LUNCH MONEY

Written by Roland Volz

Maneuver	Points	OCV	DCV	Damage/Effect
Beat Down	4	+1	-1	STR +3d6 Strike
Block		4	+2	+2	Block, Abort
Choke		4	+2	+2	4d6 Crush; Must Follow Grab
Disarm		4	-1	+1	Disarm, +10 STR to Disarm
Dodge		4	—	+5	Dodge, Affects All Attacks, Abort
Elbow/Hook/Pimp	Slap/Snipe
		3	+2	+1	STR Strike
Evil Eye/Jab	5	+1	+3	STR Strike
Freedom		4	+0	+0	+15 STR vs. Grabs
Grab		4	+1	+1	Grab One Limb, +0 STR  for holding on
Hail Mary	5	+1	-2	STR +4d6 Strike
Headbutt/Plate Cleaner/Uppercut
		3	+1	+0	STR +2d6 Strike
Headlock	3	-1	-1	Grab Two Limbs, +10 STR for holding on
Nuts		5	+0	+1	2d6 NND(3)
Pins and Needles/Kick
		3	+1	+2	STR Strike
Poke In The Eye	4	-1	-1	Sight Group Flash 4d6
Powerplay	3	+1	+2	STR +2d6 Strike; Must Follow Grab
Spank		3	+2	+2	STR +1d6 Strike; Must Follow Grab
Uppercut2	5	+0	+0	STR +3d6 Strike; Target Falls

Skills
KS: Lunch Money
Paramedics (First Aid)
Stealth (Hide)
WF: Axes, Maces, Hammers, and Picks
WF: Blades
WF: Chain & Rope Weapons
WF: Clubs
WF: Thrown Rocks

In the brawls that spring up in the yard over the lunch money each kid brings to school, it is the girl who fights with the most savagery, the most viciousness, who wins. The little girls, who have practiced their craft, develop the maneuvers and techniques that make up the essence of this art. They tend to be the ones walking away with a jingling purse while their opponents lie bleeding and unconscious on the asphalt behind them.

Hit Locations: The Charging Attack, Diving Attack, and Strike use 3d6 Hit Location rolls. None of the other maneuvers use Hit Location rolls.

Special Abilities: 2-Fer, Backlash, Big Combo, Cooties, Faster (use the Genshin ability, HERO System Martial Arts 114), Hippie, Imaginary Friend, Roundhouse, Spinning Backfist, Stomp, Tantrum, Time Out, Wedgy, Weird.

BACKLASH

Effect: Reflection (HTH, 45 Active Points’ worth)
Target: One character
Duration: Instant
Range: No Range
END Cost: 3
Skill Roll Penalty: -3
Description: Some of the most potent playground warriors learn to anticipate their opponent’s attack, and counter it by making a savage preemptive strike. (This ability uses the optional rules for HTH Reflection from 6E1 273, so it requires the GM’s permission.)
Game Information: Reflection (HTH, 45 Active Points' worth) (30 Active Points); Not When Grabbed (-½), Requires A Roll (INT roll; -½). Total cost: 15 points.

COOTIES

Effect: Blast 1d6, NND, Must Follow Grab
Target: One character
Duration: Constant
Range: No Range
END Cost: 2
Skill Roll Penalty: -2
Description: This attack requires that its original user either Grab an opponent or be the target of a successful Grab. The target of Cooties immediately begins to take damage on each subsequent Phase until unconsciousness or until she transmits the Cooties to another opponent. The only way to be rid of Cooties is to touch an opponent, either by Grabbing or Blocking them or by being Grabbed or Blocked by them, which transmits the Cooties to that opponent and relieves the previous carrier of its subsequent effects.
Game Information: Blast 1d6, NND (defense is Life Support: [specific Immunity] or target is unconscious; +1), Constant (+½), Costs Endurance Only To Activate (+¼), Sticky (+½), Uncontrolled (attack stops when Cooties has been passed on to another; +½) (19 Active Points); Must Follow Grab (character must be either be the target of, or inflict the Grab; -½), No Range (-½). Total cost: 9 points.

HIPPIE

Effect: Trigger for up to Martial Strike 8d6
Target: All characters within 10m
Duration: Instant
Range: No Range
END Cost: 6
Skill Roll Penalty: -6
Description: By designating one combatant in a melee as the Hippie, the skilled provocateur can cause them to become the target of free attacks by all of the other combatants.
Game Information: Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Zero Phase Action to reset, Character does not control activation of personal Trigger; triggered when the target desires to attack; +½) for up to Martial Strike 8d6, Usable As Attack (+2¼), all targets standing within 10 meters of Grantor (65 Active Points); Only To Allow All Other Combatants To Attack The Designated Hippie (-2), Incantations (-¼). Total cost: 20 points.

