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TOURNAMENT COMBAT<br />
Not all combat is in deadly earnest. In modern times,<br />
most martial-arts battles take place in the bloodless, often<br />
contact-free environment of the tournament. Even in<br />
bygone eras, when martial arts served a deadly purpose day<br />
in and day out, tournaments were popular. Tournament<br />
combat sometimes served a judicial, religious, or social role,<br />
and entire martial arts with few military or self-defense<br />
applications existed for tournament battle.<br />
ROLEPLAYING<br />
TOURNAMENTS<br />
There are two ways to resolve tournaments and competitions.<br />
One is to game them out as regular combat, with each<br />
fighter taking his normal actions on a one-second time scale.<br />
The other is to use one of the abbreviated methods below,<br />
which are designed to answer the questions “Who won?”<br />
and “What happened to the competitors?”<br />
Quick Contest Method<br />
The simplest way to resolve a tournament is with a<br />
Contest (p. B348) between the fighters. Roll a Quick Contest<br />
of combat, Combat Art, or Combat Sport skills; the exact<br />
skills involved depend on the type of competition (see<br />
Competition Types, pp. 134-135). The winner of the Contest<br />
wins the match. This is useful when you only need to know<br />
who won. It works best for non-contact or light-contact<br />
events, or full-contact events where injury is rare (e.g.,<br />
Kendo or Judo).<br />
This method can be used to resolve “death match” tournaments,<br />
though – most often those involving NPCs. In this<br />
case, if the winning competitor fails his skill roll in the<br />
Contest, he takes a full-force hit from his opponent’s best<br />
attack to a random hit location. This represents an injury<br />
suffered in the course of the match. The loser also suffers<br />
these consequences, even if his skill roll succeeds. If a contestant<br />
critically fails, roll three attacks in this manner. No<br />
defense rolls are allowed. Even if the fighter won, he suffered<br />
to do so!<br />
A winning fighter may be victorious but suffer severe or<br />
even fatal injury. This isn’t unrealistic. One Olympic<br />
Pankration match in ancient Greece was won posthumously<br />
– the winner was mortally wounded but forced his rival to<br />
submit before he expired!<br />
For especially dramatic competitions, use this method<br />
round-by-round or point-by-point. Award the winning fighter<br />
the round or a point. Total up the number of winning<br />
rounds or points for each competitor to determine the<br />
winner.<br />
Detailed Method<br />
Use this option to resolve competitions in round-byround<br />
detail without playing out each second. For instance,<br />
a boxing round is three minutes long. Played out a turn at a<br />
time, this would be 180 seconds of combat! Not only is that<br />
too long to game out, it’s unheard of for fighters to be active<br />
134 COMBAT<br />
for every single second of a match. Realistically, each fighter<br />
will spend most of the round circling, evaluating and probing<br />
his opponent. These rules provide a snapshot of the<br />
“action” while allowing for round-by-round drama.<br />
When using this method, fights consist of lulls, during<br />
which the contenders rest and circle, and flurries, when<br />
exchanges of blows take place. The GM should roll secretly<br />
for the length of flurries and lulls; realistically, fighters don’t<br />
know how much of an opening they have to press the action.<br />
This also adds tension as a close fight nears its end without<br />
a decision.<br />
Each round starts with an initial lull lasting 4d seconds.<br />
Then roll 2d to determine the length of the first flurry, 4d for<br />
the next lull . . . and so on, until the round ends. During a<br />
flurry, play out combat normally using the rules in the Basic<br />
Set. If both parties retreat, step out of each other’s reach, or<br />
Do Nothing, an early lull occurs (roll 4d for duration). The<br />
fighters step back to take a breath, are separated by the referee<br />
(if there is one), or otherwise disengage. During a lull,<br />
fighters may Change Posture, Do Nothing, Evaluate, Move,<br />
Ready, or take appropriate free actions.<br />
A fighter may also attempt to extend a flurry by pressing<br />
the fight. If both sides wish to press, the action continues for<br />
another 2d seconds without the need for a roll. If only one<br />
competitor wishes to press, roll a Quick Contest of Tactics. If<br />
the pressing fighter wins, the flurry continues for seconds<br />
equal to his margin of victory. Otherwise, a lull begins<br />
immediately.<br />
Assess fatigue after each round – or after every two to<br />
three minutes, if the contest doesn’t have rounds. Use the<br />
costs under Fighting a Battle (p. B426). Always deduct FP<br />
spent on Extra Effort in Combat (p. 131) immediately,<br />
though.<br />
These rules allow fighters to battle for fairly realistic periods<br />
of time. The GM may wish to lengthen or shorten lulls<br />
and flurries, depending on the contest. Bare-knuckle boxing<br />
matches sometimes took dozens of multiple-minute rounds,<br />
with the action coming fast and furious for brief periods, followed<br />
by long lulls of little action or extended clinching. For<br />
these types of matches, roll only one flurry per round.<br />
Pressing to extend a flurry may be the only way to score a<br />
victory against a reluctant foe, and a wily fighter may be able<br />
to stay in the ring with a tougher foe . . . if he can survive the<br />
flurries!<br />
COMPETITION TYPES<br />
The world has seen many different types of tournament<br />
combat. The examples below are merely the most common<br />
forms.<br />
Sport Competitions<br />
Demonstrations: These tournaments are a show of the<br />
competitors’ artistic form and control. Each performs one or<br />
more kata, drills, or forms. Judging is point-based. Use<br />
Combat Art skills to resolve such competitions.