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  Hong Kong 
  Knights
  
  2 of 52
  Introduction
  “Hong Kong Knights, Part 1”
  Kimiko knelt on the matt, eyes closed. The 
  sound of her breathing became her entire 
  world. Her body was alive with sensation, muscles 
  twitching with anticipation. Suddenly she was on her 
  feet, her sword in her hand. Her eyes opened, slightly unfocused in 
  the dim light of the dojo. She whirled, performing simulated attacks 
  and defenses, parries and ripostes. The sword was a part of her 
  and she was a part of it. At no time did she feel more alive. More at 
  peace. 
  A frantic banging broke her reverie. Swiftly she crossed the 
  dojo and lifted a small curtain on the door. A small Japanese boy, 
  perhaps eight or nine, was standing in front of the dojo, tears 
  staining his young face. Instinctively, Kimiko glanced around to 
  make sure he was alone before unlocking the door.
  As soon as the door was unlocked he grabbed her hand, tugging 
  her, he seemed panicked. “C’mon you gotta help me! It’s my 
  brother, they’re killing him!”
  Ari fell to his knees as another blow hit him square in the face. 
  Stunned, he watched as the boy, taller than him when both were 
  standing loomed over him for a moment, a hellish grin cracking 
  his face. Ari’s arms were like lead. Compared to his tormentor he 
  seemed to be moving in slow motion. He was unable to raise them 
  before the boy hit him again. Ari’s heart pounded in his chest and 
  the noise seemed even louder than the laughter and taunts that 
  rained down on him as his tormentor turned to his friends, hands 
  raised in a mock victory celebration. 
  “C’mon show us the round kick!”
  “Yeah you promised you’d show us! This little punk can’t even 
  move!”
  The tormentor shrugged off his red silk jacket, “Ok, but once I 
  unleash that bad boy, he’ll need a doctor. No more show…”
  “Who cares, c’mon! You promised!”
  Ari looked around, dazed, wondering what they were talking 
  about. Wishing he could make his legs work.
  Kimiko pushed her way through the crowd. After they noticed 
  her, the boys, all wearing red silk jackets parted, making her way 
  clear into the center of the circle. The crowd then closed behind 
  her. Ignoring the boy at the center of the crowd, Kimiko knelt beside 
  Ari. She tilted his head back, looking down critically into his eyes. 
  “Possible concussion,” she thought to herself. At least nothing was 
  broken. 
  The crowd had gone completely silent. Many looked at the boy in 
  the center, their unquestioned leader for direction. Sure she was a 
  girl. But she was also an adult. Somehow that changed the dynamic 
  of the situation. 
  The boy’s laughter broke the silence, “Looks like the little boy’s 
  rescuer has arrived. His little brother and some girl.”
  Kimiko looked up at the boy, frowning. “He needs a doctor. I 
  don’t know what this is about, but he’s coming with me. Go home.”
  The boy just laughed again. “I still need to demonstrate the 
  roundhouse kick for my boys here. Then you can have him.”
  Kimiko stood up, barefoot, still in her practice gi, she moved 
  between the boy and Ari. Her gaze locked with the boy’s for a tense 
  moment, “You may demonstrate your kick.”
  Laughter erupted from the crowd, but instantly quieted down, 
  “On me. Not the boy.”
  Again they seemed to look to their leader for how to respond 
  to this unexpected development. He noticed several of his friends 
  glancing nervously at the sword casually slung on her back. This 
  only fueled the rage inside him. This all seemed like a challenge to 
  his dominance somehow. 
  Regaining his composure, the boy grinned again, “All right 
  then.”
  Suddenly his body was in motion, a well-trained compact pivot 
  designed to take the annoying girl’s head right off her shoulders. 
  Only it didn’t connect. The boy let his momentum carry him 
  around, head swiveling to locate his target for a second attack. 
  Except she seemed to have vanished. 
  Kimiko ducked beneath the boy’s kick with ease. It wasn’t exactly 
  clumsy, and he was extremely quick, but an attack she knew was 
  coming wasn’t hard for a woman with her training to block. From 
  a crouch she waited a split second for the boy’s momentum to carry 
  him around, then she swept his weight bearing leg out from under 
  him.
  The boy was trying to ﬁgure out why he was on the ground. His 
  ankle was killing him, and stars were still exploding from the back 
  of his head where he had unceremoniously landed on the pavement. 
  Kimiko stood up, and with the help of Ari’s younger brother, got 
  the boy on his feet. The crowd parted for them. The silence was 
  deafening as they moved through the throng. A silence that was 
  shattered by a click from the center of the crowd. 
  Ari seemed a little better able to walk on his own, and Kimiko 
  whispered, “Head for the Gengetsu, then call the police.”
  Turning, she saw the boy at the center of the crowd, a murderous 
  rage in his eyes. A switchblade was in his right hand and he 
  motioned the girl forward. Eyes never leaving the wicked little 
  blade in his hand, Kimiko stepped back into the center of the circle.
  The sound of her breathing became her entire world. 
  The boy lunged forward. Thankfully he was a better martial 
  artist than he was knife ﬁghter. Kimiko sidestepped the lunge, 
  bringing her open hand down sharply on the boy’s wrist. He 
  exhaled sharply in pain, and the knife fell clattering to the ground. 
  Kimiko hooked one leg behind the boy, grabbing his shirt and using 
  his clumsy momentum to carry him over her hip and back down to 
  the pavement. In a heartbeat her sword was in her hand, the naked 
  blade seemed to hum as it moved right against the boy’s throat, but 
  no farther.
  “What is your name boy?”
  The boy stared up at her in stunned silence for a moment, and 
  swallowed. Finally he croaked out, “Ryusaki Kata.”
  Kimiko smiled for the ﬁrst time that evening, “With a name like 
  Kata you’d think you would practice more.” 
  A titter of laughter was heard from the crowd at this.
  “Well Ryusaki Kata, should you ever pull a blade on me again, 
  I will disarm you permanently. It will be your hand on the ground 
  alongside your blade. Do we have an understanding?”
  Kata’s eyes widened as he nodded. 
  Kimiko rose and pocketed the switchblade. Eyeing the crowd 
  of boys, she picked up Kata’s jacket and threw it into the air. Her 
  katana moved through it with no more effort than it did the air and 
  the jacket landed in two pieces on the ground. 
  “You call yourself the Crimson Fists? Get off the street. Go 
  home. Stop harassing other boys. I am not going anywhere. The 
  choice is yours.”
  Silence reigned as Kimiko sheathed her father’s sword and once 
  again walked through the crowd.  
  
  3 of 52
  Chapter 1: Characters
  Chapter 1: Characters
  “Hong Kong Knights, Part 2: 
  Allegiances”
  Max walked around the small dojo, 
  looking at the pictures on the wall, the 
  memorabilia of a lifetime. A lifetime of service.
  He knew Kimiko had had problems with her father, and 
  that she never reconciled with him before he passed away. 
  Trouble with a father is something Max understood all too 
  well. He hadn’t expected Kimiko’s father to be so little. Or 
  such a highly decorated soldier. “Looks like a tough little 
  guy to me,” Max mused to himself while he continued his 
  trek around the room and its memories. 
  Although she hadn’t reconciled with her father in life, Max 
  couldn’t help but feel the entire dojo was Kimmie’s way of 
  saying she was sorry. The place was like some kind of shrine.
  And Max paused at the head of the dojo’s workout area to 
  stare in wonder at the centerpiece of that shrine. A sword. 
  Not just any sword. Max had a sword from his time in the 
  service. But this was different. This was an elegant weapon, 
  hundreds of years old, with the weight of history pulsing 
  through it. It was alive with memories. Memories of battle. 
  “Look but don’t touch sugah, I’d hate to have to watch 
  Kimmie kill you.”
  Max felt Brianna’s arm slip around his waist, “Yeah that 
  would be pretty funny. She might be able to take me too. 
  Unlike you.”
  Brianna laughed and took a step back, intending to slug 
  Max, whose eyes still had not left Kimiko’s sword, in the 
  bicep. Just as it should have landed he took a step back, 
  grabbing her wrist and using her momentum to plant her 
  face ﬁrst on the matt.
  She didn’t stay there long. Despite the unceremonious way 
  she had landed she managed to tuck her head and perform 
  a shoulder roll onto her feet. Max loved to watch her move. 
  Everything she did seemed graceful somehow. 
  Brianna, however, was in no mood to be admired.
  “All right you lug, you asked for it. That’s twice now.”
  Max stepped onto the matt, shrugging off his jacket, 
  grinning. As was his habit he smacked his left bicep, with the 
  “Born to lose” tattoo ﬁrst, then his right, with the “Death 
  from above” tattoo. “It’s not my fault you always think the 
  ﬁrst punch is going to land. Arrogant little…”
  Max managed to duck the crescent kick, almost, taking the 
  brunt of it on a shoulder that might as well have been carved 
  from granite. The ﬁrst few minutes of any ﬁght with Bri were 
  the most dangerous, he reminded himself. You have to adjust 
  to just how fast she is. 
  Brianna danced around him, tossing off her jacket, doing 
  little rabbit hops to loosen her hamstrings as she moved. 
  Max watched her, laughing as he realized how genuinely 
  mad she was. He waited until she had one leg up in the air 
  and then threw himself at her, driving his shoulder into her 
  midsection. He heard her breath explode from her lungs and 
  knew he had her. He drove down, intending to drive her into 
  the matt, a move that would ﬁnish a man twice her size. He 
  barely caught a glimpse of his mistake in the mirrors that 
  lined the walls of the dojo. 
  Brianna watched Max, standing in the center of the matt, 
  eyes tracking her as she danced around him. She noticed his 
  biceps (and lord what ﬁne biceps they were… time enough 
  for that later) tense every time she brought a leg up to 
  stretch. So she paused just a split second too long, left one 
  leg up a little too long, and waited. Sure enough he launched 
  himself at her. She felt a moment of panic as he drove into 
  her. This must be what ﬁghting a tiger is like, she thought 
  to herself. Then her lungs were searing, her ribs creaking 
  audibly in her ear, and she was airborne. Just where she 
  wanted to be.
  As they reached the apex of their ﬂight and began to head 
  down to the matt, she wiggled down out of the larger man’s 
  grasp. Using his bulk for leverage, she brought her right 
  leg up over her head, snapping it like a whip and nailing 
  Max right in the back of his shaved head. With an audible 
  “oomph” he landed face ﬁrst on the matt. Brianna planted 
  her hands on his shoulders and drove him down, then pushed 
  off, launching herself back into the air and landing in a light 
  crouch on the edge of the matt. 
  Max growled, shook his head, ready to launch himself 
  again, when a voice interrupted his train of tactical thought.
  “What are you two doing?!?”
  Brianna stood up out of her ﬁghting crouch, abashed. As 
  always, Max managed to say the most embarrassing thing 
  possible.
  “Foreplay?”
  Now it was Kimiko’s turn to blush, though she hid it well, 
  “Not in my dojo.”
  Max stood up, snatching up his army surplus jacket from 
  the ﬂoor where he had discarded it. “Place looks nice, when 
  is the grand opening anyway?”
  “Tomorrow,” and Kimiko couldn’t help but smile at the 
  thought of the Gengetsu, the Crescent Moon, ﬁnally being 
  open for business. “But actually,” Kimiko continued, her 
  smile fading, “I already have a student.”
  Allegiances
  The reason you ﬁght is as important, if not 
  more so, than how you go about ﬁghting. 
  Motivation will determine what tactics a 
  ﬁghter uses, as well as the styles he will choose. 
  What follows is a series of new allegiances detailing ﬁghting 
  philosophies. For characters with an extreme devotion to one 
  of these philosophies, a series of feats will be found in the 
  feats chapter based on these allegiances.  
  
  4 of 52
  Chapter 1: Characters
  Danger
  The tougher the going gets, the more you like it. If ﬁghting 
  two-on-one is fun, then three-on-one is more fun. Others will 
  call your state of mind a “death wish”, but you don’t want to 
  die. You want to live. Because you live for that rush you can 
  only get when combat is real, deadly, and serious. You prefer 
  adaptable martial arts styles, since you do not believe in any 
  “philosophy” of combat beyond being the last man standing.
  Enlightenment
  You seek to learn about yourself. Your entire life is a journey 
  of self-discovery. You do not care whether what you learn 
  is good or bad, you merely wish to know something you 
  did not before. Seeing how you respond under stress is the 
  perfect crucible to bring out your true character, so combat is 
  an interesting exercise. You prefer internal martial arts styles, 
  as the meditative regimens those styles teach allow you learn 
  more about yourself during moments of quiet contemplation.
  Excitement
  Closely related to danger, characters that ﬁght for excitement 
  aren’t always looking for difﬁcult combats they just want 
  something different. Fighting three-on-one would give you 
  a rush the ﬁrst time you did it, but after that you’d need to 
  ﬁght them in an airplane about to crash into the ocean to 
  get that same buzz. You prefer ﬂashy, external martial arts 
  styles, especially high-kicking styles full of leaping and 
  tumbling, such as Tae Kwon Do. These styles ﬁt your showy 
  personality, but also rev you up, giving you that buzz you 
  need to excel in combat. 
  Honor
  You always seek to maintain your personal character at the 
  highest level. You will not back down from a challenge, nor 
  will you use any undue advantage during combat. If your 
  opponent has only melee weapons, you will ﬁght him in 
  melee. If your opponent has no weapons, you will ﬁght him 
  hand to hand. You rarely give your word, but when you do, 
  you will stand by what you say. You prefer to have a broad 
  range of ﬁghting skills, in order to engage anyone who 
  challenges you in the manner of their choosing, so ranged 
  weapons, melee weapons, and martial arts are all valuable 
  skills. 
  Loyalty
  This allegiance is always keyed to a speciﬁc person, or 
  perhaps a small group. Loyalties to large groups are always 
  bound up in ideology. This allegiance is about a personal 
  bond, especially between men and women who have shared 
  something special, such as the Sensei and student, or among 
  a small group of soldiers serving together in combat. 
  Self-Defense
  You do not seek combat at all. You merely train in the 
  martial arts to defend yourself when attacked. You will 
  only strike ﬁrst if an attack is imminent, and then only in 
  a preemptive manner to eliminate the threat with the least 
  amount of harm to yourself and your target. You prefer 
  martial arts styles with strong defenses or overwhelming 
  attacks. 
  Classes
  “Hong Kong Knights, Part 3: Lessons”
  Kata pulled up into the parking lot of the 
  Enkai. 
  Despite the rain, he was wearing only a 
  black t-shirt, refusing to wear a jacket other than his Shinku 
  Kobushi1 jacket which that bitch had ruined the night 
  before. Weaving through the Lincolns and Cadillacs waiting 
  for valet parking, he pulled his bike around back, pausing 
  brieﬂy to meet the gaze of a hard-eyed teppodama holding 
  a barely concealed Uzi under a rain-slicked trench coat. He 
  stopped at the door before another guard; one seemingly cut 
  from the same block of granite as the one who guarded the 
  entryway to the rear parking area and stated his business, “I 
  need to see Mr. Takamitsu.” 
  The guard just grunted and knocked on the door. It opened 
  into a small room where three more guards stood at the 
  ready. One of the guards went deeper into the labyrinth that 
  made up the back of the Enkai while Kata waited in silence, 
  shivering in the air conditioned club.
  Shogu stood motionless in the dimly lit room. His vision 
  narrowed until he saw nothing other than his target. The 
  sound of his breathing became the only sound. Its measured 
  beat like a metronome to a dance inside his heart. His 
  katana was tucked into his belt the way the ancient Iaijutsu 
  masters wore their blades. The metronome quickened, and 
  with a Kiai he began to run. At the last possible instant he 
  drew his sword. Like lightning the blade arched over his 
  head and came crashing down on his target, the arm of 
  a headless corpse stretched out on a table, severing meat 
  and bone cleanly. In an instant he had cleaned his blade 
  and resheathed it. Only after he had turned his back did a 
  servant scurry from the darkness on the far side of the room 
  and retrieve the severed arm, ferrying it away. Shogo turned 
  and stood motionless, once again facing his target.
  The door behind him opened and Kata slipped in. He 
  crossed his wrists behind his back and lowered his gaze, 
  waiting in silence. After a moment Shogu turned to face the 
  boy. “Where is your jacket, Kata?”
  Kata stood completely still, never raising his eyes to look 
  at his superior, “There has been a problem, Oyabun. I need 
  guns…”
  The backhanded smack rocked Kata back on his heels. He 
  kept his arms crossed behind his back, his gaze lowered.
  “You have all that you need Kata. You and your bosozuku 
  must maintain a low proﬁle until we have established 
  ourselves here. You assured me you could do this. You have 
  
  5 of 52
  Chapter 1: Characters
  all that you need. If you cannot cement control of the streets, 
  I will ﬁnd someone who can.”
  Kata nodded, remaining motionless as Shogu talked 
  momentarily with a servant, who scurried quickly into the 
  darkness and returned. 
  He handed Kata a small knife with a string tied around it. 
  “Now go.”      
  Advanced Classes
  Following are ﬁve new martial arts oriented classes for d20 
  Modern. Some, like the Ninja, the Yakuza and the Sensei 
  represent speciﬁc professions more likely to be encountered 
  in a martial arts campaign. Others, like the Totem Warrior 
  and the Weapon Master represent specialists in speciﬁc types 
  of martial arts styles. 
  Ninja
  The exact origin of Ninjutsu is unknown; however it seems 
  to have originated during the reign of Empress Suiko (CE 
  593-628). During a war a warrior named Otomo-no-Saijin 
  secured valuable information about the enemy and won the 
  day. He was rewarded with the name Shinobi for his efforts. 
  The earliest form of Ninjutsu was called Shinobi-jutsu and 
  the Japanese pictograph for Ninjutsu is the word Shinobi 
  with one additional character. The current status of Ninjutsu 
  is unclear; however there were ninja clans actively involved 
  with the Japanese war effort during World War II. However 
  when the end of the war and an American occupation 
  brought about the birth of a new democratic Japan these 
  clans seem to have disappeared like smoke in a strong wind. 
  Requirements
  To qualify to become a ninja, a character must fulﬁll the 
  following criteria.
  Skills: Hide 6 ranks, Move Silently 6 ranks
  Feats: Ninjutsu, Shadow
  Class Information
  The following information pertains to the ninja advanced 
  class.
  Hit Die: d6
  Action Points: 6 plus one-half the character’s level, 
  rounded down.
  Class Skills:  The ninja’s class skills (and the key ability 
  for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), 
  Concentration (Con), Decipher Script (Int), Diplomacy 
  (Cha), Disable Device (Int), Disguise (Cha), Escape Artist 
  (Dex), Forgery (Int), Gather Information (Cha), Handle 
  Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), 
  Knowledge (arcane lore, behavioral sciences, history, 
  streetwise, tactics) (Int), Listen (Wis), Move Silently (Dex), 
  Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), 
  Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex)   
  Skill Points at Each Level: 5+ Int. modiﬁer
  Class Features
  All of the following are features of the ninja advanced class.
  Shinobi-jutsu: The “stealing in method” is the ninja’s 
  primary source of power. His stealth provides him with the 
  means of getting close to his target and escaping with his 
  life. This ability allows the character to add his ninja class 
  level to all hide and move silently skill checks.
  Silent kill: The character gains the listed sneak attack 
  damage against surprised, ﬂat-footed, or ﬂanked targets.  If 
  the victim of this attack is surprised and fails a Massive 
  Damage Threshold saving throw, the character is eliminated 
  in complete silence, requiring a Listen check (DC 30) for 
  any nearby guard to notice something amiss.  At the GM’s 
  discretion, Ordinaries may not receive a MDT save against 
  this attack.  See the d20 Modern Core Rulebook for the 
  deﬁnition of an Ordinary.
  Shichi-ho-de: The “ways of going” provide another 
  means of entry and escape for the ninja through the means 
  of disguise. This ability allows the character to add his ninja 
  class level to all disguise and bluff skill checks. 
  This ability also allows the ninja to prepare up to seven 
  disguises before a mission (taking an hour of preparation 
  for each disguise) and then during a mission, assume that 
  disguise as a full-round action. A character must have a 
  disguise kit to prepare a disguise for this ability. 
  Goton-no-jutsu: The “escaping techniques” are 
  predetermined escape routes that allow the ninja to depart 
  after completing his mission. This ability allows the 
  character to add his ninja class level to all climb, escape 
  artist, and swim skill checks made while making his escape.
  This ability also allows a ninja to create a blind or screen 
  at a predetermined location. The ninja can either use this 
  Table 1-1: The Ninja
  Level
  Base Attack
  Fort Save
  Ref Save
  Will Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +2
  +0
  Shinobi-jutsu
  +1
  +0
  2nd
  +1
  +0
  +3
  +0
  Silent kill +1d6
  +2
  +0
  3rd
  +2
  +1
  +3
  +1
  Shichi-ho-de
  +2
  +0
  4th
  +3
  +1
  +4
  +1
  Silent kill +2d6
  +3
  +0
  5th
  +3
  +1
  +4
  +1
  Goton-no-jutsu
  +4
  +1
  6th
  +4
  +2
  +5
  +2
  Silent kill +3d6
  +4
  +1
  7th
  +5
  +2
  +5
  +2
  Chunin
  +5
  +1
  8th
  +6
  +2
  +6
  +2
  Silent kill +4d6
  +6
  +1
  9th
  +6
  +3
  +6
  +3
  Jonin
  +6
  +2
  10th
  +7
  +3
  +7
  +3
  Silent kill +5d6
  +7
  +2
  
  6 of 52
  Chapter 1: Characters
  blind to watch his target in preparation for a mission, or as 
  an emergency bolthole to hide from guards if his escape 
  is in danger. This ability requires an hour to prepare. 
  After preparations are complete, the ninja gains a +10 
  circumstance bonus to hide skill checks while he is in that 
  predetermined location. If a spot check discovers the ninja, 
  the hide bonus is permanently lost at that location.   
  Chunin: You have risen to the rank of Chunin or “middle 
  man” in your ninja clan. This ability acts as the Leadership 
  feat except that all your followers of 4th level or above 
  are ninja. Followers below 4th level are in training or are 
  resources from outside the clan. If you already possess the 
  Leadership feat this class ability grants you the Renown feat 
  instead.
  Jonin: You have risen to the rank of Jonin or “upper man” 
  in your ninja clan. This ability adds +10 to your Leadership 
  score. If this raises your Leadership above 25, double the 
  number of followers for each full ﬁve points above 25. You 
  also no longer suffer leadership penalties for the deaths 
  of followers or cohorts. Finally, this ability grants you 
  the Information Network feat as a bonus feat. Should you 
  already possess this feat, this class ability grants you the 
  Renown feat instead. 
  Totem Warrior
  The totem warrior seeks to learn all he can about one 
  animal style, including information on the psychology 
  and physiology of the animal it imitates. He seeks to place 
  himself in the mindset of that animal in combat, having 
  learned that animals win more ﬁghts than they lose because 
  they have no regrets, no second thoughts. By submerging 
  the man and bringing out the animal, the totem warrior gains 
  ferocity and competence in battle. 
  Requirements
  To qualify to become a totem warrior, a 
  character must fulﬁll the following criteria.
  Base Attack Bonus: +3
  Feats: Combat Martial Arts, any one 
  Animal style
  Skills: Intimidate 3 ranks
  Class Information
  The following information pertains to the totem 
  warrior advanced class.
  Hit Die: d10
  Action Points: 6 plus one-half the character’s level, 
  rounded down.
  Class Skills:  The totem warrior’s class skills (and the 
  key ability for each skill) are Balance (Dex), Climb (Str), 
  Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), 
  Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently 
  (Dex), Navigate (Wis), Spot (Wis) and Survival (Wis)
  Skill Points at Each Level: 3+ Int. modiﬁer
  Class Features
  All of the following are features of the totem warrior 
  advanced class.
  Animal Mastery: At 1st, 3rd, 5th, and 7th levels, the totem 
  warrior gains a martial arts mastery for his chosen animal 
  style of the levels indicated in the class table. 
  Pack Mentality: The totem warrior learns not only how 
  animals ﬁght, but also how they ﬁght together. At 2nd level 
  the totem warrior gains a +2 to attack and skill checks when 
  ﬁghting with an ally who knows the same animal style. 
  Totem Channeling: At 9th level, the totem warrior 
  can actually channel his chosen animal. The ability that 
  the style is based on (the ability that modiﬁes the style’s 
  attacks) is modiﬁed by an enhancement bonus of +6 for three 
  rounds plus the totem warrior’s constitution modiﬁer. This 
  ability requires the totem warrior to spend an action point. 
  
