). Each direction should have a different part of the body a hunter can attack, with range determining whether they can attack and how much danger they're in. For the pokémon, its attacks should generally target a specific direction and only go as far as Mid range. Exceptions could target multiple directions, but its range should be limited and specific. A giant Manectric could arc electricity to everything in Close range. Note that for area moves, you only need to make one Attack roll and apply it to all targets. This should create a dynamic where the group is attacking multiple angles as they become available. There is also a risk/reward of whether you want to keep attacking on the chance that there won't be repercussions, or whether you want to play safely. You may wish to include changing Position on a Success with Style. An average-difficulty, single large pokémon would have around 40 vitality per hunter involved, if you want to use that abstraction. You could also just fudge it according to the pace you want to go instead of tracking numbers.

5 At every quarter life (or when you say so), remember to have the monster rage, giving them various benefits: a bonus to Attack or Defense rolls, access to more moves, or maybe something environmental. Be creative! This is where you shake up the fight for the hunters. After three (or another arbitrary number) rounds, the pokémon will most likely be exhausted for a similar number of rounds. This is your chance to make them vulnerable after their big show of power. Abilities If you don't want to search for and translate abilities, here is a list of pre-made ones. This is a quick-reference list. You may houserule that an ability works different. You may adapt an ability that isn't listed here. A few of these either have their available types changed or are made up to fill in gaps, balance-wise. The types available are listed under the description; no types listed means any armor can have it. If an ability has different effects between pokémon and hunters, there will be an extra column denoting each description. A couple abilities are more advanced forms of others; these will say requires: <ability> and the new effect replaces the lower effect. If browsing ability for your type, just do a search for your type. Absorb <type> Being hit with <type> attacks gives (+1 per stack) to Attack rolls of that type for 3 rounds Adaptability +1 on STAB attack rolls Adrenaline Anger Point Contrary Dry Skin Each missing stress box gives +1 to Attack rolls After receiving an attack that Succeeds with Style, +2 to Attack rolls for (3 rounds per stack) [Fighting, Fire, Dark] Receiving a move that applies a penalty to rolls instead increases them. [Bug, Dark] If it's hot out, lose your first stress Feral Filter Flame Body Solar Power Gale Wings Guts Heatproof Hydration Ice Body Icy Soul Immunity Iron Barbs Levitate box. If it's raining or you're submerged in water, heal your first stress box at the start of your turn. P H Normal attacks match their type STAB bonus for armor's type(s) +1 to Defending against supereffective attacks. +2 to Defending against ultra-effective attacks. [Fairy, Psychic, Rock] Defending with Style burns the attacker [Fire] +1 to all rolls when it's sunny [Fire, Grass] If jumping is involved in an Advantage or Overcome roll, +2 to that roll [Flying] If suffering from a status, +2 on Attack rolls +1 on Defense rolls against Fire [Psychic, Steel] In rain, at the start of your turn, you are cured of a status [Dragon, Ground, Ice, Water] Defending with Style freezes the attacker [Ice] In a hailstorm or icy water, at the start of your turn, you heal your minor stress. Stacking to 2 allows you to heal your moderate stress as well, but not both. [Ice, Water] Immune to poison status Defending with Style inflicts the difference, minus two, in damage to the attacker [Grass, Steel] P H Immunity to Ground attacks 1 stack: +2 to Defend rolls against Ground attacks. 2 stacks: same as pokémon [Ghost, Poison, Psychic]

