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GURPS Martial Arts - Home

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An important part of martial-arts mythology, especially<br />

in cinematic settings, is that “martial artist” is as much<br />

a mindset as it is a skill set. These optional rules address<br />

this philosophy.<br />

The Contest of Wills<br />

In martial-arts films and samurai legends, entire battles<br />

are fought in the mind. The warriors lock eyes, and<br />

then one suddenly breaks eye contact and walks away,<br />

beaten . . . or charges, knowing that he’s doomed.<br />

To initiate a Contest of Wills, the challenger must<br />

Concentrate and lock eyes with his opponent. If his foe<br />

accepts the challenge, he must take a Concentrate maneuver<br />

as well. If he rejects it, he must make a Will roll to<br />

avoid being drawn in anyway. Success means he can take<br />

his turn normally and cannot be challenged again this<br />

combat.<br />

Once the Contest begins, roll a Regular Contest of Will<br />

each turn. Either fighter may substitute Intimidation or<br />

Mental Strength for Will, if better.<br />

Modifiers: Fearlessness; +5 each for Indomitable and<br />

Unfazeable; the better fighter gets +1 per three levels by<br />

which his best combat skill exceeds his opponent’s.<br />

Reputation can go either way. For instance, -2 for being a<br />

ruthless killer would give +2, but +2 for being merciful<br />

might give -2. In some settings, Status and other reaction<br />

modifiers apply.<br />

Roll once per turn until somebody wins. Find the winner’s<br />

margin of victory as if this were a Quick Contest and<br />

make a reaction roll for the loser, applying the margin as<br />

a bonus. Use the “potential combat situation” results on<br />

the Reaction Table (p. B560). If this drives the loser to<br />

attack, he has the winner’s margin of victory as a penalty<br />

to his attack rolls!<br />

This rule is for PCs and major NPCs. See Fear and<br />

<strong>Martial</strong> Artists (below) for a way to demoralize thugs.<br />

Concentration and the <strong>Martial</strong> <strong>Arts</strong><br />

Losing your cool can mean losing the fight! If a<br />

martial artist fails his self-control roll for a mental<br />

disadvantage that would distract him (GM’s opinion), he<br />

fights at -2 to DX. This includes submitting to Bad<br />

Temper in any fight, Lecherousness when facing a sexy<br />

foe, etc., but not things like Berserk and Bloodlust.<br />

You can end a jump stuck to a wall that’s within reach<br />

of your leap. To do so, make a Lizard Climb roll when you<br />

land.<br />

If you’re against a flat surface, with enough room to<br />

climb at least half your height, you can try a Lizard Climb<br />

roll to retreat upward as part of an active defense. Apply<br />

the usual skill modifiers; for instance, if you leave hands<br />

free to parry or block, you’ll have -2 per extremity less<br />

than four dedicated to the climb. Success gives a further<br />

+1 to your retreat bonus, making it +4; critical success<br />

Mind Games<br />

130 COMBAT<br />

Fear and <strong>Martial</strong> Artists<br />

Fear can be a killer, too. A failed Fright Check<br />

(p. B360) is likely to stun the victim and make him easy<br />

prey. The GM may require Fright Checks from combatants<br />

who suffer dismemberment (p. B421) or lose an<br />

eye to an Eye-Pluck (p. 72), a nose or an ear to Pressure<br />

Secrets (p. 59), or any body part to a bite (see Teeth,<br />

p. 115). While most Fright Checks in combat are at +5<br />

for the heat of battle, those for gruesome injuries are<br />

not!<br />

Heroic PCs can use Intimidation (p. B202) on minor<br />

NPCs. The GM may want to quantify the +1 to +4 for<br />

displays of strength as +1 per five of their number the<br />

NPCs know the heroes have defeated, to a maximum of<br />

+4. This doesn’t have to be in the same fight! It affects<br />

soldiers who hear tales from buddies who survived the<br />

last battle, thugs who see the heroes emerge unscathed<br />

from a room guarded by a dozen of their comrades, etc.<br />

Reputation is another important modifier; see The<br />

Contest of Wills (above). Enough bonuses make even<br />

default skill (Will-5) effective!<br />

Faking It<br />

To convincingly fake martial-arts skill based on what<br />

you’ve seen in demos and movies, make a DX-based<br />

Performance roll. Success means your audience<br />

believes you! This lets you attempt Intimidation using<br />

the rules for specious intimidation. Critical success<br />

means you pass yourself off as a master, which may<br />

have minor social benefits.<br />

To portray the martial arts on stage or screen, roll<br />

against Stage Combat (p. B222). This defaults to<br />

Combat Art/Sport skills at -2, and to combat skills and<br />

Performance at -3. For scenes involving multiple performers,<br />

roll against the lowest of the worst performer’s<br />

skill and the choreographer’s Fight Choreography skill<br />

(p. B198).<br />

Such tricks provide no combat benefits and are<br />

unlikely to fool real martial artists! Against a trained<br />

fighter, treat these rolls as Quick Contests. He gets an<br />

IQ-based roll against his best combat, Combat Art, or<br />

Combat Sport skill. You must win to convince him<br />

you’re the real thing.<br />

means your defense succeeds automatically! Failure or<br />

critical failure means the defense fails or critically fails.<br />

Some common stunts seen in wuxia movies combine<br />

Lizard Climb with Light Walk. For instance, running up<br />

a bent bamboo cane, about 3” across, would require a<br />

Lizard Climb roll (at +2 for bark, +2 for a slope, but -4<br />

for both hands free) and a Light Walk roll (at +8 for a<br />

feat of balance but -8 for a 3” cane), with failure on<br />

either indicating a fall.

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