  7 of 52
  Chapter 1: Characters
  Bonus Feats: At 4th, 6th, 8th, and 10th levels, the totem 
  warrior may select a bonus feat from his animal style’s 
  bonus feat list.
  Weapon Master
  The weapon master seeks to be the ultimate practitioner of 
  one weapon, to learn all the intricacies of that weapon until, 
  in combat, it functions as an extension of his own body, 
  moving as naturally and as effortlessly as he does. 
  Requirements
  To qualify to become a weapon master, a character must 
  fulﬁll the following criteria.
  Base Attack Bonus: +3
  Feats: Weapon Focus (chosen weapon), one Weapon 
  martial arts style
  Skills: Knowledge (tactics) 3 ranks
  Special: One masterwork weapon of the type the character 
  is specializing in. 
  Class Information
  The following information pertains to the weapon master 
  advanced class.
  Hit Die: d8
  Action Points: 6 plus one-half character level, rounded 
  down.
  Class Skills:  The weapon master’s class skills (and the 
  key ability for each skill) are Climb (Str), Concentration 
  (Con), Intimidate (Cha), Jump (Str), Knowledge (current 
  events, history, popular culture, tactics, theology and 
  philosophy) (Int), Listen (Wis), Sense Motive (Wis), Spot 
  (Wis), and Swim (Str) 
  Skill Points at Each Level: 3+ Int. modiﬁer
  Class Features
  All of the following are features of the weapon master 
  advanced class.
  Mastery: At 1st, 3rd, and 6th levels, the weapon master 
  gains the weapon mastery feat for the weapon style he is 
  mastering. 
  Weapon Specialization: At 2nd level, the weapon master 
  inﬂicts +2 damage with his chosen weapon.
  Greater Weapon Focus: At 5th level, the weapon master 
  gains an additional +1 to hit with his chosen weapon. This 
  bonus stacks with weapon focus. 
  Greater Weapon Specialization: At 9th level, the weapon 
  master inﬂicts an additional +2 damage with his chosen 
  weapon. This bonus stacks with weapon specialization.
  Bonus Feats: At 4th, 7th, 8th, and 10th levels, the weapon 
  master gains a bonus feat off of his weapon style’s bonus 
  feat list. 
  Yakuza
  There is an old saying that represents, perhaps better than 
  any other, the traditional Japanese mindset: “The nail that 
  sticks up must be hammered down”. The Yakuza crime 
  families, the Japanese equivalent of the Maﬁa, are the nail 
  that refuses to be hammered down. In a society based on 
  rigid conformity, Yakuza stand out, wearing shiny sharkskin 
  suits, driving bulletproof Lincolns and Cadillacs, sporting 
  Table 1-2: Totem Warrior
  Level
  Base Attack
  Fort Save
  Ref Save
  Will Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +1
  +1
  +1
  +0
  Animal mastery 1
  +1
  +0
  2nd
  +2
  +2
  +2
  +0
  Pack mentality
  +1
  +0
  3rd
  +3
  +2
  +2
  +1
  Animal mastery 1-2
  +2
  +0
  4th
  +4
  +2
  +2
  +1
  Bonus feat
  +2
  +0
  5th
  +5
  +3
  +3
  +1
  Animal mastery 1-2
  +3
  +1
  6th
  +6
  +3
  +3
  +2
  Bonus feat
  +3
  +1
  7th
  +7
  +4
  +4
  +2
  Animal Mastery 1-3
  +4
  +1
  8th
  +8
  +4
  +4
  +2
  Bonus feat
  +4
  +1
  9th
  +9
  +4
  +4
  +3
  Totem channeling
  +5
  +2
  10th
  +10
  +5
  +5
  +3
  Bonus feat
  +5
  +2
  Table 1-3: The Weapon Master
  Level
  Base Attack
  Fort Save
  Ref Save
  Will Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +2
  +2
  +0
  Weapon Mastery 1
  +1
  +0
  2nd
  +1
  +3
  +3
  +0
  Weapon Specialization
  +2
  +0
  3rd
  +2
  +3
  +3
  +1
  Weapon Mastery 2
  +2
  +0
  4th
  +3
  +4
  +4
  +1
  Bonus Feat
  +3
  +0
  5th
  +3
  +4
  +4
  +1
  Greater Weapon Focus
  +4
  +1
  6th
  +4
  +5
  +5
  +2
  Weapon Mastery 3
  +4
  +1
  7th
  +5
  +5
  +5
  +2
  Bonus Feat
  +5
  +1
  8th
  +6
  +6
  +6
  +2
  Bonus Feat
  +6
  +1
  9th
  +6
  +6
  +6
  +3
  Greater Weapon Specialization
  +6
  +2
  10th
  +7
  +7
  +7
  +3
  Bonus Feat
  +7
  +2
  
  8 of 52
  Chapter 1: Characters
  itself means “hoodlum”. The gurentai rose to power in the 
  years following World War II when the American occupation 
  created an enormous new market for black market goods. 
  Like Prohibition in the United States, it was the American 
  occupation that allowed the Yakuza to gain a foothold in 
  Japanese society. And their numbers are enormous today, 
  estimated at more than 110,000 active members. By contrast, 
  the American Maﬁa is believed to have 20,000 active 
  members, in a nation with more than twice the population 
  of Japan. Not content with their position and inﬂuence in 
  Japanese society (where they are closely allied with right-
  wing politics), the Yakuza have spread to Korea, Hong 
  Kong, China, and the United States. 
  Yakuza families are lead by the Oyabun, or the father. 
  His servants are the Kobun, or children. Like any father, 
  the Oyabun will advise and lead his children, and must be 
  prepared to punish them when they disobey or disappoint. 
  In extreme cases this punishment will take the form of 
  Yubizume, the amputation of the last joint of a subordinate’s 
  pinky ﬁnger. This practice traces its origin to feudal Japan, 
  when a disobedient Samurai would be ordered to perform 
  Yubizume for minor disobedience to his Daimyo. Since the 
  pinky ﬁnger bears much of the weight when using a katana, 
  this made the Samurai less able to ﬁght and more dependant 
  upon his lord’s protection. Today the act is purely symbolic 
  and is an unspoken order given to a subordinate. When a 
  superior gives a yakuza a knife with a string tied to it (to 
  staunch the bleeding after the ﬁnger is removed) he knows 
  that he has been ordered to perform Yubizume. The next time 
  the subordinate appears before his superior, if he does not 
  have the ﬁnger joint wrapped as an offering, the punishment 
  is death.
  Today the Yakuza operate like any other large criminal 
  organization, dealing in drugs (opium and heroine being 
  their primary products), prostitution, pornography, loan-
  sharking, and protection rackets. Like the Maﬁa, their 
  Pachinko gambling parlors have become less and less 
  important to their bottom line. Standards for recruiting have 
  been lowered, with many new members coming from the 
  bosozuku, or the “speed tribes,” Japan’s violent motorcycle 
  gangs. It may be telling that Japan’s police agency has 
  ofﬁcially reclassiﬁed the Yakuza as boryokudan, or “violent 
  ones”. This is the same term used for other criminals and 
  implies that the Yakuza are no longer going to be tolerated, 
  but rooted out and destroyed.      
  Requirements
  To qualify to become a yakuza, a character must fulﬁll the 
  following criteria.
  Base Attack Bonus: +2
  Skills: Knowledge (streetwise) 6 ranks
  Feats: Devotion (the character’s loyalty must be to a 
  Yakuza Oyabun), Personal Firearms Proﬁciency
  Class Information
  The following information pertains to the yakuza advanced 
  class.
  tattoos over most of their body, and ritually disﬁguring 
  themselves to atone for a mistake. Even the name Yakuza 
  denotes those willing to be losers in a society predicated on 
  perfection. The word Yakuza comes from Ya, (8) Ku (9) and 
  Sa (3) that adds up to 20, a losing hand in a popular Japanese 
  card game. Thus the Yakuza are the “losing hands”.
  Yakuza fall into three broad categories: tekiya, bakuto 
  and gurentai. Tekiya are the street peddlers, and have been 
  a part of Japanese society since the 18th century selling 
  snake-oil and other goods not legally obtainable. Today 
  tekiya sell all manner of bootleg software and music, 
  mostly of American origin. Bakuto are the gamblers, and 
  in the distant past worked fairs, providing dice games and 
  other amusements. Today they operate pachinko parlors. 
  Pachinko is the Japanese equivalent of a slot machine, in 
  which a chrome ball races through a maze when released. 
  The gurentai, however, are the true gangsters, and their name 
  
  9 of 52
  Chapter 1: Characters
  Hit Die: d8
  Action Points: 6 plus one-half the character’s level, 
  rounded down.
  Class Skills:  The yakuza’s class skills (and the key ability 
  for each skill) are Bluff (Cha), Diplomacy (Cha), Drive 
  (Dex), Forgery (Int), Gamble (Wis), Gather Information 
  (Cha), Intimidate (Cha), Knowledge (business, current 
  events, popular culture, streetwise) (Int), Listen (Wis), Sense 
  Motive (Wis) and Spot (Wis) 
  Skill Points at Each Level: 5+Int. modiﬁer
  Class Features
  All of the following are features of the yakuza advanced 
  class.
  Kuroi Kiri: The yakuza are admired for their ability to 
  perform kuroi kiri (black rain) or “dirty deeds” even by their 
  enemies. The yakuza adds his reputation bonus to any Bluff, 
  Diplomacy, Gather Information, Intimidate or Sense Motive 
  skill check. 
  Teppodama: A yakuza is expected to be a bullet for his 
  oyabun, acting as the instrument of death at a moment’s 
  notice even if such action will cost the kobun his life. If the 
  yakuza’s oyabun has ordered the death of an individual, a 
  character with this class ability gains a +2 bonus to hit and 
  damage against that person.  
  Contraband: Like most criminal organizations the yakuza 
  control large segments of the black market. At 5th level, the 
  yakuza has risen in importance and controls a small piece 
  of such an enterprise himself, gaining a piece of the action. 
  The character may add his reputation to his wealth score. 
  As the character’s reputation increases, he adds the amount 
  of any increase to his wealth score as well. For example if a 
  yakuza’s reputation rose by one because of a level increase, 
  his wealth would increase by one as well. 
  Fuku-Honbucho: The character has risen through the 
  ranks and now controls Yakuza himself though still under 
  the leadership of his oyabun. This ability acts like the 
  Leadership feat except that all your follows of 4th level and 
  above are Yakuza, while those of lower levels are shatei 
  (younger brothers) who are loyal to you even though they 
  have not been formally admitted to your Yakuza family. If 
  you already possess the Leadership feat then this ability 
  grants you the Renown feat instead.   
  Oyabun: The character is now in command of an 
  extremely inﬂuential yakuza family with vast territories 
  under his direct or indirect control. This ability adds +10 to 
  your Leadership score. If this raises your Leadership above 
  25, double the number of followers for each full ﬁve points 
  above 25. You also no longer suffer leadership penalties for 
  the deaths of followers or cohorts. Finally, this ability grants 
  you the Information Network feat as a bonus feat. Should 
  you already possess this feat, this class ability grants you the 
  Renown feat instead.
  Bonus Feats: At 2nd, 4th, 6th, 8th and 10th levels, the 
  character gains a bonus feat from the following list: 
  Advanced Combat Martial Arts, Alertness, Archaic 
  Weapons- Japanese, Archaic Weapons-Samurai, Armor 
  proﬁciency (light), Brawl, Combat Martial Arts, Combat 
  Reﬂexes, Drive-by attack, Improved Combat Martial Arts, 
  Martial Arts Style (any) and Martial Arts Maneuver (any). 
  The character must meet the prerequisites for any feat.
  Prestige Classes
  Sensei 
  The master-student relationship is one of the most powerful 
  aspects of the martial arts. So powerful is this relationship 
  it is feared by many governments with long martial arts 
  traditions, as seen in the de-emphasizing of the relationship, 
  in favor of the large clubs used to teach martial arts in 
  Japan or in attempts to make the “sensei” the State, as has 
  happened in China.
  Sensei are renowned for their ability to teach not just the 
  martial arts, but also ethics, morality, and philosophy to 
  their students. Sensei are not merely men and women who 
  pass information on, they are also innovators, and the most 
  renowned are the creators of styles. Cult followings have 
  sprung up around these masters, another reason governments 
  respect and fear these teachers and mentors. 
  The term sensei is Japanese. All cultures have a different 
  name for their instructors, but the second most common 
  name for a martial arts instructor is the Chinese term Si-fu. 
  Requirements
  To qualify to become a Sensei, a character must fulﬁll the 
  following criteria.
  Base Attack Bonus: 5+
  Table 1-4: The yakuza
  Level
  Base Attack
  Fort Save
  Ref Save
  Will Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +2
  +0
  Kuroi Kiri
  +1
  +1
  2nd
  +1
  +0
  +3
  +0
  Bonus Feat
  +2
  +1
  3rd
  +2
  +1
  +3
  +1
  Teppodama
  +2
  +1
  4th
  +3
  +1
  +4
  +1
  Bonus Feat
  +3
  +2
  5th
  +3
  +1
  +4
  +1
  Contraband
  +4
  +2
  6th
  +4
  +2
  +5
  +2
  Bonus Feat
  +4
  +2
  7th
  +5
  +2
  +5
  +2
  Fuku-Honbucho
  +5
  +3
  8th
  +6
  +2
  +6
  +2
  Bonus Feat
  +6
  +3
  9th
  +6
  +3
  +6
  +3
  Oyabun
  +6
  +3
  10th
  +7
  +3
  +7
  +3
  Bonus Feat
  +7
  +4
  
  10 of 52
  Chapter 1: Characters
  Skills: Concentration 8 ranks, Sense Motive 5 ranks
  Feats: Combat or Defensive Martial Arts, any one style 
  feat, any two Maneuver feats
  Class Information
  The following information pertains to the sensei advanced 
  class.
  Hit Die: d6
  Action Points: 7 plus one-half the character’s level, 
  rounded down.
  Class Skills: The Sensei’s class skills (and the key ability 
  for each skill) are Balance (Dex), Climb (Str), Concentration 
  (Con), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), 
  Table 1-5: The SENSEI
  Level
  Base Attack
  Fort Save
  Ref Save
  Will Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +2
  +2
  Mastery (Level 1-2)
  +1
  +1
  2nd
  +1
  +0
  +3
  +3
  Bonus Feat
  +2
  +1
  3rd
  +2
  +1
  +3
  +3
  Mastery (Level 1-2)
  +2
  +1
  4th
  +3
  +1
  +4
  +4
  Personal Style (skills); Bonus Feat
  +3
  +2
  5th
  +3
  +1
  +4
  +4
  Mastery (Level 1-2)
  +4
  +2
  6th
  +4
  +2
  +5
  +5
  Personal Style (feats); Bonus Feat
  +4
  +2
  7th
  +5
  +2
  +5
  +5
  Mastery (Level 1-3)
  +5
  +3
  8th
  +6
  +2
  +6
  +6
  Personal Style (masteries); Secret Technique
  +6
  +3
  9th
  +6
  +3
  +6
  +6
  Mastery (Level 1-3)
  +6
  +3
  10th
  +7
  +3
  +7
  +7
  Secret Technique
  +7
  +4
  Jump (Str), Knowledge (history, tactics, theology and 
  philosophy) (Int), Listen (Wis), Move Silently (Dex), 
  Pressure Points, Sense Motive (Wis), Spot (Wis), Swim (Str) 
  and Tumble (Dex) 
  Skill Points at Each Level: 7+Int. modiﬁer
  Class Features
  All of the following are features of the sensei prestige class.
  Mastery: At 1st, 3rd, 5th, 7th, and 9th level, a sensei gains a 
  martial arts mastery in one of the styles he knows. Unlike the 
  martial arts master and the contemplative master, the sensei 
  does not need to pick a single style from which to choose 
  his masteries. He may select freely from the masteries of 
  any styles he knows. The sensei 
  must meet the prerequisite for any 
  mastery he selects. 
  Bonus Feats: At 2nd, 4th, 6th, 8th, 
  and 10th levels, the sensei may select 
  a bonus feat from the bonus feat 
  list for any of the styles he knows. 
  Unlike the martial arts master and 
  the contemplative master, the sensei 
  does not need to pick a single style 
  from which to choose his bonus 
  feats. He may select freely from 
  the bonus feats of any styles he 
  knows. The sensei must meet the 
  prerequisite for any feat he selects.
  Personal Style: Sensei can impart 
  much more information to their 
  students than mere instruction in 
  a style or a maneuver. The sensei 
  herself can pass her unique style 
  onto her students. In order to gain 
  the beneﬁts from these abilities, 
  a student must be considered a 
  student of the sensei. This requires 
  an allegiance to the sensei, as well 
  as the sensei accepting the student 
  for instruction. Remember that 
  allegiances may only be changed 
  when a character gains a level. 
  Also, many sensei require lengthy, 
  arduous probation periods, which 
  
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  Chapter 1: Characters
  may entail ignoring a prospective student, requiring gifts of 
  him, or giving the student menial tasks such as cleaning or 
  maintenance of the dojo. These probation periods separate 
  those with devotion from those without.
  At 4th level, a sensei may teach his students any skill he 
  knows. The skill is treated as a class skill for the student only 
  so long as he studies from the sensei. The student must be 
  eligible to select or improve skills (in other words, he must 
  have skill points to spend). 
  At 6th level, a sensei may teach his students any feat he 
  knows. The student must be eligible to select a feat, and 
  must meet all prerequisites for the feat selected. The student 
  may select the feat as a bonus feat.
  At 8th level, a sensei may teach his students masteries from 
  any of the styles he knows. The student must be eligible to 
  receive a mastery ability, and must meet all prerequisites for 
  the mastery selected. 
  Secret Technique: At 8th and 10th levels, the Sensei 
  may select any martial arts maneuver as a bonus feat. The 
  sensei may take this maneuver even if he does not meet the 
  prerequisite or cannot ﬁnd someone to teach the maneuver. 
  He simply “discovers” it. 
  Warrior Monk
  The warrior monk is the ultimate weapon. Body mind and 
  spirit combine to allow him to perform seemingly impossible 
  acts. 
  Requirements
  To qualify to become a warrior monk, a character must fulﬁll 
  the following criteria.
  Base Attack Bonus: +7
  Feats: Combat Martial Arts, any external martial arts 
  style, any two martial arts maneuvers 
  Class Information
  The following information pertains to the warrior monk 
  prestige class.
  Hit Die: d8
  Action Points: 7 plus one-half the character’s level, 
  rounded down.
  Class Skills:  The warrior monk’s class skills (and the 
  key ability for each skill) are Balance (Dex), Climb (Str), 
  Concentration (Con), Hide (Dex), Intimidate (Cha), Jump 
  (Str), Knowledge (history, tactics, theology and philosophy) 
  (Int), Listen (Wis), Move Silently (Dex), Pressure Points, 
  Sense Motive (Wis), Spot (Wis), Swim (Str) and Tumble 
  (Dex)
  Skill Points at Each Level: 5+Int. modiﬁer
  Class Features
  All of the following are features of the warrior monk prestige 
  class.
  Mastery: At 1st, 3rd, 5th, 7th, and 9th levels, a warrior monk 
  gains a martial arts mastery in one of the styles he knows. 
  Unlike the martial arts master and the contemplative master, 
  the warrior monk does not need to pick a single style from 
  which to choose his masteries. He may select freely from the 
  masteries of any styles he knows. The warrior monk must 
  meet the prerequisite for any mastery he selects. 
  Bonus Feats: At 2nd, 4th, 6th, 8th, and 10th levels, the warrior 
  monk may select a bonus feat from the bonus feat list for any 
  of the styles he knows. Unlike the martial arts master and 
  the contemplative master, the warrior monk does not need 
  to pick a single style from which to choose his bonus feats. 
  He may select freely from the bonus feats of any styles he 
  knows. The warrior monk must meet the prerequisite for any 
  feat he selects.
  Ultimate Weapon: All of the warrior monk’s martial arts 
  attacks inﬂict an extra die of damage.
  Zen Master
  Since medieval times Zen Buddhism has been the dominant 
  religion of Asian martial artists. In Japan the Buddhist 
  temples were known as dojo and the practice of combat 
  techniques under the watchful eye of Zen masters became so 
  commonplace that even today, halls where martial arts are 
  practiced go by this name. In China the link between Zen 
  and the martial arts is even stronger as the primary exponents 
  of Kung Fu, the Shao-Lin were themselves Buddhist monks.  
  Requirements
  To qualify to become a Zen master, a character must fulﬁll 
  the following criteria.
  Base Attack Bonus: +5
  Skills: Concentration 10 ranks, Knowledge (theology and 
  Table 1-6: The Warrior Monk
  Level
  Base Attack
  Fort Save
  Ref Save
  Will Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +1
  +2
  +2
  +0
  Mastery Level 1-2
  +1
  +1
  2nd
  +2
  +3
  +3
  +0
  Bonus Feat
  +2
  +1
  3rd
  +3
  +3
  +3
  +1
  Mastery Level 1-2
  +2
  +1
  4th
  +4
  +4
  +4
  +1
  Bonus Feat
  +3
  +2
  5th
  +5
  +4
  +4
  +1
  Mastery Level 1-2
  +4
  +2
  6th
  +6
  +5
  +5
  +2
  Bonus Feat
  +4
  +2
  7th
  +7
  +5
  +5
  +2
  Mastery Level 1-3
  +5
  +3
  8th
  +8
  +6
  +6
  +2
  Bonus Feat
  +6
  +3
  9th
  +9
  +6
  +6
  +3
  Mastery Level 1-3
  +6
  +3
  10th
  +10
  +7
  +7
  +3
  Bonus Feat; Ultimate Weapon
  +7
  +4
  
  12 of 52
  Chapter 1: Characters
  philosophy) 5 ranks
  Feats: Defensive Martial Arts, any one internal martial 
  arts style, Zen, Zen Focus
  Class Information
  The following information pertains to the Zen master 
  prestige class.
  Hit Die: d6
  Action Points: 7 plus one-half the character’s level, 
  rounded down.
  Class Skills:  The Zen master’s class skills (and the 
  key ability for each skill) are Balance (Dex), Climb (Str), 
  Concentration (Con), Diplomacy (Cha), Hide (Dex), 
  Intimidate (Cha), Jump (Str), Knowledge (arcane lore, 
  Table 1-7: The Zen Master
  Level
  Base Attack
  Fort Save
  Ref Save
  Will Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +2
  +2
  +2
  Mastery Level 1-2
  +1
  +1
  2nd
  +1
  +3
  +3
  +3
  Bonus Feat
  +2
  +1
  3rd
  +1
  +3
  +3
  +3
  Mastery Level 1-2
  +2
  +1
  4th
  +2
  +4
  +4
  +4
  Bonus Feat
  +3
  +2
  5th
  +2
  +4
  +4
  +4
  Mastery Level 1-3
  +4
  +2
  6th
  +3
  +5
  +5
  +5
  Bonus Feat
  +4
  +2
  7th
  +3
  +5
  +5
  +5
  Shojin
  +5
  +3
  8th
  +4
  +6
  +6
  +6
  Bonus Feat
  +6
  +3
  9th
  +4
  +6
  +6
  +6
  Shiho
  +6
  +3
  10th
  +5
  +7
  +7
  +7
  Zazen
  +7
  +4
  history, tactics, theology and philosophy) (Int), Listen (Wis), 
  Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim 
  (Str) and Tumble (Dex)
  Skill Points at Each Level: 9+Int. modiﬁer
  Class Features
  All of the following are features of the Zen master prestige 
  class.
  Mastery: At 1st, 3rd and 5th level, a Zen master gains a 
  martial arts mastery in one of the styles he knows. Unlike 
  the martial arts master and the contemplative master, the 
  Zen master does not need to pick a single style from which 
  to choose his masteries. He may select freely from the 
  masteries of any styles he knows. The Zen master must meet 
  the prerequisite for any mastery he selects.
  Bonus Feats: At 2nd, 4th, 6th and 8th levels, the Zen master 
  may select a bonus feat from the bonus feat list for any of 
  the styles he knows. Unlike the martial arts master and the 
  contemplative master, the Zen master does not need to pick 
  a single style from which to choose his bonus feats. He may 
  select freely from the bonus feats of any styles he knows. 
  The Zen master must meet the prerequisite for any feat he 
  selects.
  Shojin: The ﬁrst step on the path to Zen 
  perfection. Anytime the Zen master successfully 
  uses the Zen feat to gain a bonus on a skill 
  check or the Zen Focus feat to gain a bonus on 
  an attack or damage roll, he gains a +3 bonus 
  rather than the usual +2.
  Shiho: The second step on the path to Zen 
  perfection. Anytime the Zen master successfully 
  uses the Zen feat to gain a bonus on a skill 
  check or the Zen Focus feat to gain a bonus on 
  an attack or damage roll, he gains a +4 bonus 
  rather than the usual +2.
  Zazen: The ultimate form of Zen perfection. 
  The Zen master no longer provokes an attack 
  of opportunity when using the Zen or Zen 
  focus feats to gain a bonus on a skill, attack or 
  damage roll. This ability requires the Zen master 
  to spend an action point. The Zen master may 
  use the Zen and Zen focus feats normally without 
  spending an action point, but if he does not spend an action 
  point he provokes an attack of opportunity. 
  
