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BurningTemple:Combat Maneuvers

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Five Fists of the Burning Temple
Five Fists of the Burning Temple


“To master the sword, learn to fall. To master the fist, learn to flow.”

— Sifu Yao the Blind

Combat Maneuvers

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In kung fu cinema, combat is more than numbers—it is expression. The arc of a foot. The spiral of a scarf. The crunch of gravel beneath sandals. Every move tells the audience who you are.

Characters in Five Fists of the Burning Temple have a much wider range of attack and defense types than normal SWADE fighters. This page presents a robust menu of combat maneuvers, usable by any martial artist possessing Martial Arts [Style] at d4 or more.

Effective use of Combat Maneuvers, including chaining maneuvers together into devastating combinations, is discussed in Combat Tactics.

Favored Tags

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Every character with Martial Arts can use any combat maneuver.

Each combat maneuver carries a tactical tag, indicating the general approach used during the maneuver:

  • Strike
  • Grapple
  • Movement
  • Counter
  • Special

Each martial style has a list of Favored Tags—maneuver types that stylists can perform without penalty.

To use a Strike, Grapple, or Movement maneuver, roll your Martial Arts skill and apply any bonuses or penalties shown for the maneuver.

To use a Counter maneuver, choose the maneuver you want to use after your opponent has made a successful attack. You can use a Counter even though you’ve already acted that turn.

Using an Unfavored Maneuver

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If your style favors the maneuver's tag, use it normally.

If your style does not favor any of the maneuver's tags, suffer a –2 penalty to any associated roll.

If the maneuver clearly contradicts your style, the GM may increase the penalty to –4.

Optional Rule: Spend a Benny to ignore the penalty on one maneuver, representing desperate adaptation or a stolen technique.

Strike Maneuvers

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Straight Punch

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A classic forward punch aimed at vulnerable openings.

Effect: Standard unarmed attack.

Bonus: +1 to hit if the target is Shaken or Bound.

Raise: Bonus damage as normal.

Spinning Back Kick

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A turning heel kick that uses your own momentum to deliver a punishing blow.

Effect: –2 to hit, but adds +1d4 damage.

Special: If you moved at least 3”, take a –1 penalty instead of –2.

Raise: Bonus damage as normal.

Palm Strike

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A flat-hand strike to disrupt flow without breaking bones.

Effect: Inflicts nonlethal damage.

Raise: Push the target 1d4” and apply Distracted.

Flying Strike

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A leaping or diving attack launched from above or mid-motion.

Requirement: Must jump or fall at least 2” this turn.

Effect: +2 damage.

Failure: If the attack misses, roll Agility or fall Prone.

Wall Run Attack

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Sprint along a vertical surface for a spectacular offensive arc.

Effect: Move along a wall or similar surface up to half your Pace.

Bonus: +1 to your next unarmed attack this turn.

Vaulting Kick

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Spring from a surface to deliver a flying strike.

Roll: Athletics TN 4

Success: +2 to hit and +2 damage on your next unarmed attack.

Failure: No bonus; attack normally.

Distracting Flurry

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An overwhelming series of blows designed to obscure intent.

Effect: Make two unarmed attacks at –2.

If either hits, the target is Distracted until their next action.

Sweep Kick

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A low, circular sweep targeting multiple legs.

Effect: Wild Attack at –1 to hit all adjacent foes.

Raise: Each hit target is knocked Prone.

Elbow/Knee Smash

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Close-range punishment from inside clinch or guard.

Effect: +1 to hit targets who are Grappled or behind Cover.

Drawback: You suffer –1 Parry until your next turn.

Push Back

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Overpower your foe and drive them back.

Roll: Strength vs Strength

Effect: Push the target 1d4”. If they fail an Agility roll, the target becomes Prone.

Raise: Also deal Str+d4 damage.

Grapple Maneuvers

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Shoulder Toss

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Redirect momentum to flip an opponent.

Effect: Throw the target 1d4” and knock them Prone.

Raise: Also deal Str+2 damage.

Sacrifice Throw

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Commit your whole body to the throw—even at cost.

Roll: Agility vs Athletics

Success: Both you and the target fall Prone.

Raise: You remain standing and deal Str+d4 damage.

