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GURPS Martial Arts - Home

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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.

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