  13 of 52
  Chapter 1: Characters
  Skills
  Balance (Dex)
  Armor Penalty
  New Use- Footwork: In combat even 
  small differences in range can affect the 
  outcome if a character is light enough on his feet to take 
  advantage of those differences. Weapon size is the key to 
  footwork in combat, as each character attempts to get into 
  optimal range for the melee weapon he is using. This will 
  involve moving forward or backward by minute amounts (in 
  terms of the scale used in combat, characters using footwork 
  during melee combat never stop threatening one another- if 
  one attempts to leave the threatened area normal movement 
  rules apply). 
  Any attempt to take advantage of footwork involves an 
  opposed Balance check between you and your opponent. 
  Whichever party wins this check may decide which beneﬁt 
  is gained until the beginning of the next round, when both 
  combatants roll again. 
  Making a Balance check for footwork is a move action. A 
  character may only attempt one Balance check for footwork 
  each round and may only do so on his action.
  A character that is denied his Dexterity bonus for any 
  reason, such as being grappled, ﬂat-
  footed or ﬂanked may not attempt a 
  Balance check for footwork.
  This form of movement either 
  involves crowding, backing off, 
  circling, or facing. Each of 
  these is deﬁned in game terms 
  below. 
  Crowding: You move in, 
  preventing your opponent from 
  taking full advantage of the 
  reach of his weapon. Both you 
  and your opponent take a –1 
  circumstance penalty to attack 
  rolls when using a weapon of 
  medium size. Both you and 
  your opponent take a –2 
  circumstance penalty to 
  attack rolls when using a 
  weapon of large size.
  Backing off: You 
  move out, attempting to 
  take advantage of your 
  weapon’s reach. Both 
  you and your opponent 
  gain a +1 circumstance bonus to 
  attack rolls when using a weapon 
  of medium size. Both you 
  and your opponent gain a +2 
  circumstance bonus to attack 
  rolls when using a weapon of 
  large size.
  Circling: You wheel around your opponent using your 
  footwork to gain a defensive advantage. If you successfully 
  circle in combat you increase your defense bonus from 
  Dexterity by +1 or 50% whichever is greater.
  Facing: You face your opponent, closing to inﬂict 
  maximum damage, using your footwork to step into blows. 
  If you successfully face in combat you increase your melee 
  damage bonus from Strength by +1 or 50% whichever is 
  greater.
  Alternate Use- Stancework: The Balance skill is the key 
  to assuming the stances used in combat. This is the reason 
  so many stances have a Balance requirement, or why martial 
  arts styles which make use of stances so frequently grant 
  Balance as a class skill. In Blood and Fists, a stance was like 
  any other martial arts maneuver: either you could do it or 
  you couldn’t. In this alternate system, assuming a stance is a 
  Balance skill check, with the DC determined by the difﬁculty 
  of the stance. Thus any character could assume any stance, 
  provided you meet the prerequisite.
  Thus a character with the White Crane martial arts style 
  could attempt a Balance check (at –4) to assume the Crane 
  stance. However a PC without the Crane style would not 
  be able to do this, regardless of how well he rolled on his 
  Balance 
  check. 
  However (you knew the other 
  shoe had to drop right?), if you do 
  not have the feat for the stance in 
  question, this Balance check is at 
  –4. Also, assuming a stance for 
  which you do not have the feat is 
  a move action (assuming a stance 
  is normally a free action). For 
  convenience the balance DCs for 
  all stances, both those found in 
  Blood and Fists and this book 
  are listed below.
  Bear Stance (DC 15)
  Bow and Arrow (DC 20)
  Crane Stance (DC 
  20)
  Daisan (DC 15)
  Dojukiri (DC 20)
  Dragon Stance 
  (DC 15)
  Ginga (DC 15)
  Landing Crane (DC 
  20)
  Leopard Crouch (DC 15)
  Pyong-Hi-Sogi (DC 15)
  Riding Horse (DC 20)
  Snake (DC 10)
  Stagger (DC 15)
  Stalking Panther (DC 20)
  Tall Monkey (DC 15)
  Tiger Stance (DC 20)
  
  14 of 52
  Chapter 2: Martial Arts
  Max sat on the balcony, watching 
  the sun come up. He took a long drink 
  of strong coffee and wished he had a 
  cigarette. He didn’t turn as the door slid 
  open behind him, but held his cup over his 
  shoulder. Brianna took it and slipped one arm around Max’s 
  waist. After taking a drink she handed it back, then rested 
  her chin on his shoulder, watching the sun come up over the 
  harbor with him. 
  Finally Brianna broke the silence, “So what’s on the 
  itinerary today?”
  “I was thinking Lantau island.”
  “Thinking of exploring Buddhism?”
  Max chuckled, “I’m starving. I wonder if we can ﬁnd Dim 
  Sum this early. Let’s hit the Soho district and then catch a 
  ferry.”
  Brianna arched her back, listening to it crack, “Sounds 
  good. Mind telling me what’s been on your mind lately? 
  You’re not usually so quiet.”
  Max turned around, regarding her intently. “I invited your 
  father to join us. I wanted to let him know.”
  Brianna stiffened slightly, “It’s not exactly safe for him to 
  be here.” 
  She got ﬂustered as Max laughed, then suddenly became 
  serious; “I was thinking it would be easier to tell him if we 
  could also tell him we were engaged.”
  Brianna studied him for a moment, frowning, “You know 
  that might be the worst proposal I have ever heard.”
  Max laughed, “Well I’ll bow to your wisdom on that. 
  You’ve obviously gotten more proposals than I’ve given… 
  ow!!!”
  Max stood on one leg, cursing. Now it was Brianna’s turn 
  to laugh, “Sometimes the ﬁrst shot does land. All right you 
  sexist oaf. You can marry me. And you can ask my father for 
  my hand like it’s the eighteenth century too.”
  Max growled, cursing under his breath, “That is not why I 
  invited… ow!!!”
  Kimiko stood, watching critically as her students went 
  through their kata. 
  “Technique is everything. Concentrate on your breathing. 
  Let it become your entire world.”
  Looking at the pictures on the walls above the mirrors that 
  ringed the dojo, she remembered someone else saying those 
  exact words so long ago.
  From outside she heard motorcycles, a lot of them, roaring 
  to a stop in front of the dojo. She tapped Ari on the arm, “Go 
  call the police. Now.”
  Tucking her father’s sword into her belt, Kimiko hurried 
  the younger students into her ofﬁce. She opened a small 
  glass case, handing some of the older students the small 
  assortment of traditional weapons she had on hand: Sai, 
  Jutte, Nunchaku.
  Boy after boy ﬁled into the dojo, all wearing red silk 
  jackets. On the back, in black, a ﬁst with a dragon wrapped 
  around it. She allowed herself a slight smile as she 
  noticed not a single of the boys were armed. At least her 
  demonstration had done some good. 
  Katsumoto quickened his pace as he saw the motorcycles 
  stop in front of the tiny nondescript building. He had a sense 
  about some things, and he felt like the building getting all 
  the attention was his destination. Hong Kong had never been 
  a safe or boring place for the old man to visit. He counted 
  the bikes and frowned. Fourteen. 
  As he neared the door he could hear the sounds of battle 
  from inside. He glanced through the glass door, seeing one 
  boy in a red jacket standing guard. Glimpses of the chaos 
  inside told the old man all he needed to know about what 
  was happening in the building. 
  He opened the door and grabbed the boy by the hair, 
  pulling him into the street. A sharp chop to the neck and the 
  boy was unconscious. Steeling himself, Katsumoto brought 
  his heel down hard, breaking the boy’s ankle. 
  The old man then reached into his dufﬂe bag and pulled 
  out a rope woven of horsehair. At either end of the rope was 
  a stone weight the size his ﬁst. The old man then slipped 
  inside the tiny dojo like a ghost.
  Kimiko winced as another of her students went down. Only 
  two of the thugs were down. They were much more ready for 
  a real ﬁght than these children, some of whom had only had 
  a few lessons, and it was showing. Several of the thugs also 
  had knives. Despite her threat, she would only unsheathe her 
  blade as a last resort. Silently, Kimiko hoped against hope 
  that the police arrived before she reached that point. 
  Ari waited, trying to focus on the sound of his breathing 
  as one of the Crimson Fists approached him, grinning 
  devilishly as he waved his switchblade, cutting the air with 
  it as he approached. Ari steeled himself, preparing to strike, 
  as a look of confusion came over the boy’s face.  Suddenly 
  he toppled over backwards. Only when an old man Ari had 
  never seen before sent the boy into an unconscious oblivion 
  did Ari notice the small black cord around his neck. 
  Several of the thugs were down in seconds after that. The 
  thugs could no longer concentrate solely on Kimiko, and 
  every time they would focus on either her or the old man, 
  the other seemed to be behind them, sending another of the 
  Fists crumpling to the matt. It was a ballet of destruction 
  Ari would remember to the end of his days, beautiful in its 
  savage simplicity. 
  At the sound of sirens approaching in the distance, the 
  remaining few thugs broke and ran. The old man caught one 
  around the ankle on the edge of the doorway, snatching him 
  back inside. Katsumoto sat him against one of the mirrored 
  walls while Kimiko talked to the police.  
  Chapter 2: Martial arts
  
  15 of 52
  Chapter 2: Martial Arts
  General 
  Feats
  Acupressure
  Your studies of the human body’s vital areas 
  grant you the ability to heal and also the ability to 
  strike your opponent where he is most vulnerable.
  Prerequisite: Treat Injury 5 ranks, Pressure Points 5 ranks
  Effect: You gain an extra die when healing or inﬂicting 
  pressure point damage. You gain a +1d4 hit point bonus 
  when restoring hit points, +1d6 hit point bonus when 
  performing surgery, and inﬂict +1d6 damage bonus to 
  pressure point attacks.
  Analytical Combat
  You study your opponent, watching for any patterns in attack 
  or defense and predicting when and where he will next 
  strike.
  Prerequisite: Int 13+, Knowledge (tactics) 5 ranks
  Effect: You gain a Competence bonus to your defense 
  equal to your Intelligence modiﬁer. Note that competence 
  bonuses, like most bonuses, do not stack so this feat does not 
  stack with similar feats, such as Banter and Poise. 
  Anatomical Expert 
  You have detailed knowledge of the human body.
  Effect: You gain a +2 bonus to Treat Injury and Pressure 
  Point skill checks.
  Brute
  Some people are big and some people are scary. You happen 
  to be both and shrug off attacks with ease.
  Prerequisite: Str 13+, Intimidate 5 ranks
  Effect: You gain a Competence bonus to your defense 
  equal to your Strength modiﬁer. Note that competence 
  bonuses, like most bonuses, do not stack so this feat does not 
  stack with similar feats, such as Banter and Poise. 
  Death Wish
  You live for the thrill of knowing the taste of combat. The 
  more intense the better.
  Prerequisite: Danger must be your ﬁrst allegiance 
  (allegiances are listed from most to least important).
  Effect: When reduced below 50% hit points you receive a 
  +1 morale bonus to attack and damage rolls. When reduced 
  below 25% hit points you receive an additional +1 morale 
  bonus to attack and damage rolls for a total bonus of +2. 
  Special: If the allegiance prerequisite for this feat is ever 
  removed (either altogether or as your ﬁrst allegiance) or 
  revoked by the GM (because you are not roleplaying the 
  allegiance) you may not gain the beneﬁts of this feat until 
  you have re-established the required allegiance as your ﬁrst 
  allegiance. Acquiring an allegiance requires you to gain at 
  least one level.
  Devotion
  There is someone you love more than your own life, 
  protecting him or her is your most important task.
  Prerequisite: Loyalty must be your ﬁrst allegiance 
  (allegiances are listed from most to least important).
  Effect: When the object of your devotion is threatened, 
  you gain a +2 morale bonus to attack and damage rolls. 
  Your loved one must be present and in imminent, immediate 
  danger for you to gain this bonus.
  Special: If the allegiance prerequisite for this feat is ever 
  removed (either altogether or as your ﬁrst allegiance) or 
  revoked by the GM (because you are not roleplaying the 
  allegiance) you may not gain the beneﬁts of this feat until 
  you have re-established the required allegiance as your ﬁrst 
  allegiance. Acquiring an allegiance requires you to gain at 
  least one level.
  Footwork 
  You have mastered the art of moving in combat.
  Prerequisite: Balance 3 ranks
  Effect: You may make Balance checks for footwork as a 
  free action.
  Normal: Balance checks for footwork normally require a 
  move action. 
  High Pain Threshold 
  Through constant training you have taught your body to 
  ignore pain. Often striking and being struck by wooden 
  objects in the course of training are used to achieve this.
  Prerequisite: Con 13+, Concentration 5 ranks
  Effect: You gain a Competence bonus to your defense 
  equal to your Constitution modiﬁer. Note that competence 
  bonuses, like most bonuses, do not stack so this feat does not 
  stack with similar feats, such as Banter and Poise. 
  Information Network 
  You have informants on the ground that will alert you of 
  trouble.
  Prerequisite:  Leadership
  Effect:  Each follower the character devotes to keeping 
  tabs on things grants a +1 to Gather Information or Spot 
  skill checks.  However, there will still be costs associated for 
  information, so the character must still pay the usual “fee” to 
  obtain information.
  Leadership 
  You are a natural leader who attracts followers and brings 
  them under your command
  Prerequisites: You must be at least 6th level.
  Beneﬁt: Having this feat enables you to attract loyal 
  companions and devoted followers, subordinates who assist 
  you. See Table 2-2: Leadership for what sort of cohort and 
  how many followers you can recruit.
  Leadership Score: Your Leadership score equals your 
  level plus any Charisma modiﬁer. In order to take into 
  
  16 of 52
  Chapter 2: Martial Arts
  account negative Charisma modiﬁers, Table 2-2: Leadership 
  allows for very low Leadership scores, but you must still 
  be 6th level or higher in order to gain the Leadership feat 
  and thus attract a cohort. Outside factors can affect your 
  Leadership score, as detailed in Table 2-3: Leadership 
  Modiﬁers.
  Cohort Level: You can attract a cohort of up to this level. 
  Regardless of your Leadership score, you can’t recruit a 
  cohort of your level or higher.
  Number of Followers by Level: You can lead up to the 
  indicated number of characters of each level. 
  Followers: A leader attracts followers who share at 
  least one of the character’s Allegiances. As the leader’s 
  Leadership rises, he can attract more followers. If his 
  Leadership goes down, followers may desert.
  Replacing Cohorts and Followers: If a leader loses a 
  cohort or followers, he can generally replace them, according 
  to his current Leadership score. It takes time (1d4 months) to 
  recruit replacements. If the leader is to blame for the deaths 
  of the cohort or followers, it takes extra time to replace 
  them, up to a full year. Note that the leader also picks up a 
  reputation of failure, which decreases his Leadership score.
  Pacifist
  You believe in non-violence; attacking only as a last resort.
  Prerequisite: Self Defense must be your ﬁrst allegiance 
  (allegiances are listed from most to least important).
  Effect: Whenever you use any block, disarm, grapple, 
  or trip maneuver or in some other way inﬂict nonlethal 
  damage you gain a +2 morale bonus to attack and opposed 
  attack rolls. Whenever you perform any offensive maneuver 
  (punch, kick, head butt etc.) you take a –2 morale penalty to 
  damage rolls.
  TABLE 2-1: LEADERSHIP
  Leadership
  Cohort
  -- Number of Followers by Level --
  Score
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  1 or less
  -
  -
  -
  -
  -
  -
  -
  2
  1st
  -
  -
  -
  -
  -
  -
  3
  2nd
  -
  -
  -
  -
  -
  -
  4
  3rd
  -
  -
  -
  -
  -
  -
  5
  3rd
  -
  -
  -
  -
  -
  -
  6
  4th
  -
  -
  -
  -
  -
  -
  7
  5th
  -
  -
  -
  -
  -
  -
  8
  5th
  -
  -
  -
  -
  -
  -
  9
  6th
  -
  -
  -
  -
  -
  -
  10
  7th
  5
  -
  -
  -
  -
  -
  11
  7th
  6
  -
  -
  -
  -
  -
  12
  8th
  8
  -
  -
  -
  -
  -
  13
  9th
  10
  1
  -
  -
  -
  -
  14
  10th
  15
  1
  -
  -
  -
  -
  15
  10th
  20
  2
  1
  -
  -
  -
  16
  11th
  25
  2
  1
  -
  -
  -
  17
  12th
  30
  3
  1
  1
  -
  -
  18
  12th
  35
  3
  1
  1
  -
  -
  19
  13th
  40
  4
  2
  1
  1
  -
  20
  14th
  50
  5
  3
  2
  1
  -
  21
  15th
  60
  6
  3
  2
  1
  1
  22
  15th
  75
  7
  4
  2
  2
  1
  23
  16th
  90
  9
  5
  3
  2
  1
  24
  17th
  110
  11
  6
  3
  2
  1
  25+
  17th
  135
  13
  7
  4
  2
  2
  TABLE 2-2:
  LEADERSHIP MODIFIERS
  General Leadership Modiﬁers
  The Leader Has a Reputation for
  Modiﬁer
  Great Success
  +2
  Great Failure
  -2
  Reputation Score  +0 to +1
  +0
  Reputation Score  +1 to +2
  +1
  Reputation Score  +3 to +4
  +2
  Each +2 Reputation 
  +1
  The Leader
   Modiﬁer
  Recruits a cohort of a different 
  allegiance
  -1
  Caused the death of a cohort
  -2*
  Cohort shares two Allegiances with 
  character
  +1
  Cohort shares three Allegiances with 
  character
  +2
  *Cumulative per cohort killed. 
  *This penalty does not apply to Jonin.
  Follower-Only Leadership Modiﬁers
  The Leader
   Modiﬁer
  Has a base of operations 
  +2
  Has the Home Turf feat
  +1 
  Moves around a lot
  -1
  Caused the death of other followers
  -1*
  *This penalty does not apply to Jonin.
  
  17 of 52
  Chapter 2: Martial Arts
  Special: If the allegiance prerequisite for this feat is ever 
  removed (either altogether or as your ﬁrst allegiance) or 
  revoked by the GM (because you are not roleplaying the 
  allegiance) you may not gain the beneﬁts of this feat until 
  you have re-established the required allegiance as your ﬁrst 
  allegiance. Acquiring an allegiance requires you to gain at 
  least one level.
  Perfectionist
  You live for those moments where mind, body, and soul 
  blend and your attacks blend destruction with poetic beauty. 
  You are hard on yourself and are not happy except on those 
  rare moments when you can glimpse perfection.
  Prerequisite: Enlightenment must be your ﬁrst allegiance 
  (allegiances are listed from most to least important).
  Effect: Any time you successfully conﬁrm a critical hit 
  you gain a +2 morale bonus to attack and damage rolls for 
  the rest of the encounter.
  Special: If the allegiance prerequisite for this feat is ever 
  removed (either altogether or as your ﬁrst allegiance) or 
  revoked by the GM (because you are not roleplaying the 
  allegiance) you may not gain the beneﬁts of this feat until 
  you have re-established the required allegiance as your ﬁrst 
  allegiance. Acquiring an allegiance requires you to gain at 
  least one level.
  Street Samurai
  You are a walking anachronism. You believe the stories 
  about times when combat was civilized, when soldiers 
  followed laws of Chivalry, Bushido, or Confucius, refusing 
  to behave dishonorably or take an unfair advantage over an 
  opponent. And you also know something most combatants 
  will never understand, but that your ideals from the past 
  always knew: that your integrity and resolve are more 
  dangerous than any weapon.
  Prerequisite: Honor must be your ﬁrst allegiance 
  (allegiances are listed from most to least important).
  Effect: You will not lie or take undue advantage of an 
  opponent. However, if your opponent lies, cheats, or takes an 
  unfair advantage in a ﬁght, such as attacking from surprise, 
  using a ranged weapon when you have none, or using greater 
  odds in an attempt to win, you gain a +2 morale bonus to 
  attack and damage rolls for the remainder of the encounter.
  Special: If the allegiance prerequisite for this feat is ever 
  removed (either altogether or as your ﬁrst allegiance) or 
  revoked by the GM (because you are not roleplaying the 
  allegiance) you may not gain the beneﬁts of this feat until 
  you have re-established the required allegiance as your ﬁrst 
  allegiance. Acquiring an allegiance requires you to gain at 
  least one level.
  T’ai-Chi
  This ancient tradition, as old as Kung Fu itself, is one of the 
  most popular forms of exercise and meditation in the world. 
  It is predicated upon the maxim “Meditation in activity is a 
  hundred, a thousand, a million times superior to meditation 
  in repose”, which distinguishes it from static forms of 
  meditation, such as Yoga or Ching So.
  Prerequisite: Meditation, Concentration 5 ranks, Escape 
  Artist 5 ranks
  Effect: +2 bonus to Concentration and Escape Artist 
  skill checks. This feat also grants a +1 bonus to Dexterity, 
  Constitution, or Wisdom. 
  Special: This feat may be selected three times. Each time 
  the ability score bonus must be applied to a different ability. 
  Teamwork - Specific 
  Team
  This feat represents training in ﬁghting as a group or perhaps 
  the small-unit tactics taught by military forces. 
  Prerequisite:  Allegiance (Loyalty- Speciﬁc Group)
  Effect: Whenever you ﬁght with someone who has the 
  Teamwork feat for the same group you gain a +2 teamwork 
  bonus to attack and skill checks. This bonus stacks with 
  those granted by other sources such as ﬂanking for attack 
  rolls or aiding another for skill checks. 
  The group this feat applies to may be an ad hoc group 
  (such as members of a gang or students of the same sensei) 
  or an established organization (such as the Army, the Police, 
  or the FBI). If a large organization is used for the group this 
  feat is dedicated to you may gain this bonus even though 
  you have never met the person you are ﬁghting alongside, 
  because of systematic training methods. 
  Thrill Seeker
  You want to do something fun. Like jump out of a plane 
  in a raft and aim for a river. Or hold a bridge against 100 
  attackers for an hour. You know, something fun.
  Prerequisite: Excitement must be your ﬁrst allegiance 
  (allegiances are listed from most to least important).
  Effect: Anytime the encounter rating of an encounter is 3 
  levels or more higher than the average party level, you gain a 
  +2 morale bonus to attack and damage rolls.
  Special: If the allegiance prerequisite for this feat is ever 
  removed (either altogether or as your ﬁrst allegiance) or 
  revoked by the GM (because you are not roleplaying the 
  allegiance) you may not gain the beneﬁts of this feat until 
  you have re-established the required allegiance as your ﬁrst 
  allegiance. Acquiring an allegiance requires you to gain at 
  least one level.
  Weapon Proficiency- 
  Cloak 
  A specialized form of self-defense, the cloak was taught by 
  some masters of defense.
  Prerequisite: BAB 1+
  Effect: You may use your cloak in combat for attempts to 
  blind, trip, grapple, or parry.
  Normal: Because use of the cloak is so specialized, it 
  cannot be used in combat without this feat.
  
  18 of 52
  Chapter 2: Martial Arts
  Zen Focus
  You forget all outside distractions and concentrate on 
  making just one attack. This feat is particularly dangerous 
  in combination with high risk, high reward feats such as 
  Improved Iaijutsu Strike and Bushido. 
  Prerequisite: Concentration 5 ranks, Zen, BAB 5+
  Effect: You may make a Concentration check (DC 20) 
  in order to gain a +2 bonus on your next melee attack 
  or damage roll. If this attack is a critical threat, it is 
  automatically conﬁrmed. You always provoke an attack of 
  opportunity when making a Zen focus attack. However, this 
  does not interfere with your ability to make the attack in any 
  way (even if this attack of opportunity kills you or renders 
  you unconscious, it will do so after you have completed the 
  attack). 
  Martial 
  Arts 
  Styles
  The four of them sat in the ruins of the small 
  dojo. Yesterday it had been immaculate, but the ﬁght had 
  changed that. It seemed the ﬁght had changed a lot of things. 
  Brianna was pacing back and forth on the matt, arguing 
  with her father. 
  “She says she wants to let the police handle this. As 
  always you have some stupid idea out of the 18th century.”
  Katsumoto followed his daughter with his eyes 
  impassively, “The police aren’t going to handle this. So 
  either she can leave, or we can make sure she can safely 
  stay.”
  Brianna stopped in front of the old man. Max shifted 
  uneasily. He actually thought she was going to hit him 
  when she got like this. His iceman routine always drove her 
  completely insane. 
  “Why aren’t the police going to handle this again? Do 
  your ancient Japanese mumbo-jumbo powers let you see the 
  future now?”
  “The boy, their leader, was missing the ﬁrst knuckle from 
  his pinky. He is Yakuza. No doubt local law-enforcement is 
  well paid to allow them to conduct their business without 
  interference.”
  Max grunted, reaching up and taking Brianna’s hand, “So 
  it’s not mysticism. It’s a street thing. He’s right, we need to 
  ﬁnish this.”
  Brianna glared down at him for a moment, “You always 
  take his side.”
  Max grinned up at her, pulling her down beside him on the 
  matt, “I’m on your side babydoll. If you want me to stay out 
  of this, I’m out. But I think he’s making a lot of sense here.”
  Brianna’s expression ﬁnally softened, and she looked up 
  at Kimiko, “Well Kimmie? It’s up to you; we aren’t going to 
  force our help on you.”
  Kimmie looked at the pictures on the wall, many of which 
  had broken frames, lost in thought. “I think if they are 
  Yakuza, then this is larger than me. We need to make sure 
  they don’t get a foothold here.”
  Style Descriptions Note 
  The way styles are described has been changed slightly to 
  make life a little easier on everyone (or at least me). After 
  the style itself is described, a new entry, “style maneuvers” 
  has been added, listing all maneuvers from BNF I and II that 
  use this style as a prerequisite. Also note that this is not done 
  for combination styles nor for adaptable styles, as these do 
  not effectively have their own maneuvers, they simply use 
  the maneuvers of other styles (or all maneuvers in the case of 
  adaptable styles).
  New Style Ability: Combination 
  Style 
  Allows a martial arts master, contemplative master, or sensei 
  to take bonus feats and masteries from multiple styles. 
  All other characters may use the style as the prerequisite 
  for all component styles. For example, a style that was a 
  combination of White Crane and Karate could be used as 
  the prerequisite for any maneuver in the White Crane or 
  Karate trees, including signature maneuvers. A master of 
  such a style would be eligible for White Crane or Kung Fu 
  masteries. 
  If a style is a combination of two styles, this costs 1 point. 
  If a style is a combination of three or more styles, this costs 
  two points. Although it may seem strange that this can 
  cost more to a style than being adaptable, remember that 
  adaptable styles have only one level three mastery, whereas 
  a student of a combination style composed of three different 
  styles could choose from six (two for each style). 
  Although combination styles have many advantages, 
  they also have some drawbacks that serve to balance these. 
  Although the number of masteries and maneuvers available 
  to practitioners of combination styles are greatly increased, 
  they do not gain any additional masteries or maneuvers, 
  which frequently leaves even masters of these styles jacks-
  of-all-trades and masters of none.
  Note that a combination style only gives access to the 
  maneuvers, masteries, and bonus feat lists of the component 
  styles. It does not grant the zones of attack, skill access, or 
  additional ability modiﬁers of any of its component styles 
  (so a combination style based on Aikido would not allow a 
  student to modify his attacks by Wisdom). 
  Note: Combination Styles are always composed of more 
  focused styles. In other words, you can’t create a style that 
  is a combination of one or more combination styles itself to 
  make a “superstyle”. Likewise, an adaptable style may never 
  be a component of a combination style.
  Jutsu vs. do; internal vs. 
  external
  In both Blood and Fists and this work, the reader will notice 
  some styles have the –jutsu sufﬁx while others have the –do 
  sufﬁx. As these relate speciﬁcally to the game concepts of 
  
