Delusions

see p. B130

Martial artists occasionally harbor Delusions about their own or others' skills. Except when such problems lead one fighter to insult another, though, it's unrealistic for them to cause reaction penalties. Non-fighters tend to ignore warriors' braggadocio unless they're being threatened - they're likely to assume that's simply how fighters behave! Such Delusions have other effects instead.

On any turn in combat when such a Delusion would apply (GM's decision), you must attempt a self-control roll; see Self-Control Rolls (p. B121). Delusions don't usually have a self-control number, so use the "default" value of 12. The GM may permit other self-control numbers for combat-related Delusions, with the usual effect on point value.

Success lets you take your turn normally. Failure means you must do something risky - much as if you were suffering from On the Edge (p. B146). You might All-Out Attack, try an elaborate move that reduces effective skill to 3 (making any roll of 13+ a critical failure), or turn your side or back to an enemy in order to fight a more worthy foe. On a critical failure, you must do something that will affect the rest of the combat; e.g., discard a perfectly good weapon or piece of armor to show derision, or cut yourself for at least 1 HP of injury to demonstrate your toughness.

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