IMAGINARY FRIEND

Effect: Trigger for up to Martial Strike 8d6
Target: Self
Duration: Instant
Range: Self
END Cost: 3
Skill Roll Penalty: -3
Description: Playground warriors of legendary skill are said to attract supernatural attention, giving them a potent weapon in the schoolyard melees, a spiritual assistant that fights after they are spent.
Game Information: Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Zero Phase Action to reset; the combatant's Phase is completed; +¾) for up to Martial Strike 8d6. 30 Active Points, total cost: 30 points.

SPINNING BACKFIST

Effect: Area of Effect Nonselective (1m Radius) for up to Martial Strike 3d6
Target: One character
Duration: Instant
Range: No Range
END Cost: 1
Skill Roll Penalty: -1
Description: A girl with this ability can spin around with a fist raised. Starting with one adjacent target, the attacker rolls until one opponent is hit at which point the Spinning Backfist ends.
Game Information: Area Of Effect Nonselective (1m Radius; +¼) for up to Martial Strike 3d6, Personal Immunity (+¼) (5 Active Points); One Opponent Only (-1). Total cost: 2 points.
Options:
1) Roundhouse: Increase to Martial Strike 4d6. 6 Active Points; total cost: 3 points.

STOMP

Effect: Drain STR 1d6
Target: One character
Duration: Instant
Range: No Range
END Cost: 1
Skill Roll Penalty: -1
Description: By stomping on the sensitive part of an opponent’s foot, a girl can weaken her attacker momentarily.
Game Information: Drain STR 1d6 (10 Active Points); Instant (only lasts through target's next Phase; -½), No Range (-½). Total cost: 5 points.

Options:
1) Wedgy: By grabbing an opponent’s undergarments and pulling them up, a practitioner can inflict the same weakness until the opponent can dislodge the Wedgy. Remove Instant (-½), and add Delayed Return Rate (points return at the rate of 5 per Minute; +1), Rapid Healing (target can instantly alleviate Drain by escaping from Grab; -1), and Must Follow Grab (-¼). 20 Active Points; total cost: 7 points.

TANTRUM

Effect: Area of Effect Nonselective (1m Radius) for up to Martial Strike 3d6
Target: One character
Duration: Instant
Range: No Range
END Cost: 1
Skill Roll Penalty: -1
Description: By giving in to her repressed rage, the skilled combatant can fling a series of wild punches, kicks, and so on, and inflict a number of blows upon her target.
Game Information: Autofire (5 shots; +½) for up to Martial Strike 2d6 (5 Active Points); All Attacks Must Be Against The Same Target (-0). Total cost: 2 points.

Options:
1) Big Combo: By exercising a little bit of self-control, the combatant can inflict a smaller number of more powerful blows. Decrease to Autofire (2 shots; +¼) and increase to Martial Strike 4d6. Total cost: 5 points.
2) 2-Fer: By exercising even more self-control, the blows can be inflicted on two opponents. Decrease to Autofire (2 shots; +¼), increase to Martial Strike 4d6, and remove All Attacks Must Be Against The Same Target (-0). Total cost: 5 points.

TIME OUT

Effect: +20 PRE, Only For Fear/Intimidation-Based Pre-sence Attacks
Target: Self
Duration: Instant
Range: Self
END Cost: 2
Skill Roll Penalty: -2
Description: With one well-timed verbal barb or taunt of extreme malice, the trained combatant can discommode an opponent momentarily. The cruelty of children is legendary.
Game Information: +20 PRE (20 Active Points); Only For Fear/Intimidation-Based Presence Attacks (-1), Costs Endurance (-½), Instant (-½), Extra Time (Full Phase, -½), One Target Only (-½), Incantations (-¼). Total cost: 5 points.

WEIRD

Effect: Aid STR 2d6, Instant
Target: Self
Duration: Instant
Range: No Range
END Cost: 1
Skill Roll Penalty: -1
Description: The playground fighters learn to become unpredictable to their opponents and strange to their peers. This unpredictability serves them well, allowing them to make more devastating attacks.
Game Information: Aid STR 2d6 (12 Active Points); Only to Aid Self (-1), Instant (only lasts through character's next Phase; -½). Total cost: 5 points.

The Lunch Money Hero Designer File.

Lumch Money