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  Chapter 2: Martial Arts
  internal vs. external styles, a discussion of these sufﬁxes 
  and their implications to real world martial arts styles might 
  serve to enlighten the game concepts based on them.
  During the Tokugawa period (1600 to 1867) Japan began 
  to move out of its period of feudal internecine warfare 
  that characterizes the medieval periods of many cultures 
  throughout Europe and China. As control became more 
  ﬁrmly rooted in the Tokugawa Shogunate by rule of law, 
  rather than force of arms, the value of the Samurai (both 
  the weapon and the social class) began to diminish in 
  importance. The Samurai’s duty was to protect his lord and 
  this was the only work his honor found noble. Since peace 
  now reigned over the land of the rising sun, the Samurai 
  had little to occupy his time. Thus many Samurai took 
  their martial training into a new arena, as one writer put 
  it, seeking “self-perfection rather than self-perfection”1. 
  Pragmatic combat techniques began to move increasingly 
  away from the demands of the battleﬁeld and toward the 
  artistic. 
  Following the demise of the Shogunate and the return 
  to power of the Emperor, the so-called Meiji Restoration 
  (1868) Japan sought to become a modern power on 
  the world stage. In this endeavor to become a modern 
  superpower, the gun was more important than the sword. 
  So while Hojutsu (ﬁrearms marksmanship) and Jukenjutsu 
  (bayonet combat) continued to be viable military arts, 
  Kenjutsu (the sword ﬁghting of the Samurai) and Kyujutsu 
  (the bow marksmanship of the Samurai) continued further 
  down the path away from combat and toward art, sport and 
  philosophy. 
  Recognizing this trend the sufﬁxes appended to various 
  ﬁghting arts began to be changed from –jutsu, which means 
  work or method to –do, which means art or philosophy. 
  Thus there is an understanding at a basic level that Kenjutsu, 
  which features practice with a naked blade and allows 
  attacking any part of the body in an effort to destroy your 
  enemy is suitable for rigors of battle. Kendo, which practices 
  and competes with a ﬂexible bamboo staff designed to sting 
  more than injure, restricts attacks away from vulnerable 
  areas where injury could be sustained, and competes with 
  padding and helmet for protection, is recognized as having 
  combat applications. However it is not wholly suitable to 
  combat. 
  Those of you who are screaming “get to the bloody styles 
  already” are probably starting to wonder what the point 
  of this discourse is (besides an illustration of the author’s 
  abundant knowledge of his subject). For every style listed as 
  a –jutsu in Blood and Fists, there is the potential for a –do 
  and vice versa. Thus Aikido (an internal style) could become 
  Aikijutsu (an external style), a practical and dangerous art 
  of the Samurai. Jujutsu (an external style), another favored 
  unarmed technique of the Samurai can become Judo (an 
  internal style), a favored style of self-defense taught in 
  university campuses around the world. 
  To make a –jutsu into a –do (and thereby making an 
  external style into an internal one) change the attack modiﬁer 
  from Strength or Dexterity to Wisdom. This may, in the case 
  of a style modiﬁed by Strength, require a reallocation of 
  points. To balance out the style remove one attack zone. If 
  Concentration is not a skill in the style add it, in place of a 
  more combative skill such as Bluff or Tumble.
  The sufﬁx serves as an important clue when making your 
  own styles as well. Sometimes it is difﬁcult to sort through 
  a style’s past from its present. Studies of Kendo and Kyudo 
  often refer to the style’s martial heritages. This is done 
  because it does have a legitimate bearing on the origin of the 
  modern sport form, but also as a marketing tool (it’s cooler 
  to read about battleﬁeld archery than target archery). So 
  when making a style, if you have some doubts about whether 
  the style should be internal or external, Japanese styles, 
  with their –jutsu and –do will often provide a great deal of 
  guidance.
  Example: Paula wants to play a Karate master along 
  the lines of Mr. Miyagi, the wise Sensei from the Karate 
  kid. Since Karate is her style of choice (in keeping with 
  the character concept), but the offensive nature of the style 
  is not, she asks the GM to create an alternative form of 
  Karate for her. The GM decides to take the generic Karate 
  introduced in Blood and Fists (which is a form of Karate-
  jutsu, although the jutsu is understood and not appended 
  to the name) and make a style of Karate-do from it. The 
  GM decides to leave the style’s zones of attack in place, 
  removing the Pressure Points skill. He then adds to the 
  style its new internal status, with attacks being modiﬁed by 
  Wisdom.     
  Animal-Imitating 
  Chuan Fa 
  Martial Arts Style
  Since the earliest days of the Shao-Lin temple the monks 
  imitated the ﬁghting styles of animals, studying them closely 
  to discover new ways to move and ﬁght. 
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts
  Effect: You are proﬁcient in punching and kicking attacks 
  and are considered armed when making such attacks. This 
  feat adds Balance and Concentration to your list of class 
  skills. Animal-imitating Kung Fu is an external style whose 
  attacks are modiﬁed by Dexterity. Animal-imitating Kung 
  Fu is a combination style containing elements of Shao-Lin 
  Kung Fu and any one animal style. 
  Special: For purposes of the Totem Warrior advanced 
  class, Animal-imitating Kung Fu counts as an animal style. 
  Banshay 
  Weapon Style
  Banshay is a Burmese weapon art specializing in the sword, 
  although spear and staff are also taught by the style. Like 
  many Burmese martial arts, both Chinese and Indian martial 
  combat forms heavily inﬂuenced Banshay’s development. 
  Banshay teaches the student never to unsheathe his weapon 
  unless absolutely necessary. Students of this style are taught 
  to attempt to disarm an opponent and to use the sheathed 
  
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  Chapter 2: Martial Arts
  blade unless a dire situation presents itself. Only then is the 
  student to resort to live steel. 
  Note: The sword used by Banshay practitioners is lighter 
  than a traditional longsword. Use the statistics for the 
  machete found in the d20 Modern core rules to simulate the 
  Banshay sword. 
  Prerequisite: Archaic Weapon Proﬁciency
  Effect: Your damage with sword, spear or staff (chosen 
  when this style is taken) is increased to the next larger die. 
  You do not provoke attacks of opportunity from disarm 
  attempts. This feat adds Balance, Concentration, and Sense 
  Motive to your list of class skills. Banshay is an external 
  style whose attacks are modiﬁed by Dexterity. 
  Style Maneuvers: Slash (sword variant only), Thrust, 
  Lunge (spear and staff variants only) 
  Bear 
  Animal Style
  You ﬁght like the bear, using long strikes, ﬁerce punches, 
  and devastating grapples to defeat any opponent. This 
  style is one of the Kung Fu animal forms, thought to have 
  originated at the Shao Lin monastery. 
  Prerequisite: Brawl, Combat Martial Arts or Defensive 
  Martial Arts
  Effect: You are proﬁcient in punching attacks and are 
  considered armed when making such attacks. You provoke 
  no attacks of opportunity when making grapple attacks. 
  This feat adds Balance, Concentration, Escape Artist, and 
  Intimidate to your list of class skills. Bear is an external style 
  whose attacks are modiﬁed by Strength. 
  Style Maneuvers: Bear Hug, Box Ears, Full Nelson, Half 
  Nelson, Haymaker, Hook, Immovable, Jab, Joint Lock, and 
  Rush
  Brazilian Jiu Jitsu
  Martial Arts Style
  In 1914 a Jujutsu master named Mitsuo Maeda moved 
  to Brazil. In return for political assistance given to him 
  by Gastao Gracie, Mitsuo agreed to teach his son Carlos 
  Jujutsu. Carlos then taught his brothers, and through constant 
  no-holds barred sparring and competition created the art 
  today known as Brazilian Jiu Jitsu, sometimes called Gracie 
  Jiu Jitsu. 
  This style is also a ﬁne style to use for any of the growing 
  number of mixed martial arts, such as Shoot Fighting, 
  although the School of Hard Knocks style would be seen 
  here as well. 
  Prerequisite: Brawl, Combat Martial Arts or Defensive 
  Martial Arts
  Effect: You are proﬁcient in punching and kicking attacks 
  and are considered armed when making such attacks. You 
  provoke no attacks of opportunity from grapple or trip 
  attacks. This feat adds Balance, Escape Artist and Intimidate 
  to your list of class skills. Brazilian Jiu Jitsu is an external 
  style whose attacks are modiﬁed by Strength. Brazilian Jiu 
  Jitsu is a non-aesthetic style. 
  Style Maneuvers: Advanced Ground Fighting, Bear 
  Hug, Body Blow, Box Ears, Choke Hold, Elbow Slam, Eye 
  Gouge, Full Nelson, Groin Kick, Ground Fighting, Half 
  Nelson, Haymaker, Heart Punch, Heel Kick, Hip Throw, 
  Hook, Immovable, Jab, Joint Lock, Kidney Punch, Leg 
  Sweep, Snap Kick, Thigh Kick and Uppercut 
  Bull 
  Animal Style
  You imitate the bull, overwhelming your opponent with 
  ferocious charge attacks, head butts, and sheer aggression.
  Prerequisite: Brawl, Combat Martial Arts or Defensive 
  Martial Arts
  Effect: You are proﬁcient in head and punching attacks 
  and are considered armed when making such attacks. You 
  provoke no attacks of opportunity when making grapple 
  attacks. This feat adds Balance, Intimidate and Sense Motive 
  to your list of class skills. Bull is an external style whose 
  attacks are modiﬁed by Strength.
  Style Maneuvers: Advanced Rush, Bear Hug, Body 
  Blow, Choke Hold, Clothesline, Flying Tackle, Full Nelson, 
  Half Nelson, Head Butt, Heart Punch, Hook, Immovable, 
  Jab, Joint Lock, Kidney Punch, Rush and Uppercut
  Burmese Bando 
  Martial Arts Style
  Bando is a defensive martial art that favors long-range 
  attacks made from outside an opponent’s threat range. This 
  style favors extensive imitation of animal movements for 
  attack and defense and was probably inﬂuenced by Chinese 
  Animal-imitating Chuan Fa.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts
  Effect: You are proﬁcient in punching and head attacks 
  and are considered armed when making such attacks. This 
  feat adds Balance, Intimidate and Jump to your list of class 
  skills. Burmese Bando is an external style whose attacks are 
  modiﬁed by Strength. Burmese Bando is a combination style 
  which contains elements of Bando and one of the following 
  animal styles: Boar, Bull, Cobra, Deer, Eagle, Monkey, 
  Panther, Python, Scorpion and Tiger.
  Special: For purposes of the Totem Warrior advanced 
  class Burmese Bando counts as an animal style. 
  Burmese Boxing 
  Martial Arts Style
  Burmese Boxing is virtually antithetical to Bando. While 
  Bando teaches use of its techniques in self-defense and 
  favors long range attacks from outside the opponent’s reach, 
  Burmese Boxing is a hard-nosed offensive style that favors 
  close-in ﬁghting and grappling techniques. While there are 
  no weight-classes, Burmese Boxing does have age categories 
  based on the amount of time a practitioner has competed and 
  the number of matches won. 
  
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  Chapter 2: Martial Arts
  Burmese Boxing matches are fought in four rounds. 
  Rounds one through three are ended by a telling blow or 
  grapple. The fourth round is ended only if the ﬁghter is 
  knocked out, bloodied, admits defeat or blood is drawn 
  from the head (not the body). For this reason the head is 
  the primary target of most attacks. Punching, kicking, head 
  butts and throwing are all legal though attacks below the 
  navel (including the groin), hair-pulling, scratching and 
  kicking a down opponent are against the rules and result in 
  disqualiﬁcation. 
  Despite the relative lack of name recognition for Burmese 
  Boxing this sport’s practitioners compete against Muay-Thai 
  boxers on a regular basis and Burmese Boxers reportedly 
  win more than they lose. However some observers have 
  attributed this to the average Burmese boxer being bigger 
  than the average Thai boxer. 
  Prerequisite: Brawl or Combat Martial Arts
  Effect: You are proﬁcient in head and punching attacks 
  and are considered armed while making such attacks. You 
  provoke no attacks of opportunity from grapple or trip 
  attacks. This feat adds Balance, Escape Artist, Intimidate and 
  Perform (dance) to your list of class skills. Burmese Boxing 
  is an external style whose attacks are modiﬁed by Strength. 
  Burmese Boxing is a non-aesthetic style.
  Note: Perform (dance) does not count against this style’s 
  points.
  Style Maneuvers: Bear Hug, Body Blow, Body Slam, 
  Choke Hold, Full Nelson, Half Nelson, Haymaker, Head 
  Butt, Hip Throw, Hook, Immovable, Jab, Joint Lock, 
  Uppercut
  Chi Kung
  Martial Arts Style
  Chi Kung is both a martial art of self-defense and a 
  fundamental tool of Chinese Medicine. As a martial 
  discipline it stresses use of the whole body and a powerful 
  Ki to overcome attacks and heal the self. As tool of healing, 
  the practitioner learns the anatomy and how to focus his 
  Ki to aid in healing. Acupuncturists have both learned Chi 
  Kung (as a means of better knowing what nerve centers 
  to penetrate to promote healing and the development of 
  their Ki) and prescribed Chi Kung (since the stimulation of 
  internal organs can trigger the body’s natural healing process 
  and the overall health value of the art is tremendous) for 
  centuries. 
  Prerequisite: Defensive Martial Arts
  Effect: You provoke no attacks of opportunity from 
  grapple or trip attacks. This feat adds Concentration, 
  Pressure Points and Treat Injury to your list of class skills. 
  Chi Kung is an internal style whose attacks are based on 
  Wisdom.  
  Style Maneuvers: Box Ears, Choke Hold, Full 
  Nelson, Half Nelson, Hip Throw, Immovable, Joint Lock, 
  Momentum Throw, Nerve Strike, Numbing Strike and 
  Tendon Lock 
  Deer 
  Animal Style
  You imitate the grace and alertness of the deer, avoiding 
  conﬂict when possible but lashing out with vicious attacks if 
  cornered.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts
  Effect: You are proﬁcient in head and kicking attacks and 
  are considered armed when making such attacks. This feat 
  adds Concentration, Listen, and Spot to your list of class 
  skills. Deer is an external style whose attacks are modiﬁed 
  by Dexterity. 
  Style Maneuvers: Back Kick, Circle Kick, Groin Kick, 
  Head Butt, Heel Kick, Immovable, Jab, Leg Sweep, Snap 
  Kick, Thigh Kick
  Eastern Wrestling 
  Martial Arts Style
  Every culture in the world has its own styles and traditions 
  of wrestling. In game terms almost all external non-aesthetic 
  wrestling forms are covered by the Greco-Roman Wrestling 
  feat, while internal, aesthetic wrestling forms, such as Ch’in-
  na (China) and Vajra-musti (India) are covered by this style. 
  Prerequisite: Brawl, Defensive Martial Arts or Improved 
  Trip
  Effect: You provoke no attacks of opportunity from trip 
  or grapple attacks. This feat adds Balance, Escape Artist and 
  Pressure Points to your list of class skills. Eastern Wrestling 
  is an internal style whose attacks are modiﬁed by Wisdom. 
  Style Maneuvers: Advanced Ground Fighting, Bear Hug, 
  Choke Hold, Ground Fighting, Half Nelson, Hip Throw, 
  Full Nelson, Immovable, Joint Lock, Nerve Strike, Numbing 
  Strike and Tendon Lock.
  Fencing - French 
  Weapon Style
  The French school of fencing, depicted here, relies on speed 
  and grace. Considered by many a defensive fencing school, 
  French fencers favored disarming the opponent and then 
  offering him the chance to surrender. This ended any point of 
  honor duels with minimal bloodshed.  
  Prerequisite: Archaic Weapon Proﬁciency
  Effect:  You provoke no attacks of opportunity for Disarm 
  attempts, and may Feint as a move action when using a 
  rapier one-handed (you may not feint as a move action 
  if your off hand contains a shield, secondary weapon, or 
  cloak).  This feat adds Balance, Bluff and Tumble to your 
  list of class skills. French Fencing is an external style whose 
  attacks are modiﬁed by Dexterity.   
  Style Maneuvers: Thrust and Lunge
  Fencing- Italian 
  Weapon Style
  Unlike the French school, Italian fencing relied more on 
  power than grace. Two-weapon combat was favored with a 
  
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  Chapter 2: Martial Arts
  classic coupe-de-grace of this style consisting of a grapple 
  (often with the cloak or by dropping the primary weapon and 
  using the right arm to grapple) to allow a vicious stab to the 
  ribs with a secondary weapon.  
  Prerequisite: Archaic Weapon Proﬁciency
  Effect: Your rapier damage is increased to the next larger 
  die (from 1d6 to 1d8). You also have all penalties for two-
  weapon ﬁghting reduced by two when ﬁghting with rapier 
  and dagger or rapier and cloak (although only characters 
  proﬁcient in cloak may use it in combat at all). You provoke 
  no attacks of opportunity when making grapple attacks. This 
  feat adds Balance, Escape Artist and Intimidate to your list 
  of class skills. Italian Fencing is an external style whose 
  attacks are modiﬁed by Strength.  
  Style Maneuvers: Thrust and Lunge
  Fencing- Spanish 
  Weapon Style
  Spanish fencing involves a heavy mystical element, mixing 
  mathematics, philosophy, and swordsmanship. The Spanish 
  style of fencing is noted not for its grace or its power, as 
  the French and Italian schools are but for its systematic and 
  analytic patterns of attack and defense.
  Prerequisite: Archaic Weapon Proﬁciency
  Effect: You gain a +2 bonus to opposed attack rolls with 
  the rapier for disarm and block opposed attack rolls. You 
  provoke no attacks of opportunity from disarm attacks. This 
  feat adds Balance, Concentration, and Sense Motive to your 
  list of class skills. Spanish Fencing is an internal style whose 
  attacks are modiﬁed by Intelligence. 
  Style Maneuvers: Thrust and Lunge
  Greco Roman 
  Wrestling 
  Martial Arts Style
  As basic and instinctive a combat technique as the punch 
  or the kick, the grapple has likely been around as long 
  as mankind in an informal sense. However, by as early 
  as 2600 BCE in Egypt, techniques for grappling were 
  codiﬁed into set locks and holds. However, it was in ancient 
  Greece that this form of combat achieved its ultimate 
  expression, as evidenced by the name Greco-Roman 
  Wrestling, which is applied to the Olympic sport form of 
  this technique. In Greece, wrestling was viewed as essential 
  to the development of a youth’s body and mind, and many 
  of the greatest philosophers and scientists of the ancient 
  world, such as Pythagoras, were also Olympic champion 
  wrestlers. Wrestling was ﬁrst included in the Olympics in 
  704 BCE, and the most famous practitioner of that sport 
  was undoubtedly Milon of Crotona, a six-time champion. 
  However, the Greeks recognized the military applications 
  of wrestling as well, and pancratists, feared gladiators 
  who fought with both wrestling and boxing techniques, 
  accompanied Alexander the Great on military campaigns, 
  and Pancratism is regarded by many as the world’s ﬁrst true 
  martial art (Kung-Fu is a possible contender for this crown, 
  as the ﬁrst recorded use of Kung Fu dates to the 5th century 
  BC).
  Although the history above is Greek, every culture in the 
  world has its own styles and traditions of wrestling. In game 
  terms all of the external non-aesthetic methods are covered 
  by this one martial arts style. Some examples include: Shuai-
  chiao (Japan), Cireum (Korea) and Naban (Burma). 
  Prerequisite: Brawl, Combat Martial Arts or Improved 
  Trip
  Effect: You provoke no attacks of opportunity from trip 
  or grapple attacks. This feat adds Balance, Escape Artist, 
  Pressure Points, Sense Motive, and Tumble to your list of 
  class skills. Wrestling is an external style whose attacks are 
  modiﬁed by Strength. Wrestling is a non-aesthetic martial 
  art.
  Style Maneuvers: Advanced Ground Fighting, Bear Hug, 
  Choke Hold, Dodge Roll, Ground Fighting, Half Nelson, 
  Hip Throw, Full Nelson, Immovable, Instant Stand, Joint 
  Lock and Tendon Lock. 
  Goju-Ryu Karate 
  Martial Arts Style
  Goju-Ryu Karate is a form that dates after Shotokan and 
  Shito-Ryu, in that order. To learn its early inﬂuences 
  see the histories of those styles. Goju-Ryu emerged as a 
  distinct style after the departure of Funakoshi, the creator of 
  Shotokan, and Mabuni, the creator of Shito-Ryu to Japan. 
  In their absence Chojun Miyagi became a leading ﬁgure in 
  Okinawan Karate-jutsu, developing a style that combined the 
  linear punches and raw power of Shotokan with holds and 
  throws. The name Goju means “hard-soft” and represents the 
  concept that rigidity and power are sometimes a detriment 
  on the battleﬁeld as is ﬂuidity and gentleness. Thus Goju-
  Ryu seeks harmony between these philosophies in a 
  complimentary fashion. Goju-Ryu is an extremely powerful 
  offensive style whose deﬁnition of defense is disabling an 
  opponent in the most efﬁcient way possible. 
  Prerequisite: Combat Martial Arts, Defensive Martial 
  Arts, or Improved Trip
  Effect: You are proﬁcient in punching and kicking attacks 
  and are considered armed when making such attacks. You 
  provoke no attacks of opportunity from grapple or trip 
  attacks. This feat adds Balance, Concentration, and Escape 
  Artist to your list of class skills. Goju-Ryu is an external 
  style whose attacks are modiﬁed by Strength.
  Style Maneuvers: Axe Kick, Back Kick, Body Blow, 
  Choke Hold, Circle Kick, Heart Punch, Heel Kick, Hip 
  Throw, Hook, Instant Stand, Jab, Joint Lock, Kidney Punch, 
  Leg Sweep, Lunge Punch, Ridgehand, Snap Kick, Thigh 
  Kick and Uppercut
  Gun Fu 
  Weapon Style
  Gun Fu is a martial arts application to gun combat. This 
  style is seen in many popular movies and comic books, and 
  has even become the adopted name of a popular paintball 
  
  23 of 52
  Chapter 2: Martial Arts
  strategy guide. On a strictly historical note, since ﬁrearms 
  were introduced to Japan the Bushi have had an art for 
  ﬁrearms known as Hojutsu. Perhaps Gun Fu isn’t entirely 
  silly after all… That said, campaigns striving for realism 
  including all gritty campaigns and many cinematic ones may 
  not wish to allow this martial art. Check with your game 
  master before selecting it. 
  Prerequisite: Personal Firearms Proﬁciency
  Effect: You are proﬁcient in punching and kicking attacks 
  and are considered armed when making such attacks. You 
  may use the Zen Focus feat to modify ﬁrearms ranged attack 
  or damage rolls (normally Zen focus only works on melee 
  attacks).  This feat adds Concentration and Spot to your list 
  of class skills. Gun Fu is an external style whose attacks are 
  modiﬁed by Dexterity. 
  Style Maneuvers: Circle Kick, Hook, Immovable, Jab, 
  Leg Sweep, Snap Kick, Uppercut 
  Horse 
  Animal Style
  You imitate the power and speed of the horse in 
  combat. 
  Prerequisite: Combat Martial Arts or Defensive 
  Martial Arts
  Effect: You are proﬁcient in punching attacks and 
  are considered armed when making such attacks. 
  You provoke no attacks of opportunity when making 
  trip attacks. This feat adds Balance, Concentration, and 
  Sense Motive to your list of class skills. Horse is an external 
  style whose attacks are modiﬁed by Dexterity.
  Style Maneuvers: Body Blow, Body Slam, Haymaker, 
  Heart Punch, Hip Throw, Hook, Immovable, Jab, Kidney 
  Punch, Lunge Punch, Uppercut
  Hsing-I Kung Fu 
  Martial Arts Style
  Along with T’ai-chi and Pa-kua, Hsing-i is one the three 
  main forms of internal Kung Fu. While T’ai-chi concentrates 
  on subtle yielding and slow movement to resist attack, 
  Hsing-i, as its name suggests, emphasizes that the thought 
  and action are one, and is characterized by lightning quick 
  attacks. This does not mean the style is offensive in nature, 
  however. As one master put it “your attack begins after your 
  opponent’s, but arrives ﬁrst”. 
  Hsing-i originated some time between 1637 and 1661. 
  During this time, a Shanghai resident, Chi Lung-feng claims 
  he was taught this “profound boxing” by a mysterious 
  stranger. 
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts
  Effect: You are proﬁcient in punching and kicking 
  attacks and are considered armed when making such 
  attacks. Students of Hsing-i add their Wisdom modiﬁer to 
  their initiative when making unarmed attacks. This feat 
  adds Sense Motive to your list of class skills. Hsing-i is 
  an internal style whose attacks are modiﬁed by Wisdom.  
  Hsing-i is a combination style that contains elements 
  of Kung Fu and any one of the following animal styles: 
  Dragon, Tiger, Monkey, Horse, Rooster, Eagle and Bear.   
  Hung Gar 
  Martial Arts Style
  Hung Tsi-kuan in 18th century China created Hung Gar. 
  Hung Tsi-kuan was studying Kung Fu from two masters, 
  a specialist in the Tiger style and a specialist in the Crane 
  style, which he combined into one martial art. From the 
  Tiger master he took meticulously crafted stances and 
  leaping attacks, and from the Crane master (a woman Hung 
  Tsi-kuan would later marry) he took the one-legged stances 
  and wing and beak attacks. This style of ﬁghting, taught by 
  both Hung Tsi-kuan and his wife became known as the “Fist 
  Art of the Hung Family” or Hung Gar. 
  Hung Gar is known for its many stances, providing 
  powerful and effective means of achieving balance, either to 
  hold one’s ground, or quickly close with an opponent. As this 
  style originated in Southern China, where ﬁghting on boats 
  or in crowded alleyways were common, being able to hold 
  