Vault Throw

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Leverage a wall, post, or platform to launch your foe.

Effect: If using terrain, gain +2 to the Grapple check.

Both combatants fall Prone.

Clinch

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A tight-body lock to control the fight.

Roll: Martial Arts or Athletics vs the same

Success: Target becomes Entangled.

Raise: Target becomes Bound.

Bonus: +1 to maintain the grapple on future turns.

Drawback: You may not move while maintaining the Clinch.

Weapon Trap

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Use flexible material to control the fight.

Requirement: Must be wielding cloth, sleeves, chains, rope, or similar.

Effect: +1 to rolls to Disarm or Entangle.

Reversal

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Turn defeat into advantage.

Trigger: After losing a Grapple on a Raise.

Effect: Spend a Benny to reverse control and immediately counterattack.

Note: Reversal is a unique reactive maneuver used only in Grapples. It functions like a Counter but is not triggered by standard attacks. It costs a Benny and reverses control when you lose a Grapple on a Raise. Styles like Mantis and Drunken favor it.

Movement Maneuvers

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Acrobat Vault

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Leap over enemies, props, or terrain.

Roll: Athletics

Success: Move an additional +2”, ignoring difficult terrain.

Raise: Land behind a foe within Reach and gain +1 to your next attack.

Failure: Lose your next Free Action.

Chimney Climb

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Use walls or tight spaces to ascend rapidly.

Requirement: Two vertical surfaces within 3” (for example, alley walls).

Roll: Athletics (–2 if slick, loose, or narrow)

Success: Climb up to your full Pace vertically.

Raise: Gain +2 Avoid against melee attacks from below.

Failure: Fall to base and become Distracted.

Circle Step

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Slide laterally after striking to reposition.

Effect: After making an unarmed attack, move 1” in any direction without provoking a Free Attack.

Counter Maneuvers

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Deflect & Counter

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Redirect and retaliate in one motion.

Roll: Martial Arts vs attacker’s Fighting or Martial Arts

Success: Nullify the incoming hit; your next attack gets +1 to hit.

Raise: The attacker becomes Distracted.

Low Parry

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A grounded defense used while off balance.

Effect: Once per round, use Agility instead of Parry to defend while Prone or on uneven terrain.

Catch the Blade

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Catch a strike meant to kill, and absorb the pain.

Effect: Nullify a weapon hit. Instead, suffer 1 Wound or 1 Fatigue, your choice.

Note: Cannot be used to defend others.

Special Maneuvers

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Qi Disrupt

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Strike a foe’s meridian, disrupting their internal flow.

Roll: Spirit vs Spirit as a Test

Success: Target becomes Distracted and loses use of Signature Techniques until the end of their next turn.

Raise: Target also becomes Vulnerable.

Limit: Use only once per target per encounter. No effect on enemies without Signature Techniques.

Combat Maneuver Summary

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Maneuver Tactical Tag Effect
Straight Punch Strike Standard attack; +1 to hit if target is Shaken or Bound
Spinning Back Kick Strike –2 to hit, +1d4 damage; –1 penalty if moved at least 3"
Palm Strike Strike Nonlethal; on Raise, push 1d4" and Distract
Flying Strike Strike Must jump or fall 2"+; +2 damage; Agility roll or fall Prone on miss
Wall Run Attack Strike Move along wall; +1 to next attack
Vaulting Kick Strike Athletics TN 4; next attack gains +2 to hit and damage
Distracting Flurry Strike Two attacks at –2; if either hits, target becomes Distracted
Sweep Kick Strike Wild Attack at –1 to hit all adjacent foes; Raise knocks Prone
Elbow/Knee Smash Strike +1 to hit Grappled or Covered foes; –1 Parry until next turn
Push Back Strike Strength vs Strength; push target 1d4", Agility or fall Prone; Raise = Str+d4 damage
Shoulder Toss Grapple Throw foe 1d4" and Prone; on Raise deal Str+2 damage
Sacrifice Throw Grapple Agility vs Athletics; both Prone; Raise lets you stay standing and deal Str+d4 damage
Vault Throw Grapple Use terrain; +2 to throw, both fall Prone
Clinch Grapple Success = Entangled, Raise = Bound
Weapon Trap Grapple Use cloth, sleeves, chain, or rope; +1 to Disarm or Entangle
Reversal Grapple Spend Benny after Grapple loss by Raise to reverse control and counterattack
Acrobat Vault Movement Athletics check; Success = +2" movement; Raise = behind foe and +1 next attack
Chimney Climb Movement Vertical climb between walls using Athletics
Circle Step Movement Move 1" after attack without provoking Free Attack
Deflect & Counter Counter Opposed roll; success nullifies hit, next attack +1; Raise Distracts foe
Low Parry Counter Use Agility instead of Parry while prone or on uneven terrain
Catch the Blade Counter Prevent a weapon hit, suffer 1 Wound or Fatigue instead
Qi Disrupt Special Success = Distracted and lose Signature Techniques; Raise = also Vulnerable

