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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.