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  your ground, or quickly close with an opponent to deny him 
  favorable ground, were both crucial to winning in combat.
  The student of Hung-Gar will want to learn the stances 
  of his component styles, as this style is known for using 
  many stances. For instance, the student of Hung Gar will 
  want to know the Ding Bo, Gung Bo, and Ma Bo, giving 
  him the ability to each round to switch between a bonus to 
  punch attacks, kick attacks, or balance checks, providing a 
  powerful attack or defense as called for by the conditions of 
  combat.
  Prerequisites: Combat Martial Arts or Defensive Martial 
  Arts
  Effect: You are proﬁcient in punching and kicking attacks 
  and are considered armed while making such attacks. This 
  feat adds Balance to your list of class skills. Hung Gar is an 
  external style whose attacks are modiﬁed by Dexterity. Hung 
  Gar is a combination style that contains elements of Horse, 
  Tiger, Crane, and Kung Fu. 
  Hwa Rang Do 
  Martial Arts Style
  Hwa Rang Do, which means “Way of the Flowering 
  Manhood”, was created by Dr. Joo Bang Lee in 1960. This 
  martial arts style traces its combat techniques and strict 
  moral code to the Hwarang, or Flower Knights of Silla, one 
  of the three kingdoms that comprise modern day Korea. 
  Although Dr. Lee’s style descended from much older 
  forms and traditions, it was he who created the syllabus 
  for systematic study of the art, and the requirements for 
  belt rankings, so in the modern sense of creation this is the 
  creation of the style we today call Hwa Rang Do.
  In addition to combat, Ki, and healing arts (known as 
  Insool), Hwa Rang Do practitioners also follow a strict moral 
  code based on ﬁve core principals: loyalty to country, loyalty 
  to parents and teachers, trust among friends, courage in the 
  face of danger, and the taking of life only when necessary. In 
  addition to the ﬁve core principals, which extend back to the 
  ancient Flower Knights of the Hwarang, Dr. Lee added nine 
  “founding moralities”: humanity, justice, courtesy, wisdom, 
  trust, goodness, virtue, loyalty, and courage.
  Prerequisites: Combat Martial Arts or Defensive Martial 
  Arts
  Effect: You are proﬁcient in punching and kicking attacks 
  and are considered armed when making such attacks. You 
  provoke no attacks of opportunity when making trip attacks. 
  This feat adds Balance, Pressure Points and Treat Injury to 
  your list of class skills. Hwa Rang Do is an external martial 
  art whose attacks are modiﬁed by Strength
  Style Maneuvers: Axe Kick, Back Kick, Circle Kick, 
  Heel Kick, Hip Throw, Hip Throw, Hook, Jab, Nerve Strike, 
  Numbing Strike, Snap Kick  
  Kajukenbo 
  Martial Arts Style
  In 1947 ﬁve martial arts masters met in Oahu, Hawaii to 
  create the ultimate combat martial art. The goal was to be 
  able to survive any streetﬁght or combat situation against 
  an armed or unarmed opponent. The ﬁve masters were: 
  Adriano Emperado, a master of Escrima and Kenpo, Peter Y. 
  Y. Choo, a master of tang soo do, Frank Ordonez, a master 
  of Jujutsu, and Clarence Chang, a master of Kung Fu. After 
  synthesizing techniques for over two years these masters 
  created a martial art they called Kajukenbo. The name is an 
  amalgam of the new art’s component styles: Ka (Karate), Ju 
  (Jujutsu), Ken (Kenpo), and Bo (Chinese Boxing or Kung 
  Fu).
  Although all ﬁve masters contributed greatly to the 
  art, Emperado was the spiritual leader of the group, and 
  his experiences ﬁghting for his life in the back alleys of 
  Honolulu as a poor youth was the driving force behind the 
  style’s focus on real street combat. It is for this reason he is 
  today regarded as the founder of Kajukenbo, if one single 
  person can be called by that title. Emperado opened the 
  ﬁrst Kajukenbo school in Honolulu with a training regimen 
  that focused on the reality of street combat. Full contact 
  sparring was held daily and no holds were barred in these 
  ﬁghts. Broken bones were a common occurrence. Needless 
  to say there were soon few students attending this academy. 
  However, those who persevered gained a reputation as 
  deadly streetﬁghters.
  The following quote from a Kajukenbo master gives 
  an excellent insight into the mentality of the style’s 
  practitioners2:
  Anything goes: The ﬁrst thing to remember is to 
  do anything it takes to win. Even if you have to bite, 
  scratch, and kick, there are no rules. You have to 
  ﬁght like an animal if necessary. The old phrase in 
  the martial arts is “be humble,” but be humble only 
  to a point. Be a person because you choose to be, not 
  because you’re intimidated. 
  Fight fast, ﬁght hard: If you ﬁnd yourself in a position 
  where you have no other choice but to ﬁght, do it fast 
  and get it over with. 
  Don’t be stupid: Remember that a good streetﬁghter 
  is as good as, or better, than a black belt in a street 
  situation. Some of the streetﬁghters go out and ﬁght 
  every Friday night. They know how to take a punch. 
  They know how to use a beer bottle. They know how to 
  use a lot of things and they move like a cat when they 
  ﬁght. 
  Strike while he argues with you: If you can hit your 
  opponent while he’s in the middle of a sentence or a 
  word, you have the element of surprise. He can’t think of 
  two things at the same time. 
  Spit in his face at the exact moment you strike: 
  Normally, a grown man will ﬂinch because he doesn’t 
  like the idea of someone spitting in his face. 
  Use unexpected diversions and distractions: An 
  older person can fake a heart attack long enough for 
  the opponent to hesitate and be caught off guard by a 
  counterattack. Surprise is always an advantage. 
  Attack the most vulnerable targets: Kajukenbo 
  
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  emphasizes attacking the most vulnerable targets 
  including the eyes, the throat, the groin and the knees. 
  Don’t stop until the person is ﬁnished: One or two 
  moves may or may not be enough to take a person out. 
  The Kajukenbo strategy is to strike or kick a person, 
  get him down to the ground, and then continue until he 
  stops. 
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts
  Effect: You are proﬁcient in punching and kicking attacks 
  and are considered armed when making such attacks. 
  This feat adds Balance, Bluff and Intimidate to your list 
  of class skills. Kajukenbo is an external martial arts style 
  whose attacks are modiﬁed by Strength. Kajukenbo is a 
  combination style that contains elements of Karate, Jujutsu, 
  Kenpo, and Kung Fu. 
  Kenpo 
  (Also Called Kempo) 
  Martial Arts Style
  Kenpo’s origins are shrouded in mystery, but this art seems 
  to be Chuan Fa, transplanted to Okinawa and then Japan via 
  wandering Chinese monks. This inference is largely made 
  because the Shaolin martial art Chuan Fa translates to “ﬁst 
  art” and Kenpo translates to “law of the ﬁst”. Regardless 
  of its ancient origins the modern era of Kenpo begins when 
  James Mitose opens the “Ofﬁcial Self Defense Club” in 
  Honolulu in 1936. Mitose taught William Chow, who in 
  turn taught Ed Parker, who brought Kenpo to the United 
  States. Parker, a greatly inﬂuential teacher, is often credited 
  with “discovering” Bruce Lee at a Kenpo tournament, and 
  was a martial arts instructor to the stars, including Steve 
  McQueen and Elvis Presley. However, Parker also taught 
  police self-defense, lending credibility to his style’s combat 
  effectiveness. 
  Prerequisites: Combat Martial Arts or Defensive Martial 
  Arts
  Effect: You are proﬁcient in punching and kicking attacks 
  are considered armed when making such attacks. This feat 
  adds Balance, Jump, and Tumble to your list of class skills. 
  Kenpo is an external martial art whose attacks are modiﬁed 
  by Dexterity. 
  Style Maneuvers: Axe Kick, Back Kick, Body Blow, 
  Circle Kick, Flying Kick, Heart Punch, Hook, Instant Stand, 
  Jab, Jump Kick, Kidney Punch, Leg Sweep, Lunge Punch, 
  Snap Kick, Thigh Kick, Uppercut   
  Knife Fighting 
  (Also Known As Tanto-Jutsu In Japan) 
  Weapon Style
  As long as there have been blades there have been those who 
  sought to master every facet of their bladed weapon both 
  in combat where the best techniques for attack and defense 
  are studied, and out of combat where meticulous care of the 
  blade is performed. Although this martial art has a street or 
  gang connotation today, in the form of Tanto-jutsu the noble 
  Samurai of medieval Japan studied it.
  Prerequisite: Weapon Focus (knife)
  Effect: Your damage when using a knife is increased to 
  the next larger die (from 1d4 to 1d6 for example). You may 
  feint as a move action. This feat adds Bluff, Knowledge 
  (streetwise), and Repair (for blade maintenance and repair). 
  Knife Fighting is an external style whose attacks are 
  modiﬁed by Dexterity.
  Style Maneuvers: Slash and Thrust 
  Krav Maga 
  Martial Arts Style 
  Krav Maga was created by Imi Lichtenfeld, who was born 
  in Bratislava, Czechoslovakia, a rough and tumble Jewish 
  ghetto, where his father, Samuel, taught self-defense 
  techniques and was a highly decorated police inspector.  
  One of the lessons Samuel taught to his students and his 
  policemen was the importance of proper moral conduct.  As 
  Czechoslovakia became increasingly hostile for Jews in 
  the 30’s, Imi was involved in numerous streetﬁghts against 
  fascist gangs that taught him the difference between the 
  self-defense techniques taught by his father in the gym, and 
  the reality of street ﬁghting. When Hitler turned Europe 
  into a battleground and conquered Czechoslovakia, local 
  authorities forced Imi to ﬂee, and he eventually made his 
  way to Palestine (modern day Israel), where he joined 
  Haganah, a paramilitary group that sought to create a Jewish 
  State.  Imi began teaching hand-to-hand combat to his 
  fellow soldiers at this time. After WWII, when Israel was 
  recognized as a state, Haganah became the nucleus of the 
  Israeli Defense Force, and the Israeli government named Imi 
  the Chief Physical Training Instructor for the Defense Force 
  and asked him to create a system for hand to hand combat. 
  This system, called Krav Maga, is still taught to Israeli 
  soldiers today.  The style detailed below is the “military” 
  style of Krav Maga.
  Prerequisite:  Combat Martial Arts or Defensive Martial 
  Arts
  Effect: You are proﬁcient in punching attacks and are 
  considered armed while making such attacks.  You also 
  provoke no attacks of opportunity from grapple or disarm 
  attacks.  This feat adds Balance, Sense Motive and Escape 
  Artist to your list of class skills.  Krav Maga attacks are 
  modiﬁed by Strength.  Krav Maga is an adaptable, non-
  aesthetic style.
  Kuk Sool Won
  Martial Arts Style
  In 1910 the Japanese conquered Korea. During the reign 
  of the occupation, which lasted until the end of the Second 
  World War, Japan outlawed virtually all aspects of native 
  Korean culture, from their spoken language to their native 
  martial arts. Many martial arts masters went into hiding 
  to avoid imprisonment or execution. One such master 
  was Suh Myung-duk, martial arts instructor to the Korean 
  
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  Royal Family. In the face of severe penalties for teaching 
  his art he decided to secretly pass on his knowledge to one 
  of his grandsons so that it could be preserved for future 
  generations. His grandson, In-hyuk Suh is the founder of 
  Kuk Sool Won. In-hyuk Suh trained with his grandfather 
  beginning at the age of ﬁve. Although an Allied victory 
  brought about the end of Japanese occupation, Korea was 
  to see little peace, and In-hyuk Suh’s grandfather was killed 
  by North Korean soldiers during the Korean War. However 
  In-hyuk Suh continued his training, traveling Korea studying 
  ancient texts at Buddhist temples and seeking out legendary 
  masters in the remotest areas. After decades of training 
  In-hyuk Suh named his new art Kuk Sool Won in 1961. In 
  1974 In-hyuk Suh came to America, and today the World 
  Kuk Sool Association is headquartered in Houston. This 
  headquarters houses a magniﬁcent training facility for hand-
  to-hand combat, knife throwing, archery, swordsmanship, 
  and horseback riding.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts
  Effect: You are proﬁcient in punching and kicking attacks 
  and are considered armed while making such attacks. This 
  feat adds Concentration, Jump and Tumble to your list of 
  class skills. Kuk Sool Won is an external style whose attacks 
  are modiﬁed by Dexterity. 
  Style Maneuvers: Axe Kick, Back Kick, Body Blow, 
  Circle Kick, Dodge Roll, Flying Kick, Heel Kick, Hook, 
  Immovable, Instant Stand, Jab, Jump Kick, Leg Sweep, Snap 
  Kick and Thigh Kick    
  Kyokushin Karate 
  Martial Arts Style
  Masutatsu Oyama is the creator of Kyokushin Karate. Born 
  in Korea in 1923, Oyama began to study the martial arts 
  at the age of nine. As the Second World War approached, 
  Oyama moved to Japan and trained to become a pilot. 
  While doing so he continued his study of the martial arts, 
  studying Karate under the tutelage of Gichin Funakoshi, the 
  founder of Shotokan Karate (see the Shotokan Karate entry 
  for more information). Following WWII Oyama trained 
  in Goju-ryu Karate under So Nei Chu, who was himself a 
  student of Chojun Miyagi, that style’s founder (see Goju-
  Ryu Karate for more information). Following a retreat to 
  the mountains, during which Oyama trained for nearly three 
  years in complete solitude, he began to tour and demonstrate 
  his skills. During a yearlong trip through the United States, 
  Oyama would accept any challenge as he traveled to dojo 
  after dojo, and defeated all who opposed him, often with a 
  single punch. Upon his return to Japan in 1953 he opened 
  his ﬁrst “dojo” in a vacant grass lot outside of Tokyo. Within 
  four years he had a real dojo and 700 students. In 1964 a new 
  facility was opened, and the style was given its own name, 
  Kyokushin, or “Ultimate Truth”. Oyama passed away in 
  1994, but his martial art continues to grow, currently having 
  ten million registered practitioners, making this potent 
  Karate-do one of the most widely practiced martial arts in 
  the world today. Kyokushin practitioners greet one another 
  with “Osu” instead of hello. This greeting comes from 
  osu no seidhen and means “perseverance under pressure”. 
  Through this greeting students are reminded to always 
  persevere regardless of circumstances.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts
  Effect: You are proﬁcient in punching and kicking attacks, 
  and are considered armed while making such attacks. You 
  provoke no attacks of opportunity from trip attacks. This feat 
  adds Balance and Concentration to your list of class skills. 
  Kyokushin Karate is an internal style whose attacks are 
  modiﬁed by Wisdom.
  Style Maneuvers: Axe Kick, Back Kick, Body Blow, 
  Circle Kick, Heart Punch, Heel Kick, Hip Throw, Hook, Jab, 
  Leg Sweep, Lunge Punch, Ridgehand, Short Power, Snap 
  Kick, Thigh Kick      
  Lucha Libre 
  Martial Arts Style
  A martial art that believes mystery is the key to victory, 
  masks are worn during combat to protect the ﬁghter’s 
  identity and give him added ferocity in battle. Like many 
  pure wrestling traditions Mexican Masked Wrestling has 
  made its way into Professional Wrestling… at least the 
  masks have.
  Prerequisite: Brawl, Combat Martial Arts or Defensive 
  Martial Arts
  Effect: You provoke no attacks of opportunity from 
  making grapple or trip attacks. This feat adds Concentration, 
  Disguise and Tumble to your list of class skills. Mexican 
  Masked Wrestling is an internal style whose attacks are 
  based on Charisma.   
  Style Maneuvers: Bear Hug, Body Slam, Choke Hold, 
  Ground Fighting, Full Nelson, Half Nelson, Hip Throw, 
  Immovable, Instant Stand, Joint Lock
  Pa-Kua 
  Martial Arts Style
  Along with T’ai-chi and Hsing-i, Pa-kua is one of the 
  three main forms of internal Kung Fu. Whereas T’ai-
  chi concentrates on slow movements, and Hsing-i on 
  linear attacks and blazing speed, Pa-kua stresses circular 
  movements and open-hand attacks. The origins of this art, 
  like so many Chinese martial forms is shrouded in mystery. 
  It is claimed its ﬁrst practitioner, Tung Hai-ch’uan, learned 
  this style from a mysterious Taoist hermit he encountered in 
  the mountains.                              
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts
  Effect: Pa-kua practitioners are proﬁcient in punching 
  and kicking attacks, and are considered armed while 
  making such attacks. Pa-kua practitioners gain a +2 bonus 
  to blocking attack rolls. This feat adds Balance to your list 
  of class skills. Pa-kua is an internal style whose attacks 
  are based on Wisdom. Pa-kua is a combination style that 
  contains elements of Kung Fu and one of the following 
  
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  animal styles: cobra, crane, dragon, panther, monkey, eagle 
  and bear. 
  Pancration 
  Martial Arts Style
  There were three main combative events in the ancient 
  Olympic games: Pancration, Pugilism, and Wrestling. While 
  Pugilism and Wrestling had weight classes and rules on 
  tactics that could or could not be used (Pugilism was not 
  allowed to grapple while Wrestling was not allowed to 
  strike with the closed ﬁst) Pancration had no weight classes 
  and allowed both punching and grappling. In competition 
  the only goal was to force an opponent to yield and matches 
  had no points or time limits, continuing until one of the 
  combatants surrendered. Pancratists were thus highly 
  thought of as combatants, often being recruited to serve as 
  soldiers in the army of Alexander.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts
  Effect: You are proﬁcient in punching and are considered 
  armed when making such attacks. You provoke no attacks 
  of opportunity from trip or grapple attacks. This feat 
  adds Balance and Escape Artist to your list of class skills. 
  Pancration is an external martial arts style whose attacks 
  are based on Strength. Pancration is a combination style 
  that contains elements of Boxing and Wrestling. 
  Pole Arm Fighting 
  Weapon Style
  A concomitant development alongside the spear, the pole 
  arm is also an ancient weapon, and in its simplest form 
  is essentially a very long spear, giving up the ability 
  to throw the weapon in return for increased reach and 
  power. 
  In the modern world each pole arm is an exotic weapon. 
  Statistics for European Pole Arms may be found in Core 
  Rule Book I. 
  Prerequisite: Exotic Weapon Proﬁciency (any pole arm)
  Effect: Your pole arm damage is increased to the next 
  larger die. You may make trip attacks with your pole arm 
  without provoking attacks of opportunity. Your ability to 
  strike from distance gives you a +2 circumstance bonus 
  to any Balance skill check to increase range (see the new 
  skills/skill uses section for more information on this). This 
  feat adds Balance, Intimidate, and Sense Motive to your list 
  of class skills. Pole Arm Fighting is an external style whose 
  attacks are modiﬁed by Strength.
  Style Maneuvers: Slash and Thrust  
  Professional 
  Wrestling 
  Martial Arts Style
  Professional wrestling is a sport that has grown from circus 
  sideshow antics into one of the most popular spectator 
  spectacles in the world. This art uses the most innovative 
  stunt work seen in modern movies, performing mock combat 
  under dangerous conditions live in front of massive crowds. 
  Author’s Note: While the above history assumes 
  professional wrestling combat is not real combat, the author 
  has the utmost respect for the skill and athleticism of the 
  performers. Also, even though the above history assumes the 
  sport is more stunt work than combat, for game purposes it 
  is assumed that these stunt talents have translations into real 
  combat situations. 
  Prerequisite: Brawl, Combat Martial Arts or Defensive 
  Martial Arts
  Effect: You are proﬁcient in head, punching and kicking 
  attacks and are considered armed when making such attacks. 
  You provoke no attacks of opportunity from grapple attacks. 
  This feat adds Intimidate and Perform (stunt ﬁghting) to 
  your list of class skills. Professional Wrestling is an external 
  martial arts style whose attacks are modiﬁed by Strength. 
  Professional Wrestling is an adaptive, non-aesthetic martial 
  arts style. 
  
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  Chapter 2: Martial Arts
  Rooster 
  Animal Style
  By imitating the jerky steps and pecking attacks of the 
  rooster you gain an advantage in combat (as well as being 
  the ultimate funky chicken dance champion).
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts
  Effect: You are proﬁcient in punching and head attacks 
  and are considered armed when making such attacks. This 
  feat adds Balance, Concentration and Pressure Points to your 
  list of class skills. Rooster is an external style whose attacks 
  are modiﬁed by Dexterity.  
  Style Maneuvers: Body Blow, Box Ears, Eye Gouge, 
  Head Butt, Heart Punch, Hook, Immovable, Jab, Kidney 
  Punch, Nerve Strike, Numbing Strike, Uppercut
  Shito-Ryu Karate 
  Martial Arts Style
  See the history of Shotokan for an early history of karate. 
  After Gichin Funakoshi’s demonstrations of his Shotokan 
  style of Karate in Japan, interest and study of Karate had 
  exploded. In 1930, Kenwa Mabuni, who had been a student 
  under the same master as Funakoshi as a young man, was 
  invited to Osaka to teach his style of Karate, known as Shito-
  Ryu, Shito containing one letter of each of Mabuni’s teachers 
  and ryu meaning school. 
  Like Shotokan, Shito-Ryu places a heavy emphasis on 
  kata, the repetitive practice of basic maneuvers over and 
  over until they become instinctive. However, one sees more 
  offensive use of kicks in Shito-Ryu than in Shotokan (which 
  uses kicks primarily to disorient and disrupt balance). 
  Prerequisite: Combat Martial Arts  or Defensive Martial 
  Arts
  Effect: You are proﬁcient in punching and kicking attacks 
  and are considered armed when making such attacks. This 
  feat adds Concentration, Intimidate, Jump, and Tumble to 
  your list of class skills. Shito-Ryu is an external style whose 
  attacks are modiﬁed by Strength.
  Style Maneuvers: Axe Kick, Back Kick, Body Blow, 
  Circle Kick, Flying Kick, Heart Punch, Hook, Immovable, 
  Jab, Jump Kick, Leg Sweep, Lunge Punch, Ridgehand, Snap 
  Kick, Thigh Kick, Uppercut
  Shotokan Karate 
  Martial Arts Style
  When Okinawa was conquered by Japan in the 17th century, 
  all manufacture and importation of weapons was forbidden. 
  This led to both the use of innocuous farm implements 
  as weapons (Kobujutsu, which can be found in Blood 
  and Fists) and the clandestine study of Chinese unarmed 
  ﬁghting methods. This rudimentary martial arts style was 
  called te, which means simply “hand”. This name was 
  chosen because it was so common and innocuous, allowing 
  discussion without drawing undue attention from watchful 
  Japanese overlords. In 1903, when te was ﬁnally legalized 
  and permitted to be taught in Okinawan schools (in order 
  to improve the physical condition of Okinawan men so that 
  they would make better conscripts in the Japanese army) 
  the style was renamed karate-jutsu. Karate-jutsu roughly 
  translates to “China hand art” a name that pays homage to 
  the three inﬂuences of the art: kara- (China) -te- (Okinawa) 
  –jutsu (Japan). 
  In 1922 Crown Prince (later Emperor) Hirohito witnessed 
  a demonstration of Karate-jutsu, and was so impressed 
  that he urged Japan to study the style in order to assess its 
  potential beneﬁts to the Japanese military. Gichin Funakoshi, 
  a leading practitioner of Karate-jutsu in Okinawa was invited 
  to Japan where he gave many demonstrations of his art, 
  primarily at universities. Funakoshi’s style of Karate-jutsu 
  was known as Shotokan and relied almost exclusively on 
  punching attacks, using the legs to create a stable base from 
  which to launch punching attacks, along with the occasional 
  low kick to attack your opponent’s balance. A high risk, high 
  yield martial arts style, Karate-jutsu appealed at a deep level 
  to the Japanese psyche and Funakoshi was so impressive that 
  in 1924 Keio University in Tokyo became the ﬁrst Japanese 
  institution to establish a dojo for the practice and study of 
  Karate-jutsu. By 1930 every university in Japan had such a 
  dojo. 
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts
  Effect: You are proﬁcient in punching attacks and kicking 
  attacks and are considered armed when making such attacks. 
  You provoke no attacks of opportunity from trip attacks. This 
  feat adds Balance, Concentration and Intimidate to your list 
  of class skills. Shotokan is an external style whose attacks 
  are modiﬁed by Strength.
  Style maneuvers: Body Blow, Heart Punch, Hip Throw, 
  Groin Kick, Hook, Immovable, Jab, Lunge Punch, Kidney 
  Punch, Leg Sweep, Snap Kick, Thigh Kick, Uppercut
  Staff Fighting 
  (Also Known As Rokushakubo And Bojutsu In Japan) 
  Weapon Style
  Clubs and staves were doubtless the ﬁrst weapons used 
  by man other than his ﬁsts and teeth. These weapons can 
  even be seen in use in the animal kingdom by apes. When 
  particularly sturdy pieces of wood were chosen, then 
  specially shaped to turn a simple stick into a sophisticated 
  weapon is unknown, but this method of ﬁghting is found 
  in virtually every martial civilization in the world where 
  hardwood exists in abundance.
  One advantage of pole arm ﬁghting styles is the staff itself. 
  A user of any pole arm ﬁghting style may substitute that 
  feat for the prerequisite for Staff Fighting, and may switch 
  between the two styles from round to round (depending on 
  whether the blade or spear end is being used to attack or the 
  staff end).
  Prerequisite: Weapon Focus (Staff)
  Effect: You provoke no attacks of opportunity from trip 
  attacks. You gain a +2 bonus to blocking attack rolls when 
  