6 Lightning Rod Limber Magic Bounce Magma Armor Marvel Scale All hostile, single-target lightning attacks hit you regardless of intended target. [Electric, Ground, Rock] Immune to paralysis status Defending with Style against an attack that inflicts status instead inflicts the attacker. [Dark, Fairy, Ghost, Rock, Psychic] Immunity to frozen status When suffering from status, (+1 per stack) to Defense rolls [Water, Dragon] Motor Drive When hit with an electric attack, +2 to Advantage and Overcome rolls for (3 rounds per stack) [Electric] Multiscale Natural Cure Overcoat Own Tempo Plus/Minus Poison Soul When you have no stresses filled, (+1 per stack) to Defense rolls [Bug, Dragon] Drinking a potion also cures a status Ignore negative effects of weather Immunity to confusion status If another in the party has the opposite polarity, +1 on Attack rolls [Electricity] Requires: Immunity You may be poisoned, but instead at the beginning of your turn you may heal a minor stress instead of taking it. [Poison, Grass, Fighting] Poison Point Defending with Style inflicts poison status on the attacker [Bug, Grass, Ground, Poison, Water] Prankster Protean Moves that inflict status only require a +2 instead of Success with Style P H Using a move changes your type to that move Your armor's type now matches Pure Power Quick Feet Rain Dish Rattled Rock Head Runner Sand Rush Sand Veil Serene Grace Shadow Step Shed Skin Sheer Force Shield Dust Snow Cloak your weapon. (+1 per stack) to Advantage and Overcome rolls When you have a status, +2 to Advantage and Overcome rolls In rain or submerged, at the start of your turn, you heal your minor stress. If you have Dry Skin, you may heal your moderate stress as well, but not both. [Grass, Water] When hit with a Bug, Ghost, or Dark type attack, +1 to Advantage and Overcome rolls for (3 rounds per stack) Protects from recoil damage May move between two ranges in a turn. +2 to other Overcome rolls involving running. +2 to Advantage and Overcome rolls in a sandstorm [Dragon, Flying, Ground, Rock, Steel] +1 to Defense rolls in a sandstorm [Dragon, Ghost, Flying, Ground, Rock, Steel] Moves with status only need to be +2 to apply status You may now move after attacking, but not before and after in the same turn. [Dark] At the beginning of your turn, you may make an Overcome roll to cure a status. [Bug, Dragon, Fighting, Poison] Removes the secondary effect of a move to increase Attack rolls by +1 Taking an attack that Succeeds with Style does not incur secondary effects [Bug, Fairy, Poison, Steel] In hail, +1 to Defense rolls [Ice, Flying, Ghost]

7 Solar Power Static Sturdy Super Luck Tinted Lens Trace Vital Spirit Wonder Guard Moves +1 to all rolls when it's sunny [Bug, Fire, Grass] Defending with Style inflicts paralysis on the attacker [Electric] If you run out of stresses, but have points left over, don't take any consequences; that extra damage disappears. [Fighting, Ground, Rock, Steel] Success with Style on Advantage and Overcome rolls now only requires +2 Attacks that are not very effective and almost ineffective have a (-1 per stack) penalty to the defender's roll When you Attack a pokémon, this is replaced with their ability. Changes every interaction. [Fairy, Psychic] Immunity to sleep status Only super-effective and ultraeffective moves will hit. They are guaranteed to hit, at a minimum of 1 stress. [Only works for armor of a single type] Pokémon has quite a large number of Thunder moves. Each pokémon has a group of moves separate from everything else, plus the shared group of TMs. Hunters ideally have access to just Charge (sp) about all of them. And since everything is normalized by going through the same roll system, the number of viable options is much, much larger than even in the games. Petal This is the part where there is a lot more for Blizzard/ you to adapt from the source material, should you Dance choose to. Listed here are three moves for each type: one physical attack, one special attack, Giga Drain and one utility move. Moves marked with (sp) are special abilities. They are their own action; you do them instead of attacking. You may still make an attack using its type; it just won't have any special Aroma- effects. This should hopefully provide abundant examples of how to quickly adapt any further moves. Normal Slash Success with Style only requires +2 Round Refresh (sp) Flame Charge Ember Will-O-Wisp (sp) Clamp Water Pulse Withdraw (sp) Spark For ally that used this move previously in the same turn, +1 to Attack roll Make an Overcome roll to cure all status effects on yourself. Fire Move to Close range to the target. Succeed with Style: burn target Make an Advantage roll against the target's Overcome roll. If successful, burn the target. Water Succeed with Style: trap target Succeed with Style: confuse target Advantage roll. If successful, +1 bonus to Defense rolls for 5 rounds. Electric Succeed with Style: paralyze target -2 to Attack rolls. If an Attack lands, deal +2 points of stress. Ignore the penalty in rain, but -4 in sun. Advantage roll. Apply the margin of success to next electric attack. Grass P Hit all targets in Close range H User attacks for 2 turns with +1 bonus to the Attack roll. Become confused afterward. Succeed with Style: recover a stress box of a number up to the margin of success, minus two. Overcome roll. For each success,

