
Power: 6
Technique: 5
Agility: 9
Strike: 7
Submission: 10
Grapple: 8
Once Per Turn:
If your opponent stops your Follow Up or Finish,
Roll your Die: If the Die matches the move type of the stopped card, play that card as an additional card this turn.

Guppysault
+3 to Technique
+1 to Agility
+2 to Strike
If your opponent breaks out, put 1 card with "Flying" in the name from your discard pile into play.

Brimstone Piledriver (Spotlight)
+2 to Power
+2 to Strike
When this card is in your discard pile:
After you roll Power for your turn roll 3 times, add this card to your hand, and your opponent's turn roll is -3.

The Locked Chest
+4 to Technique
+1 to Strike
If you have a card in play with "Key" in the name, randomly add 3 cards from in play or your discard pile to your hand.
Compendium / Rulings
Note: The Locked Chest can randomly add itself back to hand… If this happens you lose the bonuses, but still get the Finish Roll.