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  using a staff. This feat adds Balance, Concentration, and 
  Sense Motive to your list of class skills. Staff Fighting is an 
  external style whose attacks are modiﬁed by Dexterity.
  Style Maneuvers: Lunge and Thrust
  Stick Fighting 
  (Also Known As Jojutsu In Japan) 
  Weapon Style
  Although clubs were undoubtedly the ﬁrst weapons, they 
  have never passed out of use in the history of mankind. The 
  reason for this is clear. Although innocuous (appearing as a 
  cane or walking stick) a hardwood club designed for combat 
  is nearly as dangerous as a sword, especially in the hands of 
  a trained wielder. 
  An example of just how dangerous sticks and staves can 
  be in combat is found in the annals of Bojutsu and Jojutsu 
  from medieval Japan. Muso Gonnosuke was a master of 
  Bojutsu. He gained fame when he moved to Edo (modern-
  day Tokyo) and bested numerous swordsmen with his 
  staff prowess. Until the day he encountered Miyamoto 
  Musashi. After a long and vicious duel, Musashi’s dual 
  sword technique ﬁnally bested Muso when he locked the 
  Bojutsu master’s staff in a lock between his two swords. To 
  disengage Muso would have to relinquish his weapon, which 
  would mean both dishonor and certain death. So the Bojutsu 
  master announced Musashi the winner, never relinquishing 
  his hold on his staff. Although he had earned to right to kill 
  his opponent, Musashi spared his life, and Muso retreated 
  in shame to the mountains, pondering his one defeat with 
  extreme bitterness. After a decade of fasting and hardship on 
  Mt. Homan, Muso received a divine inspiration to “attack 
  the vitals with a log”. This technique was not really possible 
  with the longer Bo staff, and so the master began to practice 
  with shorter staves, used in pairs, which he named Jo for 
  close-in ﬁghting. Muso came down from Mt. Homan and 
  challenged Musashi to another duel. This time, with his twin 
  Jo staves he bested the venerable master. However, as a man 
  of honor, Muso spared Musashi’s life as his had been spared. 
  Jojutsu was soon a very popular martial art in Japan, 
  especially with police and law-enforcement who continue to 
  practice this art in –jutsu form today. 
  Jojutsu has evolved into a –do form, Jodo, which is 
  currently practiced in a sport form in modern Japan under 
  the auspices of the All Japan Jodo Federation.
  Note: The Jo Staff uses the statistics for the club found in 
  the d20 Modern core rule book.
  Prerequisite: Weapon Focus (Jo Staff)
  Effect: When ﬁghting with Jo staves, sticks, or clubs you 
  gain the effect of two-weapon ﬁghting. This feat is also 
  treated as two-weapon ﬁghting for all feats that use it as a 
  prerequisite. This feat adds Balance, Concentration, Pressure 
  Points, and Sense Motive to your list of class skills. Stick 
  Fighting is an external style whose attacks are modiﬁed by 
  Dexterity.
  Style Maneuvers: Lunge and Thrust
  T’ai-Chi Chuan 
  Martial Arts Style
  The goal of T’ai-chi Kung Fu could be seen as the ultimate 
  extension of meditation. The goal is to be in a meditative 
  state at all times, until the master of this style literally lives 
  in meditation. There are many stories about the origin of 
  T’ai-chi, ranging from a 13th century Taoist priest learning 
  this style in a dream, to creation by an 18th century master of 
  Shansi Province. Scholars hold this 18th century date as the 
  ﬁrst veriﬁable existence of the art. 
  Although the most popular form of this art in practice 
  today is a form of meditative exercise (see the T’ai-chi 
  general feat), T’ai-chi Kung Fu is considered the ﬁnest 
  representation of Chinese internal martial arts to ever be 
  created, and one that is still widely practiced in China, 
  Hong Kong, and Singapore today. The primary philosophies 
  of T’ai-chi Kung Fu are: continuous movement, circular 
  movement, relaxation, and that Ki moves outside the body.
  In combat T’ai-chi is characterized by slow movements 
  and subtle yielding, rendering the most ferocious attack 
  worthless beneath a calm, placid defense.   
  Prerequisite: Defensive Martial Arts, Improved Disarm, 
  or Improved Trip
  Effect: You provoke no attacks of opportunity for trip or 
  grapple attacks. This feat adds Balance, Concentration, and 
  Escape Artist to your list of class skills. T’ai-chi Kung Fu is 
  an internal style whose attacks are modiﬁed by Wisdom.
  Style Maneuvers: Dodge Roll, Hip throw, Immovable, 
  Instant Stand, Jab, Joint Lock and Momentum Throw
  Taiho-Jutsu 
  Martial Arts Style
  As Japan moved into the modern age, the needs of its 
  police forces continued to evolve as well. Katana-wielding 
  Samurai could no longer be counted on to keep the peace, 
  and so in 1924, faced with a rising incidence of crime and 
  police injuries the Tokyo police department asked a group of 
  Sensei to come up with a martial art to address the needs of 
  police ofﬁcers. The Sensei produced a system still taught to 
  police ofﬁcers of many different countries called Taiho-jutsu 
  (arresting art) comprised of techniques drawn from Aikijutsu 
  and Jujutsu, as well as some weapon techniques from 
  Kobujutsu (the Tonfa, a style of billy club now in use by 
  police worldwide) and the Jutte (a weapon used by Japanese 
  peacekeepers for hundreds of years). 
  Prerequisite: Combat Martial Arts, Defensive Martial 
  Arts, or Improved Disarm
  Effect: You provoke no attacks of opportunity from 
  grapple or disarm attempts. You are proﬁcient in the tonfa 
  and the jutte, suffering no penalties when using them in 
  combat. This feat adds Diplomacy, Escape Artist, Intimidate, 
  and Sense Motive to your list of class skills. Taiho-jutsu is an 
  external style whose attacks are modiﬁed by Strength. Taiho-
  jutsu is a non-aesthetic style.
  Style Maneuvers: Bear Hug, Choke Hold, Half Nelson, 
  Full Nelson, Immovable, Jab, Joint Lock     
  
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  Wado-Ryu Karate 
  Martial Arts Style
  Wado-Ryu’s early history may be found in the history 
  sections of Shotokan, Shito-Ryu Karate and Goju-Ryu 
  Karate, respectively. Wado-Ryu, whose name means “way of 
  harmony” was founded in 1934 by Hironori Ohtsuka. This 
  style is a synthesis between Shotokan and Jujutsu
  Prerequisite: One of the following: Combat Martial Arts, 
  Defensive Martial Arts, or Improved Trip
  Effect: You are proﬁcient in punching attacks and are 
  considered armed when making such attacks. You provoke 
  no attacks of opportunity from grapple or trip attacks. This 
  feat adds Balance and Escape Artist to your list of class 
  skills. Wado-Ryu is an external style whose attacks are based 
  on Strength. Wado-Ryu is a combination style that contains 
  elements of Shotokan and Jujutsu. 
  Ying Jow (Eagle Claw 
  Kung Fu) 
  Martial Arts Style
  General Yue Fei created Ying Jow. He became a national 
  military hero after leading an army legendary for its skill and 
  discipline (an army he trained) against invaders during the 
  Northern Song Dynasty (12th century). Yue Fei was highly 
  regarded as both scholar and warrior, and was said to know 
  a legendary ﬁghting technique known as the 108 Techniques 
  passed down to him by his master. Many of these techniques 
  formed the basis for Yue Fei’s art, which he called Ying Jow.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts
  Effect: You provoke no attacks of opportunity for grapple 
  or trip attacks. This feat adds Pressure Points and Treat 
  Injury to your list of class skills. Ying Jow is an internal 
  style whose attacks are modiﬁed by Intelligence. Ying Jow 
  is a combination style that contains elements of Eagle and 
  Eastern Wrestling (Ch’in-na, covered by the Wrestling style 
  feat). 
  Martial 
  Arts 
  Maneuvers
  Max looked at himself in the mirror, 
  straightening his hat. It had been a long time since 
  he had worn his dress blues. It felt like he was in someone 
  else’s skin. 
  Brianna slithered up behind him, wearing a backless 
  evening gown that seemed to be entirely composed of glitter 
  and jewels. It shimmered and caught the light as she moved. 
  She had dyed her hair, hiding the blonde from her American 
  heritage. She looked totally different. Japanese. Which was 
  the idea.
  Kimmie came out from her ofﬁce, looking at the two of 
  them. “What are you two supposed to be?”
  Max chuckled, “I’m a Marine on leave. She’s my date. The 
  kind you pay for. It isn’t going to go well though.”
  Brianna laughed, punching him in the arm, “No, cause 
  he’s a jerk.”
  Brianna looked at Kimmie, then to her father, who had just 
  come out of the restroom, they were dressed alike, black from 
  head to toe. Kimmie’s looked cobbled together from different 
  clothes. Some old sweats, some black sneakers. The old 
  man’s outﬁt had obviously been used before.
  Max walked up to Katsumoto. He reached into his jacket 
  and took out a colt autoloader. “Give this back to me when 
  you see me.”
  Kimmie blanched, looking at the two of them, “What are 
  you doing with that?”
  They looked at her, Katsumoto was impassive. Max patted 
  her on the arm, “These guys play for keeps. We’re going to 
  get one shot at this, and it is going to get ugly before the end. 
  Bring your sword darlin’.”
  Body Slam
  You bring your opponent up over your head, slamming him 
  down forcefully.
  Prerequisite: Str 13+ and one of the following: Lua, 
  ROSS, School of Hard Knocks, Sumo Wrestling, Brazilian 
  Jiu Jitsu, Goju Ryu Karate, Mexican Masked Wrestling, 
  Professional Wrestling and Wrestling
  Effect: When you successfully trip an opponent your 
  throw damage is increased to the third larger die (for 
  example from 1d4 to 1d10). You also add 1.5 times your 
  Strength modiﬁer to the damage from this attack. This 
  maneuver is a full round action. 
  Clothesline
  This maneuver can be performed offensively or defensively 
  as you run by a target, or as a target runs by you. The goal is 
  to rip someone’s head off and put what’s left on the ground.
  Prerequisite: One of the following: Boar, Bull, ROSS, 
  Professional Wrestling and School of Hard Knocks
  Effect: Performed offensively this maneuver may only be 
  performed in conjunction with an unarmed charge attack. 
  If the attacker hits with this charge attack, the target must 
  make a Reﬂex saving throw (DC 15+ attacker’s Dexterity 
  modiﬁer) or be knocked prone. 
     Performed defensively, an attacker may use this maneuver 
  whenever he would be allowed to make an attack of 
  opportunity triggered by movement out of his threatened 
  area. The attacker may make a punch attack against the 
  target as an attack of opportunity, and if this attack hits the 
  target must make a Reﬂex saving throw (DC 15+attacker’s 
  Dexterity modiﬁer) or be knocked prone. This maneuver 
  does not allow an attacker to make more attacks of 
  opportunity than he is normally entitled to, nor can it be 
  performed more than once each round, regardless of the 
  number of targets moving through the attacker’s area.
  
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  Flying Tackle
  A tactic familiar to any student of American Football, 
  the attacker drives his shoulder into his opponent, using 
  momentum and weight to carry that opponent to the ground.
  Prerequisite: One of the following: Boar, Lua, 
  Professional Wrestling, ROSS, School of Hard Knocks, and 
  Wrestling
  Effect: You may execute a single punch attack at the end 
  of a charge. In addition the target of this attack must succeed 
  at a Reﬂex saving throw (DC 15+ your Strength modiﬁer) 
  or be knocked prone by this attack. You are always rendered 
  prone after making this attack.
  Full Nelson
  A hold in which both arms are hooked and the grappler can 
  then press down on the back of the opponent’s neck with 
  both hands, inﬂicting tremendous stress on the shoulders and 
  neck.
  Prerequisite: Half Nelson, BAB 3+
  Effect: Your grappling damage is increased to the second 
  larger die (so from 1d4 to 1d8). Also, only the Escape Artist 
  skill allows escape from this grapple, an opposed attack roll 
  will not allow escape. 
  Groin Kick
  Illegal in tournament ﬁghting, this attack sees much use in 
  actual combat. Many martial arts stances which have an 
  attacker face his opponent from the side, rather than head on 
  were designed speciﬁcally to protect against groin kicks. 
  Prerequisite: One of the following: Capoeira, Drunken 
  Master, Hapkido, Hsing-i, Hwa Rang Do, Jujutsu, Karate, 
  Kenpo, Kung Fu, Pa-kua, ROSS, Savate, School of Hard 
  Knocks, TaeKwonDo, Thai Kickboxing, and White Crane  
  Effect: This feat increases your kick damage to the next 
  larger die (for example from 1d4 to 1d6). If the target of this 
  attack is caught ﬂat-footed, he must make a Fortitude save 
  (DC 15+ your strength modiﬁer) or be stunned for 1 round. 
  If you spend an action point when making an attack roll with 
  this maneuver, your target is ﬂat-footed against this attack.
  Half Nelson
  A classic grappling hold where one arm is hooked, with the 
  grappler then pressing down on the back on the target’s neck 
  causing a great deal of pain.
  Prerequisite: One of the following: Aikido, Brazilian Jiu 
  Jitsu, Jujutsu, Lua, Python, Sumo Wrestling, Taiho-jutsu and 
  Wrestling 
  Effect: Once this hold is established the grappler may 
  inﬂict grappling damage as normal or may perform a 
  Full Nelson, Kidney Punch, or Leg Sweep as an attack 
  of opportunity (provided the attacker has one of those 
  maneuver feats).
  Joint Lock
  After grabbing an opponent a sensitive area of the body is 
  locked painfully, allowing the attacker to inﬂict tremendous 
  pain.
  Prerequisite: One of the following: Aikido, Brazilian Jiu 
  Jitsu, Jujutsu, Lua, Python, Sumo Wrestling and Wrestling
  Effect: All damage inﬂicted by a successful grapple is 
  increased to the second larger die (from 1d4 to 1d8 for 
  example). In addition, you add 1.5 times your Strength 
  modiﬁer to all grappling damage. This maneuver may only 
  be performed once per round but you may make other non-
  joint lock attacks, provided you have the ability to make 
  multiple attacks. 
  Lunge
  You extend with a deep knee bend, gaining tremendous 
  extension on your attack.
  Prerequisite: Thrust, BAB +3, and one of the following: 
  Fencing (all variants), Spear Fighting, Staff Fighting
  Effect: Your thrust damage is increased to the next larger 
  die (for example from 1d4 to 1d6). This maneuver may only 
  be performed once per round but you may make other non-
  lunge attacks, provided you have the ability to make multiple 
  attacks. This maneuver may be performed at the end of a 
  charge attack as a full round action.
  Lunge Punch
  By stepping forward and punching at the same time you 
  generate tremendous power and force.
  Prerequisite: Karate (all variants), Jab, BAB +3
  Effect: Your jab damage is increased to the next larger 
  die (for example from 1d4 to 1d6). This maneuver may only 
  be performed once per round but you may make other non-
  lunge punch attacks, provided you have the ability to make 
  multiple attacks. This maneuver may be performed at the end 
  of a charge attack as a full round action.
  Palm Strike
  You strike your opponent with your open hand, using the 
  heel of your hand as the striking mechanism. 
  Prerequisite: One of the following: Karate (all variants), 
  Kung Fu, Praying Mantis, Shao-Lin Kung Fu
  Effect: You make a punch attack with a +1 bonus to hit. 
  You also add 1.5 times your Strength modiﬁer to the damage 
  from this attack. This maneuver may be used multiple times 
  each round. 
  Repelling Touch
  You lightly touch your opponent, but send him ﬂying back 
  away from you.
  Prerequisite: One of the following: Aikido, Kung Fu, 
  Pentjak Silat, Shao-Lin Kung Fu, T’ai-chi Kung Fu
  Effect: On a successful, contested touch attack, resisted 
  by your opponent’s attack roll, Will save, or Concentration 
  skill check, you knock him back 5 feet. If your opponent 
  
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  Chapter 2: Martial Arts
  wishes to attack you in the same round he is knocked back 
  from you, you gain an attack of opportunity as he closes 
  to engage. This maneuver does not grant you more attacks 
  of opportunity than you are normally entitled to. You may 
  perform this maneuver multiple times each round, but never 
  more than once per round to the same opponent.
  Slash
  You rake your opponent with the blade of your weapon, 
  hoping to disembowel or sever a limb. 
  Prerequisite: Any weapon style (provided the weapon is 
  capable of inﬂicting slashing damage)
  Effect: Your weapon damage is increased to the next 
  larger die. This maneuver may be performed multiple times 
  each round. 
  Sticking Touch
  You lightly touch your opponent, and no matter what he does 
  he cannot get free of you. This allows you to predict what 
  and where he is going to attack with tremendous accuracy. 
  One legendary story of sticking tells of a master who could 
  prevent a swallow from leaving his hand, by yielding 
  wherever the swallow tried to push away. With nothing solid 
  to push off of, the swallow could not take to the air. 
  Prerequisite: One of the following: Aikido, Cobra, Kung 
  Fu, Pentjak Silat, Praying Mantis, Shao-Lin Kung Fu, T’ai-
  chi Kung Fu
  Effect: On a successful, contested touch attack, resisted 
  by your opponent’s attack roll, Reﬂex save, or Escape Artist 
  skill check, you successfully stick to your opponent, and are 
  able to “listen” to his Ki to determine his intentions. This 
  maneuver may be performed more than once per round, 
  but once established, need not (and may not) be performed 
  again. Once per round, as a free action, your opponent may 
  make an attack roll at his highest BAB, or an Escape Artist 
  skill check, with a DC equal to your sticking attack roll to 
  free himself. 
  Once you have successfully “stuck” to your opponent, you 
  gain a +2 bonus on all attack rolls as well as a +4 bonus on 
  all Sense Motive checks made to predict attacks.   
  Tendon Lock
  Your knowledge of the limits of the human body allows you 
  inﬂict tremendous pain when grappling.
  Prerequisite: Joint Lock, Pressure Points 5 ranks
  Effect: You may make a Pressure Points skill check as 
  a free action while grappling, and if successful, add your 
  pressure point damage to any grapple damage. This feat does 
  not change the limit on how often you can inﬂict pressure 
  point damage; it simply allows you to do so while grappling.
  Normal: Pressure Point skill checks are normally move-
  equivalent actions.
  Thrust
  You attack with the point of a weapon, an attack that is 
  harder to block.
  Prerequisite: Any weapon style (provided the weapon is 
  capable of inﬂicting piercing or bludgeoning damage)
  Effect: You gain a +2 to hit. This maneuver may be 
  performed multiple times each round.  
  Signature 
  Maneuvers
  Friday night was big at the Enkai. Max and 
  Brianna had a table near the back. In the smoke 
  ﬁlled interior of the club a basketball game loomed over the 
  couple on a huge TV. But the satellite sports channels were 
  just a small portion of the minor attractions offered by the 
  Japanese-style nightclub. 
  To the left of the couple was a Karaoke machine, where 
  people sang endlessly, despite the fact that they could 
  hardly be heard above the din of the club. And below the 
  couple, past the screens showing sports and horse racing 
  sat row upon row of pachinko machines, most occupied by 
  businessmen whiling away a lonely weekend in front of the 
  machines. 
  In keeping with the tacky Japanese décor of the place, the 
  waitresses were all dressed in pleated blue skirts and white 
  tops in an odd rendition of the uniforms worn by Japanese 
  schoolgirls. None of which seemed to concern the Marine 
  spending his leave with a lovely Japanese girl. In fact 
  nothing seemed to concern the gruff American except liquor, 
  and telling joke after joke to his date between rounds, who 
  dutifully giggled at the appropriate times. 
  At the back door, the Teppodama watched as a car pulled 
  up to his companion guard and stopped. Things were quiet 
  for a Friday night. The man was talking to the driver of the 
  car, a young woman. For a tense moment the guard regarded 
  the woman, then bent over, pointing around the corner. 
  His companion at the door relaxed. Someone looking for 
  directions. 
  The guard didn’t notice the black horsehair rope, weighted 
  at both ends, tied into a loop until it had settled around his 
  neck. A moment of puzzlement that never quite turned into 
  realization followed, before the man was violently snatched 
  off his feet. His neck snapped without a sound. 
  Kimiko smiled, profusely thanking the man in Japanese 
  for directions and backed up. The man turned, intending to 
  signal an “all clear” to his companion by the door before 
  returning to his post. Only the man wasn’t there. He had 
  taken one step toward the door when he heard the sound of 
  an engine roar behind him. Too late he turned, just in time 
  for the car containing the lost Japanese girl to slam into him. 
  Kimiko quickly pulled into an open space, then dragged 
  the body of the guard she had run down and put it in the 
  
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  Chapter 2: Martial Arts
  trunk of the car. Quickly approaching one side of the door, 
  she waited until the black horsehair with the weighted end 
  dropped down. She stepped into the loop and held on as she 
  was quickly and silently pulled up to the roof of the Enkai. 
  The parking lot once again descended into silence.   
  Bear Stance
  Bear Signature Stance
  In this stance the hands rest on the thighs, while the feet 
  point slightly toward each other. This style grants balance 
  and the ability to strike or grapple with equal effectiveness.
  Prerequisite: Bear
  Effect: This stance grants a +2 bonus to hook or grapple 
  attack rolls. 
  Bow And Arrow
  Kung Fu Signature Stance
  In this stance the legs are in front and behind the Kung Fu 
  practitioner, with the front leg being bent like a bow and 
  the back leg straight like an arrow. It is thus sometimes also 
  called the “front bow, back arrow”.
  Prerequisite: Kung Fu
  Effect: This stance grants you a +2 bonus to hit with all 
  punch attacks.
  Crane’s Beaks
  White Crane Signature Maneuver
  The hands are held like the beak of the crane, with the 
  thumb directly beneath the other four ﬁngers. This allows the 
  practitioner to accurately deliver deadly strikes to vulnerable 
  nerve centers. 
  Prerequisite: White Crane, Nerve Strike
  Effect: You gain +2 to hit on all pressure point attack 
  and skill rolls. In addition, your pressure point damage is 
  increased by +1d6.
  Double Claw
  Tiger Signature Maneuver
  With both hands in the claw position classic to Tiger Kung 
  Fu, you are better able to block, grab, or disarm an opponent. 
  When blocking, the wrists are often crossed, or one arm is 
  extended, supported by the other, granting increased support 
  and strength. 
  Prerequisite: Tiger, Tiger Claw
  Effect: You gain a +2 on all block, disarm, and grapple 
  attack rolls and opposed rolls. 
  Dragon Stance
  Dragon Signature Stance
  In this stance the front knee is bent and the back leg 
  trails behind in a “dragon tail”. This deep bend provides 
  tremendous forward momentum on punching attacks.
  Prerequisite: Dragon
  Effect: You gain a +2 damage bonus on Lunge Punch 
  attacks. 
  Extended Dragon
  Dragon Signature Stance
  As the Dragon stance but the front knee bend is more 
  extreme. This allows the practitioner’s punch attacks to 
  strike from longer range and often catch his opponent off 
  guard. The trailing leg or dragon tail is often forgotten in this 
  stance, allowing the practitioner to bring it around when his 
  opponent least expects it.
  Prerequisite: Dragon, Dragon Stance, Balance 5 ranks
  Effect: If a punch attack is executed from this stance in 
  the ﬁrst round of combat the practitioner gains a +4 Initiative 
  bonus. This bonus is cumulative with any other bonus the 
  attacker receives (such as Improved Initiative). From this 
  stance the attacker may spend an action point to render one 
  Lunge Punch attack unblockable. The attacker may also 
  spend an action point to render his opponent ﬂat-footed 
  against his next Leg Sweep attack.   
  Lai Kai
  Burmese Boxing Signature Maneuver
  Lai Kai is the “ﬁght dance” of the Burmese Boxer and is 
  an interesting variation on the western boxing tradition 
  of shadow boxing. As a warm up for a match the boxers 
  perform punches at phantom opponents and complex 
  footwork patterns in time to music being played by a trainer. 
  It is important to always match the rhythm of the music that 
  the players will vary from one moment to the next. This not 
  only loosens up the ﬁghter but also prepares his reﬂexes for 
  the match ahead.
  Prerequisite: Burmese Boxing, Perform (dance) 5 ranks, 
  BAB +3
  Effect: If you perform this maneuver for one minute (10 
  rounds) and then successfully make a Perform (dance) skill 
  check (DC 20) you gain a +2 morale bonus to initiative and 
  attack rolls for the next minute (10 rounds).
  Landing Crane 
  White Crane Signature Stance
  In this variation of the Crane stance, one leg is straight, 
  while a forward leg is bent, ready to kick at a moment’s 
  notice. Although some weight is distributed to the forward 
  leg (unlike a true one-legged Crane stance), the weight 
  distribution is about 90% on the back leg. 
  Prerequisite: White Crane
  Effect: This stance grants you a +2 bonus to hit with all 
  kick attacks.
  Riding Horse  
  Horse Signature Stance
  The Horse stance is one of the most famous in all the martial 
  arts. The name of this stance comes from the spread of the 
  legs to either side of the ﬁghter, and the deep bend of the 
  legs, which makes it look as though the ﬁghter is straddling 
  a horse. Horse masters are legendary for their ability to 
  maintain this stance for hours, even meditating while 
  
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  Chapter 2: Martial Arts
  maintaining this position.
  Prerequisite: Horse, Balance 5 ranks
  Effect: You gain a +4 bonus on all Balance checks. In 
  addition you may make Balance checks to avoid being 
  tripped as a move action.
  Normal: Balance checks normally require an attack action 
  in order to resist trip attacks.
  Snake
  Cobra Signature Stance
  An extremely ﬂexible stance, the snake stance is the 
  “classic” martial arts stance shown most often in movies. 
  Legs are spread to provide a nice balanced base, hands are 
  open one in front of the other, and the artist has his side 
  facing his opponent. This not only allows quick transition 
  between attack and defense but also offers good protection to 
  the groin, chest, and head. 
  Prerequisite: Cobra
  Effect: Each round you are in this stance you gain either 
  a +1 to hit or a +1 dodge bonus to defense against melee 
  attacks. This stance also grants a +2 to Fortitude saving 
  throws vs. the Body Blow, Groin Kick and Heart Punch 
  martial arts maneuvers.
  Sword Dance
  Banshay Signature Maneuver
  The sword dance is beautiful and deadly and requires 
  absolute mastery of the blade before a Banshay practitioner 
  can safely execute it. Two blades are whirled around the 
  body at times even touching the practitioner’s skin. This 
  maneuver is gradually learned over a period of years. Blades 
  are ﬁrst used at great distance from the body gradually 
  being moved closer and closer until the true sword dance is 
  mastered.
  Prerequisite: Dexterity 13, Banshay, Weapon Focus 
  (machete), Two-Weapon Fighting, Improved Two-Weapon 
  Fighting and base attack bonus +6
  Effect: You gain a +2 cover bonus to your defense as well 
  as a +2 bonus to hit on any opposed blocking attack rolls. 
  Any opponent who attacks you in melee is subject to an 
  attack of opportunity. This maneuver does not allow you to 
  make more attacks of opportunity than normal. You may not 
  make more than one such attack of opportunity per round. 
  Wing Punch
  White Crane Signature Maneuver
  In a wing punch both arms are extended directly out from 
  the shoulders, like a crane’s wings in ﬂight. Thus a punch 
  can be launched in either direction. The straight, direct, line 
  formed by the arms and shoulders increases the power of this 
  graceful punch attack.
  Prerequisite: White Crane, Jab
  Effect: You gain a +2 bonus on all Jab damage rolls. In 
  addition, you cannot be ﬂanked.  
  Ki Feats
  The three guards came up from the back 
  rooms. 
  The manager of the club pushed them out into 
  the pachinko parlor, hurrying them toward the front 
  room, “Some drunk American is wrecking the place!”
  The men watched as three bouncers converged on the 
  Marine only to be tossed out of the crowd one by one 
  like ragdolls. His companion, a small Asian woman was 
  hysterical, and seemed to be hindering the bouncers’ efforts 
  to get rid of the large man. 
  Suddenly the two men heard the voice of their Oyabun 
  behind them, “She’s working with him you idiots. This is an 
  attack. Get the rest of the men and keep the two of them busy. 
  Order the bouncers to get the guests out and then lock the 
  doors. Then we can deal with this. Keep one of them alive. I 
  want to know who sent them.”
  “I did.”
  Shogu turned, eyeing a small Japanese girl. Without 
  taking his eyes off the sword tucked, blade up, into her belt, 
  he spoke to his subordinate, “You have your orders. Now 
  go.”
  Walking in a slow circle, he paced around Kimiko like a 
  Tiger waiting for feeding time. “Such a lovely blade. It must 
  be hundreds of years old.”
  Suddenly the girl’s sword was out of its sheath. The older 
  Shogu’s blade was out a fraction of an instant slower. He had 
  misjudged the range only slightly and that miscalculation 
  cost him. Aiming a vicious disemboweling slash to the girl’s 
  midsection, which she easily danced back away from, Shogu 
  reached up to feel the burning on the side of his head. His 
  ear lobe was gone.
  With a snarl he charged at the girl, sword held in two 
  hands above his head. She ducked under the blade, allowing 
  hers to trail behind her, held in one hand. She delivered 
  a sharp punch to the older swordsman’s midsection then 
  whirled, katana in both hands in a stroke designed to deprive 
  the man of one of his hands. 
  Shogu side slipped then brought his blade over sharply 
  knocking the girl’s attack aside.
  Max and Brianna stood back to back at the center of a 
  riot. 
  When the bouncers withdrew and began escorting the 
  civilians out, they knew their ruse was over and all pretenses 
  dismissed. It was now the two of them against a room full of 
  Crimson Fist street punks and Yakuza teppodama. 
  Two of the Fists charged Max simultaneously, hoping one 
  would get through while the other distracted him. He caught 
  the ﬁrst boy in the groin with a steel toed boot, and then 
  grabbed the other by his jacket, lifting him over his head and 
  hurling him into a sea of red jackets. The thugs went down 
  like bowling pins. 
  Behind him Brianna saw an opening in the defense of a 
  Yakuza guard and took it. Her leg came up over her head, 
  