Creating Attack Combos

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“A single strike is noise. A chain is rhythm.” — Sifu Lu Ying, Last Master of the Tidal Palm

In Five Fists of the Burning Temple, combat is more than action and reaction—it is a flowing dance of movement, pressure, and interruption. Whether you fight with stormlike aggression or liquid grace, chaining maneuvers into cohesive sequences is the key to turning duels into dazzling set pieces.

Action Economy: The Foundation of Chaining

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You may attempt multiple maneuvers on your turn by using Multi-Actions. Each additional action imposes a –2 penalty to all Trait rolls that turn, unless mitigated.

You can:

  • Chain two or more maneuvers together
  • Include movement-based maneuvers as part of your turn
  • Use maneuvers that grant bonuses to offset multi-action penalties

You cannot:

  • Chain a maneuver with a Counter in the same round, unless using Reactive Edges
  • Combine two maneuvers that require your full Action, unless stated otherwise

Movement-Based Maneuvers Are Free

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Some maneuvers, such as Acrobat Vault, Circle Step, or Wall Run Attack, affect your movement rather than consuming your Action. These can be used without triggering multi-action penalties unless combined with other movement rules such as running or jumping.

Use movement maneuvers to set up powerful attacks, confound opponents, or escape counters.

Raise-Triggered Combos

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Many maneuvers trigger bonus effects on a Raise. Use these moments to leap into the next technique.

Examples:

  • Palm Strike on a Raise pushes and Distracts → follow up with Flying Strike
  • Clinch or Weapon Trap → then Shoulder Toss
  • Qi Disrupt on a Raise causes Distracted and Vulnerable → follow up with Spinning Back Kick

Raising the stakes is not just damage—it is the opening move of a devastating chain.

Style Synergy Makes Chains Reliable

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When chaining maneuvers with Favored Tags from your style:

  • You ignore the usual –1 penalty
  • You are more likely to land combinations under multi-action pressure
  • Some Signature Techniques combine directly with base maneuvers

Optional Rule: Maneuver Momentum

If you successfully perform a maneuver that clearly sets up a second maneuver of a different tag, you may make the second at –1 instead of –2, as long as both maneuvers are Favored by your style. This rewards style mastery and tactical choreography.

Sample Chaining Sequences

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Moth Style: Dance of Blossoms

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  • Free Action: Acrobat Vault → Land behind foe, +1 to next attack
  • Action 1: Distracting Flurry (–2) → Distract the target
  • Action 2: Palm Strike (–2) → Push and double debuff
  • Follow-up: Circle Step (Free) to disengage

Tiger Style: Tiger’s Pounce

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  • Push Back → Target is shoved and maybe Prone
  • Flying Strike (–2) → Leap in with +2 damage
  • Spinning Back Kick (–2) if you moved at least 3”
  • Palm Strike to end the chain nonlethally, if needed

Scorpion Style: Still Fang

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  • Distracting Flurry → Cause Distracted
  • Qi Disrupt (–2) → Lock out Signature Techniques
  • Deflect & Counter on opponent’s response
  • Next round: Shoulder Toss or Reversal

Remember:

  • Movement sets up range
  • Disruption weakens your foe
  • Positioning changes outcomes
  • Chaining is both an art and a strategy

A real martial artist does not just win a fight—they write a poem with fists.

Tricks In Combat

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“Mastery is knowing how to strike. Legend is knowing how to slip on a noodle and still win.”