8 therapy (sp) Avalanche Ice Beam Mist (sp) remove a status from an ally or self. Ice +2 to Attack if you just took damage. Succeed with Style: freeze opponent All active bonuses and penalties on rolls are gone. Fighting Double Kick Attack twice in one turn at -2 penalty Aura Sphere Target uses Overcome instead of Defend against this move Counter (sp) Instead of Attacking, lose turn. If attacked, use Overcome instead of Defense. If you match or beat the Attack roll, immediately attack back at +2. Acid Spray Poison Make an Advantage roll against the target's Overcome roll. If successful, then the target has a -1 penalty to Defense for 3 rounds. Sludge Wave Succeed with Style: poison target Venom Drench (sp) Bone Club Mud Shot Mud Sport Sky Attack Air Slash Tailwind Target gets -2 to Advantage and Overcome rolls for 5 rounds. Ground Succeed with Style: foe flinches Target gets -1 to Advantage and Overcome rolls Electric attacks suffer -1 to Attack for 5 rounds Flying Take aim/build strength first turn, then attack second turn at +2. Succeed with Style: flinch target Succeed with Style: flinch target +2 to Advantage and Overcome rolls for 5 turns Psyshock Psychic Target defends with an Overcome roll Mist Ball Succeed with Style: target has -1 penalty to Attack rolls for 3 rounds Teleport (sp) Teleport to any Position Bug Twineedle Attack twice in one turn at -2 penalty. Succeed with Style: poison target Silver Wind Quiver Dance (sp) Smack Down Power Gem - Wide Guard (sp) Shadow Sneak Hex Trick-or- Treat (sp) Outrage Draco Meteor Dragon Dance (sp) Crunch Night Daze Succeed with Style: +1 to Attack and Defense for 2 rounds Advantage roll. If successful, +1 to Attack and Defense for 3 turns. Rock For 5 rounds, target may be hit by Ground attacks if immune Enemies may not use area-of-effect moves for 5 rounds Ghost May move after attacking +1 to Attack if target has a status Adds Ghost to target's type Dragon Attack for 2 rounds with +1 to Attack rolls. Confused afterward. +2 to Attack roll. -2 penalty to Attack rolls for 3 rounds (stacking) +1 to Attack and Advantage rolls for 3 rounds Dark Succeed with Style: target has -1 to Defense rolls for 5 rounds Succeed with Style: target has -1 to Attack rolls for 5 rounds

9 Momento (sp) Steel Wing Mirror Shot Shift Gear Play Rough Draining Kiss Flower Shield (sp) Take 1 point of stress; target has -2 to Attack for 3 rounds Steel Success with Style: +1 to Defense rolls for 3 rounds Success with Style: target has -1 to Attack rolls for 3 rounds +1 to Attack rolls. +2 to Advantage rolls. Both last 3 rounds. Fairy Succes with Style: target has -1 on Attack rolls for 3 rounds Succeed with Style: recover a stress box of a number up to the margin of success, minus two. All allies receive +1 to Defense rolls for 3 rounds. Confusion When trying to take an action, you must make an Overcome roll. If you fail, you take 1 point of stress. Flinch Trapped Your next turn is lost. You must make an Overcome roll to move. If you succeed, you are no longer trapped. Alright, I get it. But I only want to do a Pokémon campaign, or only a Monster Hunter campaign. Then happy days, my good reader, for I have you covered. You may have noticed most sections have an icon or two with it. This is what that's about. These rules pertain only to Pokémon. If you just want to be a Pokémon Master, these are for you. Status Often either a hunter or a pokémon will inflict a status on their enemies. The system quantifies these as Situational Aspects. Succeeding with Style with relevant moves invokes the relevant status against the target. You also have the option of spending your turn on Creating an Advantage in the form of a relevant status. Status is a special Aspect in that you may not normally make an Overcome roll to get rid of them. Instead, you carry a few items to help you out. Poison Sleep Freeze Paralysis Burn Suffer 1 point of stress at the end of each round. Unable to take actions. This may be Overcome. Unable to take actions. This may be Overcome. Must succeed an Overcome roll to make an action that round. Suffer 1 point of stress at the end of each round. -1 to Attack rolls. A Closing Note These rules pertain to hunting large monsters and using their materials. If you're just looking for the thrill of the hunt, these are for you. These rules will apply regardless of which ruleset you use. Unmarked sections are only relevant if you're playing with both pokémon and large monster rules. Not everyone finds it fun to just trade numbers back and forth. Some are more about the adventure, the story, and the character progression. It is perhaps to everyone's benefit to be more cinematic with trading blows wherever possible. Don't just say a character attacks and roll some dice; narrate it, if you can! This is admittedly difficult when fighting large, stalwart monsters, but you have plenty of opportunity against mooks (any small, less significant opponent). If you land a blow, try to narrate a cool way you did it, or an exciting way you happened into an advantage (a Situational Aspect). If you land a blow on a mook, just take it out and narrate your awesome move.

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