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  heel crashing down on the man’s hand. His wrist hung limply 
  from his arm in an unnatural position, his large military 
  knife on the ﬂoor. Bending down, she used the knife to cut 
  her gown down the front and back, providing her with the 
  mobility she’d need. Lightly elbowing Max in 
  the ribs, she hissed, “Weapon.”
  Taking it, he surveyed the room, mapping 
  out the next few seconds in his mind, “This 
  isn’t getting us anywhere. Where the hell 
  are Kimmie and the old man?”
  From the crowd of fallen Fists Kata emerged, his 
  switchblade in his hand. Max’s face split into a grin, 
  lightly slapping each bicep and approaching the boy with the 
  larger military knife Bri had taken from the teppodama. “All 
  right boy, you want a streetﬁght? Let’s go to school.”
  Chyel Ki
  You may use your Ki to make your body as hard as steel.
  Prerequisite: Ki, Inner Strength, Inner Peace, 
  Concentration 5 ranks
  Effect: You gain damage resistance equal to your Wisdom 
  modiﬁer. This ability has a duration in rounds equal to your 
  Concentration skill. This ability counts against your Ki. You 
  may only call on your Ki (for any purpose) a number of 
  times per day equal to your Wisdom modiﬁer.
  Special: Chyel Ki may not be learned by characters 
  whose only style is a non-aesthetic style.  
  Jung Ki
  You may use your Ki to make your body heavy 
  and hard to move. 
  Prerequisite: Ki, Inner Strength, Immovable, 
  Concentration 5 ranks
  Effect: You may not be tripped or thrown. 
  This ability has a duration in rounds equal to your 
  Concentration skill. This ability counts against your 
  Ki. You may only call on your Ki (for any purpose) a number 
  of times per day equal to your Wisdom modiﬁer.
  Special: Jung Ki may not be learned by characters whose 
  only style is a non-aesthetic style.  
  Ki Ryuk Sool
  You may focus the power of your Ki to heal.
  Prerequisite: Ki, Inner Strength, Inner Peace, Treat Injury 
  8 ranks, Wis 15+
  Effect: You may use your Ki to heal 1 point of damage 
  for each rank in the Treat Injury skill you possess. You may 
  not use this ability on yourself and may only use this ability 
  once per day on an individual (though you may use the 
  ability multiple times, you may not use it more than once per 
  person). This ability counts against your Ki. You may only 
  call on your Ki (for any purpose) a number of times per day 
  equal to your Wisdom modiﬁer.
  Special: Ki Ryuk Sool may not be learned by characters 
  whose only style is a non-aesthetic style.
  Kyung Ki
  You may use your Ki to make your body as light as air. 
  Prerequisite: Ki, Inner Strength, Concentration 5 ranks
  Effect: You add your Wisdom modiﬁer to all Balance, 
  Jump, Move Silently and Tumble skill checks. This ability 
  has a duration in rounds equal to your Concentration skill. 
  This ability counts against your Ki. You may only call on 
  your Ki (for any purpose) a number of times per day equal to 
  your Wisdom modiﬁer.
  Special: Kyung Ki may not be learned by characters 
  whose only style is a non-aesthetic style.  
  Ma Ki
  You may use your Ki to make yourself numb, ignoring pain 
  and fatigue.
  Prerequisite: Ki, Inner Strength, Inner Peace, 
  Concentration 5 ranks, Wis 15+
  Effect: You are immune to pressure point damage for a 
  number of rounds equal to your Concentration skill. If you 
  are exhausted you may use this ability to become fatigued 
  or if you are fatigued you may use this ability to remove 
  
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  Chapter 2: Martial Arts
  that condition. If this ability is used to remove exhaustion 
  or fatigue its duration is instantaneous. This ability counts 
  against your Ki. You may only call on your Ki (for any 
  purpose) a number of times per day equal to your Wisdom 
  modiﬁer.
  Special: Ma Ki may not be learned by characters whose 
  only style is a non-aesthetic style.
  One Finger
  You may focus your Ki to a single point, knocking an 
  opponent back.
  Prerequisite: Ki, Inner Strength, Repelling Touch
  Effect: You may use the repelling touch maneuver at a 
  range of 10’ plus a number of feet equal to ten times your 
  Wisdom modiﬁer. This ability counts against your Ki. You 
  may only call on your Ki (for any purpose) a number of 
  times per day equal to your Wisdom modiﬁer. 
  Special: One Finger may not be learned by characters 
  whose only style is a non-aesthetic style.  
  Shin Ki
  You may harness the power of your Ki to increase your focus 
  and awareness.
  Prerequisite: Ki, Inner Strength, Awareness, 
  Concentration 5 ranks
  Effect: You add your Wisdom modiﬁer to all 
  Concentration, Listen, and Spot checks for a number of 
  rounds equal to your (modiﬁed) Concentration skill. This 
  ability counts against your Ki. You may only call on your Ki 
  (for any purpose) a number of times per day equal to your 
  Wisdom modiﬁer.
  Special: Shin Ki may not be learned by characters whose 
  only style is a non-aesthetic style.
  Legendary 
  Maneuvers
  Legendary maneuvers are the most difﬁcult to 
  master. Studying with a Sensei who has both the 
  secret technique class ability and the maneuver feat itself 
  is the only way to learn these maneuvers. Like Ki, these 
  maneuvers are a form of FX, and may not be allowed in 
  realistic campaigns, as they move into the ground where 
  martial arts and fantastic legend meet. 
  Breath Of Laughter
  Legendary Maneuver
  Your opponent’s attacks are laughable, and since air is the 
  focus of your Ki, you may use your exhalation of laughter as 
  a weapon.
  Prerequisite: Ki, Inner Strength, Inner Power, Repelling 
  Touch
  Effect: When you successfully perform a Repelling 
  Touch attack, you may spend an action point to knock your 
  opponent back a number of feet equal to ten times your 
  Wisdom modiﬁer. This maneuver may be combined with 
  One Finger and performed at range.
  No-Shadow Kick
  Legendary Maneuver
  A kick executed with such speed it does not leave a shadow.
  Prerequisite: Ki, Inner Strength, Inner Power, Snap Kick
  Effect: Your snap kick attacks may not be blocked. If you 
  spend an action point your opponent is ﬂat-footed against all 
  attacks launched by you for the next round.
  Martial 
  Arts 
  Mastery
  Kimiko danced back, reaching up to feel the blood seep 
  from her bicep. Shogu’s sword had bit deep but she didn’t 
  think he had hit bone. She was younger and faster, but he 
  was taller, and now that he had taken her measure seemed 
  able to use his reach to attack her every time she tried to 
  close, forcing her to withdraw to avoid losing a limb. 
  In fact she was certain he could have ﬁnished her by 
  now had he wanted to. He was toying with her. Practicing. 
  Between his reach advantage and the longer length of his 
  blade, she would never be able to win this. Suddenly, her 
  mind drifted to the lessons of her father. To the school of 
  ﬁghting handed down to her family through the generations. 
  Ignoring the pain in her arm, she rose, steeling herself. 
  Shogu smiled at her mocking, “Ah, ready for another pass 
  are we?”
  Suddenly she was in motion, bare feet slapping like a 
  child’s on the stone ﬂoor.
  The sound of her breathing became her entire world. 
  The following are the mastery lists and bonus feat lists for 
  the new styles presented in Blood and Fists II.
  Banshay
  Mastery: Accurate Disarm 1-2, Block Mastery 1-3, Dodge 
  Mastery 1 and Weapon Mastery 1-3 
  Bonus Feats: Advanced Two-Weapon Fighting, Agile 
  Riposte, Cleave, Combat Expertise, Combat Reﬂexes, 
  Dodge, Great Cleave, Improved Two-Weapon Fighting, 
  Power Attack, Quick Draw, Two-Weapon Fighting, Weapon 
  Finesse and Weapon Focus
  Bear
  Mastery: Accurate Punch 1-2, Accurate Grapple 1-3, Hard 
  Punch 1 and Hard Grapple 1-3
  Bonus Feats: Athletic, Bear Hug, Box Ears, Combat 
  Reﬂexes, Endurance, Great Fortitude, Full Nelson, Half 
  Nelson, Haymaker, Hi Pain Threshold, Hook, Immovable, 
  
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  Chapter 2: Martial Arts
  Improved Damage Threshold, Jab, Joint Lock, Power Attack, 
  Rush and Toughness
  Brazilian Jiu-Jitsu
  Mastery: Accurate Grapple 1-3, Accurate Punch 1, Dirty 
  Tricks 1-2 and Hard Grapple 1-3
  Bonus Feats: Advanced Ground Fighting, Athletic, Bear 
  Hug, Box Ears, Choke Hold, Combat Expertise, Combat 
  Reﬂexes, Combat Throw, Elbow Slam, Eye Gouge, Groin 
  Kick, Hip Throw, Hook, Improved Combat Throw, Jab, Joint 
  Lock and Toughness
  Bull
  Mastery: Accurate Punch 1-3, Accurate Charge 1-2, 
  Block Mastery 1 and Hard Punch 1-3
  Bonus Feats: Advanced Rush, Athletic, Body Blow, 
  Clothesline, Combat Expertise, Combat Reﬂexes, 
  Endurance, Flying Tackle, Great Fortitude, Head Butt, 
  Immovable, Improved Bull Rush, Jab, Power Attack, Rush 
  and Toughness 
  Burmese Boxing
  Mastery: Accurate Punch 1-3, Accurate Kick 1, Block 
  Mastery 1-2 and Hard Punch 1-3
  Bonus Feats: Athletic, Body Blow, Body Slam, Combat 
  Expertise, Combat Reﬂexes, Combat Throw, Endurance, 
  Full Nelson, Half Nelson, Hip Throw, Hook, Jab, Joint Lock, 
  Toughness and Uppercut
  Chi Kung
  Mastery: Accurate Grapple 1-2, Accurate Trip 1, Ki 
  Mastery 1-3 and Pressure Point Mastery 1-3
  Bonus Feats: Alertness, Athletic, Blind-Fight, Combat 
  Expertise, Combat Reﬂexes, Combat Throw, Elusive Target, 
  Full Nelson, Half Nelson, Hip Throw, Immovable, Improved 
  Combat Throw, Joint Lock, Nerve Strike, Numbing Strike, 
  Surgery, Tendon Lock and Unbalance Opponent
  Deer
  Mastery: Accurate Kick 1-3, Block Mastery 1, Dodge 
  Mastery 1-2 and Hard Kick 1-3
  Bonus Feats: Alertness, Athletic, Back Kick, Circle Kick, 
  Combat Expertise, Combat Reﬂexes, Dodge, Groin Kick, 
  Head Butt, Heel Kick, Improved Initiative, Leg Sweep, 
  Mobility, Snap Kick, Spring Attack and Thigh Kick
  Eastern Wrestling
  Mastery: Accurate Grapple 1-3, Block Mastery 1-2, Hard 
  Grapple 1 and Pressure Point Mastery 1-3
  Bonus Feats: Alertness, Athletic, Choke Hold, Combat 
  Expertise, Combat Reﬂexes, Combat Throw, Ground 
  Fighting, Half Nelson, Hip Throw, Improved Combat Throw, 
  Full Nelson, Immovable, Joint Lock, Nerve Strike, Numbing 
  Strike, Tendon Lock and Unbalance Opponent
  Fencing- French
  Mastery: Accurate Disarm 1-2, Dirty Tricks 1, Dodge 
  Mastery 1-3 and Weapon Mastery 1-3
  Bonus Feats: Agile Riposte, Athletic, Combat Expertise, 
  Combat Reﬂexes, Dodge, Improved Initiative, Lunge, 
  Mobility, Thrust, Quick Draw, Spring Attack, Weapon 
  Finesse and Weapon Focus
  Fencing- Italian
  Mastery: Accurate Disarm 1-2, Block Mastery 1-3, Hard 
  Rapier 1 and Weapon Mastery 1-3
  Bonus Feats: Advanced Two-Weapon Fighting, Athletic, 
  Cleave, Combat Expertise, Combat Reﬂexes, Great Cleave, 
  Improved Two-Weapon Fighting, Lunge, Power Attack, 
  Thrust, Toughness, Quick Draw and Weapon Focus
  Fencing- Spanish
  Mastery: Accurate Disarm 1-3, Block Mastery 1-2, Dodge 
  Mastery and Weapon Mastery 1-3
  Bonus Feats: Alertness, Analytical Combat, Athletic, 
  Blind-Fight, Combat Expertise, Combat Reﬂexes, Educated, 
  Elusive Target, Focused, Lunge, Quick Draw, Thrust and 
  Weapon Focus
  Goju-Ryu Karate
  Mastery: Accurate Punch 1-3, Accurate Kick 1, Accurate 
  Grapple 1, Block Mastery 1 and Hard Punch 1-3
  Bonus Feats: Athletic, Axe Kick, Body Blow, Choke 
  Hold, Circle Kick, Combat Expertise, Combat Reﬂexes, 
  Combat Throw, Hip Throw, Hook, Jab, Joint Lock, Lunge 
  Punch, Power Attack, Ridgehand, Snap Kick, Sunder and 
  Toughness
  Greco Roman 
  Wrestling
  Mastery: Accurate Grapple 1-3, Acrobatics Mastery 1-2, 
  Block Mastery 1 and Hard Grapple 1-3
  Bonus Feats: Acrobatic, Athletic, Bear Hug, Choke Hold, 
  Combat Expertise, Combat Reﬂexes, Combat Throw, Dodge 
  Roll, Half Nelson, Hip Throw, Full Nelson, Immovable, 
  Joint Lock, Power Attack, Tendon Lock and Toughness
  Gun Fu
  Mastery: Acrobatics Mastery 1, Dodge Mastery 1-2, Ki 
  Mastery 1-3 and Weapon Mastery 1-3
  Bonus Feats: Advanced Firearms Proﬁciency, Blind-
  Fight, Circle Kick, Combat Expertise, Combat Reﬂexes, 
  Dead Aim, Far Shot, Jab, Point Blank Shot, Precise Shot, 
  Snap Kick, Weapon Finesse and Weapon Focus
  Horse
  Mastery: Accurate Punch 1-2, Accurate Throw 1-3, 
  Dodge Mastery 1 and Hard Throw 1-3
  Bonus Feats: Athletic, Body Slam, Combat Expertise, 
  
  38 of 52
  Chapter 2: Martial Arts
  Combat Martial Arts, Combat Throw, Endurance, Focused, 
  Hip Throw, Hook, Immovable, Improved Combat Throw, 
  Jab, Kidney Punch, Lunge Punch and Power Attack
  Hwa Rang Do
  Mastery: Accurate Kick 1-3, Hard Kick 1-3, Ki Mastery 1 
  and Pressure Points 1-2
  Bonus Feats: Athletic, Axe Kick, Back Kick, Circle Kick, 
  Combat Expertise, Combat Reﬂexes, Combat Throw, Exotic 
  Weapon Proﬁciency, Hip Throw, Hook, Jab, Nerve Strike, 
  Numbing Strike
  Kenpo
  Mastery: Accurate Punch 1-2, Accurate Kick 1-3, Block 
  Mastery 1 and Hard Kick 1-3
  Bonus Feats: Acrobatic, Athletic, Axe Kick, Body Blow, 
  Circle Kick, Combat Expertise, Combat Reﬂexes, Flying 
  Kick, Hook, Jab, Jump Kick, Kidney Punch, Leg Sweep, 
  Power Attack, Snap Kick and Thigh Kick
  Knife Fighting
  Mastery: Accurate Knife 1-3, Dirty Tricks 1-2, Dodge 
  Mastery 1 and Weapon Mastery 1-3
  Bonus Feats: Athletic, Brawl, Combat Expertise, Combat 
  Reﬂexes, Deceptive, Dodge, Elusive Target, Improved Feint, 
  Improved Initiative, Lightning Reﬂexes, Streetﬁghting, 
  Thrust and Quick Draw
  Krav Maga
  Mastery: Accurate Punch 1-2, Accurate Grapple 1-3, 
  Block Mastery 1-2 and Dodge Mastery 1-2
  Bonus Feats:  Alertness, Athletic, Block, Body Blow, 
  Choke Hold, Combat Expertise, Combat Reﬂexes, 
  Counterstrike, Dodge, Disarm Block, Hook, Improved 
  Block, Improved Counterstrike, Jab, Lock Block
  Kuk Sool Won
  Mastery: Acrobatics Mastery 1-2, Accurate Kick 1-3, 
  Dodge Mastery 1 and Hard Kick 1-3
  Bonus Feats: Acrobatic, Athletic, Axe Kick, Back Kick, 
  Circle Kick, Combat Expertise, Combat Reﬂexes, Dodge 
  Roll, Flying Kick, Hook, Instant Stand, Jab, Jump Kick, Leg 
  Sweep, Power Attack, Snap Kick and Thigh Kick
  Kyokushin Karate
  Mastery: Accurate Kick 1-3, Accurate Punch 1-2, Hard 
  Kick 1 and Ki Mastery 1-3
  Bonus Feats: Alertness, Athletic, Axe Kick, Body Blow, 
  Choke Hold, Circle Kick, Combat Expertise, Combat 
  Reﬂexes, Combat Throw, Hip Throw, Hook, Improved 
  Combat Throw, Jab, Joint Lock, Lunge Punch, Power Attack, 
  Ridgehand and Snap Kick
  Lucha Libre
  Mastery: Accurate Grapple 1-3, Acrobatics Mastery 1-2, 
  Hard Grapple 1-3 and Ki Mastery 1 
  Bonus Feats: Acrobatic, Alertness, Athletic, Bear Hug, 
  Choke Hold, Combat Expertise, Combat Reﬂexes, Combat 
  Throw, Deceptive, Focused, Half Nelson, Hip Throw, Full 
  Nelson, Immovable, Joint Lock, Power Attack
  Pole Arm Fighting
  Mastery: Accurate Pole Arm 1-2, Block Mastery 1-3, 
  Hard Pole Arm 1 and Weapon Mastery 1-3
  Bonus Feats: Archaic Weapon Proﬁciency, Cleave, 
  Combat Expertise, Combat Reﬂexes, Great Cleave, Power 
  Attack, Slash, Sunder, Thrust, Toughness and Weapon Focus
  Rooster
  Mastery: Accurate Punch 1-3, Accurate Head Butt 1-2, 
  Pressure Points 1-3 and Hard Punch 1
  Bonus Feats: Athletic, Body Blow, Box Ears, Combat 
  Expertise, Combat Reﬂexes, Focused, Head Butt, Heart 
  Punch, Immovable, Jab, Kidney Punch, Nerve Strike and 
  Numbing Strike
  Shito-Ryu Karate
  Mastery: Accurate Kick 1-3, Accurate Punch 1-3, Block 
  Mastery 1 and Hard Punch 1-2
  Bonus Feats: Athletic, Body Blow, Combat Expertise, 
  Combat Reﬂexes, Hook, Immovable, Jab, Kata, Lunge 
  Punch, Power Attack, Snap Kick, Sunder and Thigh Kick
  Shotokan Karate
  Mastery: Accurate Kick 1-2, Accurate Punch 1-3, Block 
  Mastery 1 and Hard Punch 1-3
  Bonus Feats: Athletic, Body Blow, Combat Expertise, 
  Combat Reﬂexes, Heart Punch, Hip Throw, Hook, 
  Immovable, Jab, Kata, Kata Mastery, Kata Specialist, Lunge 
  Punch, Leg Sweep, Power Attack, Snap Kick, Sunder and 
  Thigh Kick
  Staff Fighting
  Mastery: Accurate Staff 1-2, Block Mastery 1-3, Hard 
  Staff 1 and Weapon Mastery 1-3
  Bonus Feats: Athletic, Combat Expertise, Combat 
  Reﬂexes, Low Proﬁle, Lunge, Power Attack, Sunder, Thrust 
  and Toughness
  Stick Fighting
  Mastery: Accurate Stick 1-3, Block Mastery 1, Pressure 
  Points 1-2 and Weapon Mastery 1-3
  Bonus Feats: Advanced Two-Weapon Fighting, Athletic, 
  Combat Expertise, Combat Reﬂexes, Focused, Improved 
  Initiative, Improved Two-Weapon Fighting, Lunge, Power 
  Attack, Sunder and Thrust
  
  39 of 52
  Chapter 3: Martial Arts Campaigns
  T’ai-Chi Chuan
  Mastery: Accurate Grapple 1-2, Accurate Throw 1-3, 
  Block Mastery 1 and Ki Mastery 1-3
  Bonus Feats: Alertness, Athletic, Blind-Fight, Combat 
  Expertise, Combat Reﬂexes, Combat Throw, Dodge Roll, 
  Focused, Hip Throw, Immovable, Improved Combat Throw, 
  Instant Stand, Jab, Joint Lock, Momentum Throw and T’ai 
  Chi
  Taiho-Jutsu
  Mastery: Accurate Disarm 1-3, Accurate Grapple 1-3, 
  Block Mastery 1-2 and Hard Grapple 1
  Bonus Feats: Alertness, Athletic, Attentive, Bear Hug, 
  Choke Hold, Combat Expertise, Combat Reﬂexes, Half 
  Nelson, Improved Trip, Full Nelson, Immovable, Jab, Joint 
  Lock, Stick Fighting and Trustworthy
  (Footnotes)
  1 Comprehensive Asian Fighting Arts, Donn F. Draeger and 
  Robert W. Smith
  2 Kajukenbo: The Perfected Art of Dirty Streetﬁghting, 
  William Beaver (originally published in Karate/Kung Fu 
  Illustrated, February 1992)
  
  40 of 52
  Chapter 3: Martial Arts Campaigns
  Max waited, grinning at the boy, knife 
  held easily in his hand. After a moment 
  that seemed to stretch into an eternity the boy 
  charged. In his mind Max steeled himself for the inevitable. 
  He had no desire to kill the boy, but only one person walked 
  away from a knife ﬁght. 
  Just as Max prepared to strike, a sound as loud as a 
  thunderclap ripped through the noise and confusion of the 
  melee, leaving total silence in its wake. Kata was kneeling 
  on the ground, whimpering in pain, his knife forgotten at his 
  feet. Staring at a smoking hole that had appeared as if by 
  magic in his hand.
  Max looked up to the balcony overlooking the club, where 
  he saw Katsumoto standing over the prone body of a Yakuza 
  sniper, a smoking riﬂe in his hand. Max had little doubt the 
  unseen riﬂeman was about to end his and Bri’s life. Looking 
  at the rest of the thugs, Max had little doubt that this ﬁght 
  was over.  
  ”Crafty old bastard, I was wondering where he was.”
  Brianna delivered a sharp punch to his ribs, “You watch 
  it! That’s your future father-in-law you’re talking about 
  there”. 
  Kimiko dashed toward the waiting Shogu, eyes ﬁxed on 
  his feet. She waited until the last instant when he shifted 
  his weight, preparing to strike. Suddenly her Sai was in her 
  off-hand. Before Shogu could even react, it was in the air. 
  Suddenly complete silence descended. She sheathed her 
  sword, looking down at the older man, the Sai buried to its 
  hilt right between his eyes. 
  Exhaling at last, she turned to join the others.
  Martial arts are usually not the focus of a campaign. At 
  their most basic level they are a set of characters’ abilities 
  as unlikely to be featured in a campaign as any other feat or 
  selection of feats. A character might be an extremely potent 
  marksman, brilliant scientist or the baddest man alive but a 
  campaign is rarely built around these character attributes.
  But there are movies, comic books and video games that 
  do feature these abilities prominently. Martial arts have 
  become one of the most popular sub-genres across all media 
  in the entire world and d20 Modern campaigns should be 
  no exception. To assist game masters in formulating these 
  campaigns a series of campaign models are provided below.   
  Martial Arts 
  Genres
  Within martial arts movies there are 
  several sub-genres. There is the gritty 
  realistic portrayal one sees in Kurosawa 
  ﬁlms, where a single sword stroke drawn at 
  lightning speed ends the battle. There are the cinematic 
  ﬁlms that comprise as much as 90% of all martial arts media 
  produced around the world where a skilled martial artist 
  can face down a dozen armed men and come away from the 
  battle barely injured. Finally there is the fantastic portrayal 
  found primarily in comics and video games where the 
  martial artist is essentially a low-powered superhero. 
  For each of these sub-genres a discussion of running a 
  campaign suitable to the tone and character of the sub-genre 
  is presented as well as a series of optional rules to help 
  simulate the stories found within the sub-genre. Finally, at 
  least one campaign model is presented below for each sub-
  genre.
  Gritty
  In the gritty campaign the martial artist knows every ﬁght he 
  engages in could be his last. Although he is a highly skilled 
  combatant he does not enter into combat lightly because of 
  the danger to himself and the person he ﬁghts against. The 
  tone of the gritty campaign is dark and often sees the martial 
  artist on a quest for revenge, seeking retribution for the death 
  of a revered mentor or loved one. Gritty campaigns feature 
  no FX or Ki abilities. Combat is all too real.
  Injuries
  Only one new rule is needed to make combat hurt: injuries.
  Injuries: Combat in d20 Modern is inherently cinematic 
  with high-level characters able to absorb a great deal of 
  punishment with little or no side effects. It takes a series of 
  combats to wear such a character down and he ﬁghts at full 
  effectiveness right to the end. In the gritty campaign model 
  the concept of injuries is used to simulate the dangers of 
  combat. 
  How injuries happen: Each time a character is required 
  to make a massive damage save or suffers a critical threat the 
  character is injured. It does not matter whether the character 
  fails the massive damage save or whether the critical is 
  conﬁrmed. Making the save or the failure of the attacker to 
  conﬁrm the critical means the character does not begin dying 
  or suffer multiple damage. However, the character is still 
  injured. 
  What injuries are: An injury means the character’s 
  combat effectiveness has been impaired by combat. Every 
  time a character is injured the game master will roll a d6 
  to randomly pick an ability score. That ability suffers one 
  point of ability damage per ﬁve points of damage inﬂicted 
  by the injuring attack. Lost ability damage heals at one point 
  per day as normal. However, the character does not pick 
  the order in which his injuries heal. The oldest injury heals 
  a point of ability damage ﬁrst, then the second injury, and 
  so forth, meaning that a character suffering from multiple 
  injuries might require a great deal of rest.
  Chapter 3: The Martial 
  Arts Campaign
  