— Big Nose Wu, Drunken Master

Tricks are narrative actions used to confuse, unbalance, distract, or humiliate an opponent using your surroundings, clever movement, or sheer nerve. While Savage Worlds uses Tests to mechanically disrupt enemies, kung fu cinema takes things a step further.

In Five Fists of the Burning Temple, a Trick is any action that:

  • Uses the environment to gain an advantage
  • Forces a foe into a compromised position
  • Embarrasses, surprises, or otherwise throws them off
  • Creates a “Whoa!” moment worth remembering

Mechanics Of Tricks

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Tricks are a form of Test, but with greater emphasis on improvisation, cinematic timing, and environmental interaction.

How To Perform A Trick

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Describe the intended trick in detail.

Choose a relevant Trait:

  • Agility for dodges and fake-outs
  • Smarts for feints and psychological traps
  • Athletics for acrobatics, flips, and climbing
  • Martial Arts [Style] for weapon feints or mock attacks
  • Taunt or Performance for mockery or flamboyance

Target an opposing Trait, usually Smarts or Agility.

Success: Target gains –2 to next action or suffers Distracted.

Raise: You choose a consequence: target is Vulnerable, Distracted, Off Balance, or Prone.

Adjudicating Difficulty

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Circumstance Modifier
Using obvious terrain feature +0
Risky or flashy maneuver –1
Improvised object (broom, noodle bowl, stool) +1
Dangerous or unstable surface –2
Combines movement + action –1

A Trick that is too vague—“I do something clever”—always fails.

A Trick that makes everyone grin? That is kung fu.

Example Tricks

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Trick Trait Effect
Kick a stool into opponent’s legs Athletics Target must roll Agility or fall Prone
Toss wine in the eyes Agility Target is Distracted; Raise may cause Blind for 1 round
Fake a stumble, then strike Smarts Target is Vulnerable; Raise allows free attack
Bounce off wall to change direction Athletics +1 to attack or maneuver due to surprise
Use a wok lid as a shield Martial Arts Gain +1 Parry vs ranged attacks next round
Knock down tapestry onto foes Athletics Area becomes Difficult Ground; foes make Agility rolls
Slam head on table to intimidate Spirit Target Shaken if fails opposed Spirit
Spin a polearm to whip up dust Performance Targets in cone Distracted if they fail Smarts roll

Trick Combos

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Characters can chain Tricks into combinations with maneuvers or movement:

“I vault off the teahouse balcony, flip in the air, then come down with a Leaping Strike.”

This requires multiple Trait rolls, often with cumulative penalties.

GMs should require a Benny to fuel a big cinematic moment.

On failure, a hard fall, embarrassing fumble, or narrative reversal should occur.

The Law of Flow (or: Stagnation Is Defeat)

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In the fiction of the genre, every great fighter moves like water—shifting, adapting, never striking the same way twice. To repeat oneself is to become predictable, and to become predictable is to invite defeat.

When a character uses the same named Technique, maneuver, combo, or attack pattern on consecutive turns:

  • The second use suffers a –1 penalty
  • The third consecutive use suffers a –2 penalty
  • Further repetition remains at –2 (or worsens, if you want it harsher)

This penalty resets immediately when the character:

  • Uses a different Technique
  • Changes approach (Test, movement stunt, Support, different weapon, etc.)
  • Narratively shifts the flow of combat

Using The Environment

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In Five Fists of the Burning Temple, combat is not confined to open plains and sterile arenas. True martial duels erupt on rope bridges, in collapsing pagodas, amid rolling wagons, or atop banquet tables. The environment should challenge fighters, offer creative options, and serve as an extension of each character’s fighting style.

Environmental elements are more than window dressing: they are interactive, destructible, and exploitable.

Basic Environmental Rules

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Interactive Elements

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Any object or terrain feature can become part of the action.

