A Tournament Man is a creature created to battle other Tournament Men in Gladiator-style contests, let's create one now!
Paths
A T-Man has a main "style" that he uses, called a Path. There are three Paths most use, but you can suggest others.
The three main Paths are Biological, Psychological, and Mechanical.
Biological is the Path of changing one's body to become greater. It gives a good mix between Power and Effects, which we will learn about later.
Psychological is the Path of changing one's mind to become greater. It focuses more on Effects, with less Power.
Mechanical is the Path of using machines to become greater. It focuses almost entirely on Power, with very few Effects.
Mixing Paths
As a T-Man grows it strength, they can add abilities from other Paths to their main Path, leading to more flexable attacks.
Power
Power is a measure of how much raw damage a T-man can inflict on their enemy or the environment. Greater Power means a stronger T-man, pretty simple.
Effects
An effect is anything that changes either your opponent's capabilities, or you own. Raising your Power is an Effect, as is temporarily doubling all of your opponent's Feats. Effects can both help and hinder the user.
Feats
A feat is similar to an Effect, but is always "on", unlike an Effect which needs to be activated. An example would be a permanent halfing of Power, in exchange for double Life.
Form
Form is the main way of expressing the true potential of a Path. When using a Form, a T-Man's body changes and they gain new abilities. Having a high level Path, or several Paths, can lead to Chaining Forms.
Chaining
Chaining allows you to conserve Action Points when performing certain actions in sequence, you can chain attacks and Forms, and sometimes a combination of the two.
Stats
Power: Pure attacking ability.
Speed: Effects turn order.
Defence: How good you are at blocking attacks.
Resistance: How good you are at blocking Effects.
Life: How much punishment you can take.
Action Points: How much you can accomplish in a turn.