Element Type Use in Combat Suggested Mechanic
Barriers Leap over, dive behind, run along Athletics roll (TN 4–6)
Objects Grab, throw, swing on, or break Fighting or Athletics (opposed if contested)
Hazards Kick or throw enemies into them Test (Strength, Agility, or Martial Arts)
Furniture Jump on, flip, smash, or shield with Tricks, cover, or improvised weapons

Destructible Objects

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Type Examples Typical Toughness
Light Objects Screens, paper lanterns 4
Sturdy Objects Tables, rails, barrels 6
Heavy Objects Support beams, wagons 8+

Improvised Weapons

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When using scenery, tableware, farm implements, or the like as a weapon, treat it as Str+d4, –1 to hit unless a Trick or Test is involved. Most improvised weapons break on a Raise and are no longer usable as weapons. Certain styles, such as Monkey and Drunken, ignore the improvised weapon penalty or gain a bonus.

Environmental Elements Table

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d20 Urban or Indoor Object or Feature Suggested Use Natural Object or Feature Suggested Use
1 Hanging lanterns Swing, kick down for fire hazard Waterfall spray Visibility penalty, slick footing; use to disappear
2 Sloped rooftop Risk slipping, leap for height Slippery rock outcrop Agility roll to balance; high ground advantage
3 Clay urns Smash, hide, or throw Wind-blown leaves Distract, obscure, or conceal movement
4 Paper screen Crash through, obscure line of sight Fallen tree trunk Sprint along, take cover behind, sweep enemy
5 Bamboo scaffold Climb, collapse, high ground Hanging vines Swing across ravine, entangle foe
6 Large gong Use as shield, ring to distract Moss-covered stones Risk of slipping; use in Tricks
7 Barrels of wine Spill for slippery floor, ignite Cliff edge Knock-back risk, increase tension
8 Rickety bridge Break beneath weight, narrow footing Bamboo grove Hide, deflect arrows, Acrobatics-based Tricks
9 Laundry lines Entangle, swing across alley Cave mouth Retreat or luring hazard, echoing kiai
10 Scroll rack Knock over for cover or hazard Birds’ nests in branches Disrupt with loud flutter, gain cover above
11 Pagoda balcony Leap between levels, push enemies off Stepping-stone river Agility roll to cross; kick stones to create hazards
12 Sacred statue Gain Honor by fighting around it respectfully Tree roots Trip hazard, entangle, or springboard jump
13 Tea table Leap across, break over enemy Fog or mist patch Stealth bonus, brief concealment, Qi focus
14 Loose tiles Trip hazard, throw as weapons Sacred tree or shrine Honor bonus or penalty depending on respect shown
15 Water basin Kick water for distraction, drown attempt Jagged rocks or thorns Force enemy into them with Test or Grapple
16 Hanging drapes Concealment, choke attempt Small animal burrow Collapse ground, surprise hazard or movement boost
17 Market stall Collapse onto foe, use pole as weapon Wasp or bird swarm Hit causes swarm burst, Distracted effect
18 Fish pond Throw enemy in, terrain penalty High stone pillar Test of balance; high ground, but risky
19 Scroll-covered altar Defend or desecrate—affects Honor Blossom petal rain Add style bonus to Tricks; conceal motion
20 Swinging signboard Push, dodge, or springboard attack Lightning-struck tree Crumble, spark hazard, or spiritual omen

Boasting: The Verbal Martial Art

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“You call that a punch? My grandmother could strike harder—and she’s dead!”

— Shao Liang, adept of the Iron Body style

No kung fu story is complete without a verbal duel to match the physical. Bragging, taunting, and psychological games are part of the warrior’s art. Some masters claim a battle is won with words before a single blow is struck.

The new Boast skill is used to intimidate, demoralize, insult, and shame your opponents in a duel of words. Use Boast as a Test action against your target’s Smarts or Spirit.

On a success, your opponent is Distracted.

On a Raise, they are Distracted and Vulnerable.

Boasting can only be attempted once per round per opponent and works best before or during a duel, never after.

Sample Boasts

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  • “My technique was forged under falling waterfalls—yours is no better than a street beggar’s.”
  • “You call that style Drunken Crane? More like Hungover Chicken.”
  • “Even your ancestors would beg to be spared from my fists.”

Optional Rule: Boast-Offs

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Two foes may engage in a Boast-Off before a duel. Each rolls Boast vs Boast until one wins 2 out of 3 rounds. The winner gains +2 to all Trait rolls in the first round of the ensuing combat. A tie means mutual respect—or mutual contempt.

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