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  Chapter 3: Martial Arts Campaigns
  Gritty Campaign Model: Dark 
  Apostle
  You are a martial arts master who took in a young boy to 
  train in your arts. Although the boy was rash and headstrong, 
  you felt your training could help the boy harness his energy 
  to the service of good teaching him discipline and self-
  restraint. You were wrong. Now the boy uses your teachings 
  for his own selﬁsh ends, making money and deriving 
  enjoyment from his ability to bully and torment others. 
  You have decided to track him down and put an end to his 
  depredations once and for all even if doing so costs you your 
  life. 
  Cinematic
  The cinematic martial arts campaign is the one that makes 
  the most use of the materials presented in Blood and Fists 
  1 and 2. Although there is still no FX in such a campaign, 
  characters are allowed to take Ki feats and Legendary 
  Maneuvers and are more than capable of taking out a dozen 
  or more lesser ﬁghters. 
  While based in the world we live in the Cinematic 
  campaign is the real world “plus”. The “plus” encompasses 
  all the things that probably don’t exist but should, such 
  as world-spanning ninja families, hook-handed Yakuza 
  overlords and mysterious billionaires hosting martial arts 
  tournaments on a remote island. Maybe even the occasional 
  Sumai with a razor edged derby that he throws to cut your 
  head off. 
  Cinematic Campaign Model: 
  Hong Kong Knights
  Hong Kong is a city at war. An undeclared war being fought 
  between the Skinku Kobushi, the “Crimson Fists” against the 
  Barraku Yaiba, the “Black Blades”. These gangs ﬁght over 
  control of the harbors, the right to extort money from the 
  street vendors and most importantly of all; over the control 
  of the street level drug trade. 
  Without weapons that would draw too much attention 
  from the authorities these gangs ﬁght with martial arts and 
  the weapons of the martial arts: nunchaku, chain, ﬁst and 
  foot. These gangs are just pawns ﬁghting at the behest of 
  untouchable Yakuza overlords struggling for control of Hong 
  Kong’s ports, ports that will be used to smuggle drugs and 
  other illicit contraband into Japan from all over the world. 
  The player characters are caught in the midst of this war. 
  As young men and women they must choose a side, or take 
  the most dangerous route of all and attempt to stay neutral. 
  Unable to turn to the police, their only ally in such a war 
  would be the martial arts masters who preach non-violence 
  from local dojos. Dojos that will themselves become targets 
  if they do not choose sides.   
  Bosozuku 1 
  Fast Ordinary 1: CR 1/2; HD 1d8 + 1; hp 5; MD 12; Init +2 
  (+2 Dex); Spd 30’; Defense 15, Touch 15, Flat-footed 13 (+3 
  class, +2 Dex); BAB +0; Atk +2 ranged (2d6 Mac Ingram 
  M10); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Yakuza Oyabun; SV 
  Fort +1, Ref +3, Will -1; Rep +0; Str 14, Dex 15, Con 12, Int 
  13, Wis 8, Cha 12.
  Occupation: Adventurer (Drive, Knowledge (streetwise) / 
  Personal Firearms Proﬁciency).
  Skills: Balance +6, Craft (mechanics) +5, Drive +9, 
  Intimidate +3, Knowledge (streetwise) +6, Navigate +3, 
  Pilot +4.
  Feat: Force Stop, Personal Firearms Proﬁciency, Simple 
  Weapons Proﬁciency, Vehicle Expert
  Possessions: Ducati 998R, Mac Ingram M10, 
  miscellaneous equipment.
  Bosozuku 2 
  Fast Ordinary 2: CR 1; HD 2d8 + 1; hp 10; MD 12; Init +2 
  (+2 Dex); Spd 30’; Defense 16, Touch 16, Flat-footed 14 (+4 
  class, +2 Dex); BAB +1; Atk +3 ranged (2d6 Mac Ingram 
  M10); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Yakuza Oyabun; SV 
  Fort +1, Ref +4, Will -1; Rep +0; Str 14, Dex 15, Con 12, Int 
  13, Wis 8, Cha 12.
  Occupation: Adventurer (Drive, Knowledge (streetwise) / 
  Personal Firearms Proﬁciency).
  Skills: Balance +7, Craft (mechanics) +6, Drive +10, 
  Intimidate +3, Knowledge (streetwise) +7, Navigate +3, 
  Pilot +4
  Feat: Force Stop, Personal Firearms Proﬁciency, Simple 
  Weapons Proﬁciency, Vehicle Expert
  Possessions: Ducati 998R, Mac Ingram M10, 
  miscellaneous equipment
  Bosozuku 3 
  Fast Ordinary 3: CR 2; HD 3d8 + 1; hp 14; MD 12; Init +2 
  (+2 Dex); Spd 30’; Defense 16, Touch 16, Flat-footed 14 (+4 
  class, +2 Dex); BAB +2; Atk +4 ranged (2d6 Mac Ingram 
  M10); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Yakuza Oyabun; SV 
  Fort +2, Ref +4, Will +0; Rep +0; Str 14, Dex 15, Con 12, 
  Int 13, Wis 8, Cha 12.
  Occupation: Adventurer (Drive, Knowledge (streetwise) / 
  Personal Firearms Proﬁciency).
  Skills: Balance +8, Craft (mechanics) +7, Drive +11, 
  Intimidate +4, Knowledge (streetwise) +8, Navigate +4, 
  Pilot +4.
  Feat: Force Stop, Personal Firearms Proﬁciency, Simple 
  Weapons Proﬁciency, Vehicle Dodge, Vehicle Expert.
  Possessions: Ducati 998R, Mac Ingram M10, 
  miscellaneous equipment.
  Yakuza
  Fast Hero 2 / Strong Hero 1 / Yakuza 1: CR 4; HD 4d8; 
  hp 21; MD 10; AP 2; Init +3 (+3 Dex); Spd 30’; Defense 19, 
  Touch 19, Flat-footed 16 (+6 class, +3 Dex); BAB +2; Atk 
  +4 melee (2d6+4/19-20 katana) or +5 ranged (2d6 TEC-9); 
  SQ Evasion, Kuroi Kiri; FS 5 ft. by 5 ft.; Reach 5 ft.; AL 
  Loyalty (Oyabun); Wealth +5; SV Fort +1, Ref +7, Will +0; 
  Rep +1; Str 14, Dex 17, Con 10, Int 14, Wis 14, Cha 12.
  Occupation: Criminal (Knowledge (streetwise), Move 
  Silently / Personal Firearms Proﬁciency).
  
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  Skills: Balance +8, Bluff +2, Climb +4, Diplomacy +2, 
  Drive +12, Gather Information +2, Hide +8, Intimidate 
  +6, Knowledge (current events) +8, Knowledge (popular 
  culture) +8, Knowledge (streetwise) +10, Move Silently +9, 
  Pilot +5, Sense Motive +1
  Feat: Archaic Weapons (Samurai), Combat Expertise, 
  Devotion, Personal Firearms Proﬁciency, Simple Weapons 
  Proﬁciency, Vehicle Expert
  Talents (Fast Hero): Evasion.
  Talents (Strong Hero): Melee Smash.
  Talents (Yakuza): Kuroi Kiri.
  Possessions: Ducati 998R, katana, TEC-9, miscellaneous 
  equipment
  Teppodama 
  Strong Hero 3 / Yakuza 3: CR 6; HD 6d8 + 12; hp 42; MD 
  14; AP 3; Init +2 (+2 Dex); Spd 30’; Defense 16, Touch 16, 
  Flat-footed 14 (+4 class, +2 Dex); BAB +5; Atk +9 melee 
  (2d6+6/19-20 katana), or +10 melee (1d8+5/19-20 unarmed 
  non-lethal), or +10 melee (1d4+5/19-20 unarmed lethal), or 
  +7 ranged (2d8 Desert Eagle); FS 5 ft. by 5 ft.; Reach 5 ft.; 
  AL Loyalty (Oyabun); Wealth +8; SV Fort +5, Ref +6, Will 
  +2; AP 3; Rep +1; Str 17, Dex 14, Con 14, Int 12, Wis 10, 
  Cha 8.
  Occupation: Athlete (Climb, Jump / Brawl). 
  Skills: Climb +10, Intimidate +6, Jump +10, Knowledge 
  (streetwise) +10, Knowledge (tactics) +7, Listen +5, Sense 
  Motive +1, Spot +4.
  Feat: Archaic Weapons (Samurai), Brawl, Devotion, 
  Improved Brawl, Improved Combat Martial Arts, Personal 
  Firearms Proﬁciency, Simple Weapons Proﬁciency, Weapon 
  Focus (katana).
  Talents (Strong Hero): Improved Melee Smash, Melee 
  Smash.
  Talents (Yakuza): Kuroi Kiri, Teppodama.
  Possessions: Desert Eagle, katana, miscellaneous 
  possessions.
  Fuku-Honbucho 
  Fast Hero 5 / Yakuza 7: CR 12; HD 12d8; hp 57; MD 11; 
  AP 6; Init +4 (+4 Dex); Spd 45’; Defense 23, Touch 23, 
  Flat-footed 20 (+10 class, +3 Dex); BAB +8; Atk +11 melee 
  (1d4+1 unarmed punch or kick), or +9 melee (2d6+1/19-20 
  katana), or +12 ranged (2d6 Calico 
  Liberty 100), or +11 ranged (2d10 
  Howa M-1500); Full Atk +11/+6 
  melee (1d4+1 unarmed punch or 
  kick), or +9/+4 melee (2d6+1/19-
  20 katana), or +12/+7 ranged (2d6 
  Calico Liberty 100), or +11/+6 
  ranged (2d10 Howa M-1500); FS 5 
  ft. by 5 ft.; Reach 5 ft.; AL Loyalty 
  (Oyabun); Wealth 12; SV Fort +3, 
  Ref +11, Will +4; AP 6; Rep +4; Str 
  12, Dex 16, Con 10, Int 14, Wis 13, 
  Cha 12.
  Occupation: Adventurer 
  (Drive, Spot / Personal Firearms 
  Proﬁciency). 
  Skills: Bluff +5, Concentration +16, Craft (mechanical) 
  +10, Diplomacy +5, Drive +19, Hide +11, Gather 
  Information +12, Intimidate +12, Knowledge (streetwise) 
  +17, Move Silently +11, Sense Motive +12, Spot +17.
  Feat: Advanced Firearms Proﬁciency, Archaic Weapons 
  (Samurai), Burst Fire, Combat Martial Arts, Devotion, 
  Double Tap, Drive-By Attack, Personal Firearms Proﬁciency, 
  Point Blank Shot, Quick Reload, Simple Weapons 
  Proﬁciency, Weapon Focus (Calico Liberty 100).
  Talents (Fast Hero): Advanced Increased Speed, 
  Improved Increased Speed, Increased Speed.
  Talents (Yakuza): Contraband, Fuku-Honbucho, Kuroi 
  kiri, Teppodama.
  Martial Arts Styles: Gun Fu
  Possessions: Calico Liberty 100, Ducati 998R, Howa M-
  1500, katana, miscellaneous equipment
  Shogu 
  Smart Hero 4 / Weapon Master 3 / Yakuza 9: CR 16; HD 
  4d6 + 12d8; hp 120; MD 10; AP 8; Init +4 (+8 when using 
  a katana) (+4 Dex); Spd 30’; Defense 23, Touch 23, Flat-
  footed 19 (+9 class, +4 Dex); BAB +10; Atk +17 melee 
  (2d10+6/18-20, katana slash), or +17 melee (2d8+6+4d6/18-
  20, improved Iaijutsu strike*), or +14 ranged (2d6 Beretta 
  Model 9000S); Full Atk +17/+12 melee (2d10+6/18-20, 
  katana slash), or +17/+12 melee (2d8+6+4d6/18-20, 
  improved Iaijutsu strike*), or +14/+9 ranged (2d6 Beretta 
  Model 9000S); FS 5 ft. by 5 ft.; Reach 5 ft.; AL loyalty 
  (Yakuza); Wealth 19; SV Fort +7, Ref +10, Will +6; AP 8; 
  Rep +5; Str 14, Dex 18, Con 10, Int 16, Wis 12, Cha 12
  Skills: Bluff +15, Craft (writing) +10, Decipher Script 
  +10, Diplomacy +21, Gather Information +15, Intimidate 
  +25, Knowledge (art) +10, Knowledge (business) +29, 
  Knowledge (popular culture) +10, Knowledge (streetwise) 
  +21, Knowledge (tactics) +10, Profession +8, Listen +8, 
  Read/Write Language (Cantonese, English, Hindi, Japanese, 
  Korean, Mandarin, Russian, Spanish), Sense Motive +18, 
  Speak Language (Cantonese, English, Hindi, Japanese, 
  Korean, Mandarin, Russian, Spanish), Spot +4.
  Occupation: Entrepreneur (Diplomacy, Knowledge 
  (business)); 
  Calico Liberty 100
  Damage: 2d6
  Critical: 20
  Damage type: ballistic
  Range increment: 50’
  Rate of ﬁre: S, A
  Magazine: 100 box
  Size: large
  Weight: 7
  Purchase DC: 19
  Restriction: Res (+2)
  Howa M-1500
  Damage: 2d10
  Critical: 20
  Damage type: ballistic
  Range increment: 100’
  Rate of ﬁre: single
  Magazine: 4 int
  Size: large
  Weight: 7
  Purchase DC: 20
  Restriction: Lic (+1)
  Beretta Model 9000S
  Damage: 2d6
  Critical: 20
  Damage type: ballistic
  Range increment: 30’
  Rate of ﬁre: S
  Magazine: 12 box
  Size: small
  Weight: 2 lb
  Purchase DC: 15
  Restriction: Lic (+1)
  
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  Chapter 3: Martial Arts Campaigns
  Feat: Advanced Combat Martial Arts, Combat Martial 
  Arts, Devotion, Educated (Knowledge (business, 
  streetwise)), Exotic Weapon Proﬁciency (katana), Improved 
  Combat Martial Arts, Information Network, Quick Draw, 
  Simple Weapons Proﬁciency, Weapon Focus (katana)
  Talents (Smart Hero): Exploit Weakness, Savant 
  (Knowledge (business)).
  Talents (Weapon Master): Weapon specialization 
  (katana), Weapon Mastery 1, Weapon Mastery 2.
  Talents (Yakuza): Contraband, Fuku-Honbucho, Kuroi 
  kiri, Oyabun, Teppodama.
  Martial Arts Styles: Kenjutsu
  Martial Arts Maneuvers: Iaijutsu (katana), Iaijutsu 
  Strike, Improved Iaijutsu Strike, Slash.
  Improved Iaijutsu Strike: +8 Initiative (+4 Dexterity, 
  +4 Iaijutsu) +7 to hit (+4 Dexterity, +1 Weapon Focus, +1 
  Mastercraft Katana, +1 Weapon Mastery) 2d8+6 damage 
  (+3 Strength, +1 Mastery, +2 Specialization, die increase 
  Kenjutsu) +4d6 damage vs. opponent ﬂat-footed at start of 
  combat. 
  Slash: +7 to hit (+4 Dexterity, +1 Weapon Focus, +1 
  Mastercraft Katana, +1 Weapon Mastery) 2d10+6 damage 
  (+3 Strength, +1 Mastery, +2 Specialization, die increase 
  Slash, die increase Kenjutsu).
  Martial Arts Masteries: Weapon Mastery 1, Weapon 
  Mastery 2.
  Possessions: Beretta Model 9000S, mastercraft katana, 
  miscellaneous equipment.
  Cinematic Campaign Model: 
  Favored Son
  Ariyoshi Arinori grew up on the mean streets of Hong Kong. 
  Gang violence caused his family to send him to live in the 
  United States as a boy and now that boy is a man. A man 
  with a destiny. Arinori has become a citizen and been elected 
  Mayor of a major west coast city on a platform of closer ties 
  to the east and eliminating the corruption and crime in the 
  city’s ports. 
  However, Arinori’s family has a secret tie to an ancient 
  Ninja clan and that clan has made it clear they expect all 
  anti-corruption agendas to exclude them, allowing a virtual 
  monopoly of illicit trade between east and west.
  When it becomes clear that Arinori is not a man to be 
  bought or intimidated, an elite team of legendary assassins 
  is dispatched. A team not only assigned to kill Arinori but 
  to make it clear to all Japanese-Americans that they cannot 
  move far enough away to escape the obligations of their 
  heritage. 
  Assault Ninja
  Strong Hero 3 / Ninja 3: CR 6; HD 3d6 + 3d8 + 6; hp 33; 
  MD 12; AP 3; Init +1 (+1 Dex); Spd 30’; Defense 15, Touch 
  15, Flat-footed 14 (+4 class, +1 Dex); BAB +4; Atk +7 
  melee (1d4+9 unarmed with tonfa) or +7 melee (1d4+7, snap 
  kick) or +5 ranged (1d4 shuriken); FS 5 ft. by 5 ft.; Reach 5 
  ft.; AL Ninja clan;  Wealth +5; SV Fort +3, Ref +6, Will +2; 
  AP 3; Rep +1; Str 17, Dex 12, Con 12, Int 14, Wis 10, Cha 
  10.
  Occupation: Blue Collar (Climb, Intimidate, Repair).
  Skills: Bluff +3, Climb +13, Disguise +3, Hide +13, 
  Intimidate +9, Knowledge (tactics) +11, Listen +2, Move 
  Silently +13, Repair +6.
  Feat: Archaic Weapons (Japanese), Combat Martial Arts, 
  Simple Weapons Proﬁciency, Shadow.
  Talents (Strong Hero): Improved Melee Smash, Melee 
  Smash.
  Talents (Ninja): Shichi-ho-de, Silent kill +1d6, Shinobi-
  jutsu.
  Martial Arts Styles: Ninjutsu
  Martial Arts Maneuvers: Snap Kick.
  Snap Kick: +3 to hit (+2 Maneuver, +1 Dexterity) 1d4+7 
  damage (+3 Strength, +2 Improved Melee Smash, +2 
  Ashiko)
  Possessions: Ashiko, tonfa, shuriken, miscellaneous 
  equipment.
  Infiltration Ninja
  Fast Hero 3 / Ninja 3: CR 6; HD 3d6 + 3d8; hp 27; MD 10; 
  AP 3; Init +3 (+3 Dex); Spd 30’; Defense 19, Touch 19, Flat-
  footed 19 (+6 class, +3 Dex); BAB +4; Full Atk +8 melee 
  (1d3+2 kick), or +7 ranged (1d4 shuriken); FS 5 ft. by 5 ft.; 
  Reach 5 ft.; AL ninja clan; SV Fort +2, Ref +8, Will +3; AP 
  3; Rep +1; Str 10, Dex 17, Con 10, Int 14, Wis 12, Cha 12
  Occupation: Criminal (Hide, Move Silently / Brawl).
  Skills: Balance +12, Climb +3, Escape Artist +12, Hide 
  +16, Move Silently +16, Sleight of Hand +12, Tumble +12
  Feat: Archaic Weapons (Japanese), Brawl, Defensive 
  Martial Arts, Simple Weapons Proﬁciency, Shadow
  Talents (Fast Hero): Evasion, Uncanny Dodge 1.
  Talents (Ninja): Shichi-ho-de, Silent kill +1d6, Shinobi-
  jutsu.
  Martial Arts Styles: Ninjutsu
  Martial Arts Maneuvers: Dodge Roll.
  Possessions: Ashiko, shuriken, miscellaneous equipment.
  Chunin 
  Fast Hero 5 / Ninja 7: CR 12; HD 7d6 + 5d8; hp 50; MD 
  11; AP 6; Init +4 (+4 Dex); Spd 30’; Defense 24, Touch 24, 
  Flat-footed 24 (+10 class, +4 Dex); BAB +8; Atk +13 melee 
  (1d6+3 circle kick), or +12 melee (2d6+1/19-20 katana), or 
  +12 ranged (1d4 shuriken); Full Atk +13/+8 melee (1d6+3 
  circle kick), or +12/+7 melee (2d6+1/19-20 katana), or 
  +12/+7 ranged (1d4 shuriken); FS 5 ft. by 5 ft.; Reach 5 ft.; 
  AL ninja clan; Wealth +12; SV Fort +3, Ref +12, Will +3; 
  AP 6; Rep +2; Str 12, Dex 18, Con 11, Int 14, Wis 10, Cha 
  12.
  Occupation: Criminal (Hide, Move Silently / Brawl).
  Skills: Balance +19, Bluff +8, Climb +3 (+10 when 
  escaping), Disguise +8, Escape Artist +4 (+11 when 
  escaping), Hide +27, Gather Information +8, Knowledge 
  (current events) +6, Knowledge (streetwise) +6, Listen 
  +7, Move Silently +27, Read/Write Language (English, 
  Japanese, Korean, Mandarin, Russian), Sense Motive +7, 
  Sleight of Hand +12, Speak Language (English, Japanese, 
  
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  Chapter 3: Martial Arts Campaigns
  Korean, Mandarin, Russian), Spot +7, Swim +1 (+8 when 
  escaping), Tumble +12
  Feat: Archaic Weapons (Japanese), Archaic Weapons 
  (Samurai), Brawl, Combat Martial Arts, Defensive Martial 
  Arts, Simple Weapons Proﬁciency, Shadow, Weapon Finesse 
  (katana)
  Talents (Fast Hero): Evasion, Uncanny Dodge 1, 
  Uncanny Dodge 2.
  Talents (Ninja): Shichi-ho-de, Silent kill +3d6, Shinobi-
  jutsu, Goton-no-jutsu, Chunin.
  Martial Arts Styles: Ninjutsu
  Martial Arts Maneuvers: Circle Kick
  Circle Kick: +5 to hit (+4 Dexterity, +1 Competence), 
  1d6+3 damage (+1 Strength, +2 Ashiko, die increase 
  Maneuver).
  Possessions: Ashiko, katana, shuriken, tonfa, 
  miscellaneous equipment
  Gonkuro Yokoyama
  Tough Hero 3 / Contemplative Master 3 / Ninja 9: CR 
  15; HD 12d6 + 3d10 + 15; hp 78; MD 12; AP 7; Init +3 (+3 
  Dex); Spd 30’; Defense 23, Touch 23, Flat-footed 20 (+10 
  class, +3 Dex); BAB +11; Atk +16 melee (1d6+4, non-lethal 
  kick), or +16 melee (1d4+4, lethal kick), or +13 (2d6+3/19-
  20 katana), or +14 ranged (1d4 shuriken); Full Atk 
  +16/+11/+6 melee (1d6+4, non-lethal kick), or +16/+11/+6 
  melee (1d4+4, lethal kick), or +13/+8/+3 (2d6+3/19-20 
  katana), or +14/+9/+4 ranged (1d4 shuriken); FS 5 ft. by 5 
  ft.; Reach 5 ft.; AL White Lotus ninja clan, aiding others into 
  the afterlife; Wealth 18; SV Fort +9, Ref +11, Will +6; AP 
  7; Rep +4; Str 14, Dex 16, Con 12, Int 14, Wis 13, 
  Cha 12.
  Occupation: Religious (Decipher Script, 
  Knowledge (arcane lore), Knowledge (theology 
  and philosophy)).
  Skills: Bluff +10, Climb +2 (+11 when escaping), 
  Concentration +19, Decipher Script +17, Disguise +10, 
  Escape Artist +3 (+12 when escaping), Gather Information 
  +10, Hide +34, Knowledge (arcane lore) +17, Knowledge 
  (theology and philosophy) +21, Move Silently +34, Sense 
  Motive +4, Swim +2 (+11 when escaping). 
  Feat: Archaic Weapons (Japanese), Archaic Weapons 
  (Samurai), Brawl, Combat Martial Arts, Information 
  Network, Simple Weapons Proﬁciency, Stealthy, Zen, Zen 
  focus.
  Talents (Tough Hero): Remain Conscious, 
  Second Wind.
  Talents (Ninja): Shichi-ho-de, Silent kill +4d6, 
  Shinobi-jutsu, Goton-no-jutsu, Chunin, Jonin.
  Martial Arts Style: Ninjutsu.
  Martial Arts Maneuvers: Shadow.
  Martial Arts Mastery: Accurate Kick 1, Shadow Mastery 
  1.
  Possessions: ashiko, katana, shuriken, tonfa, 
  miscellaneous equipment.
  Background: Gonkuro is the son of a devout, well-to-do 
  merchant.  Gonkuro spent much of his youth at both Shinto 
  and Buddhist temples in contemplation.  He disturbed 
  several of the priests and monks though, as he thought that, 
  with all the suffering there is in the world, aiding others on 
  the way to paradise would be a boon to them.  Ostracized by 
  both his friends and family when he committed, in his eyes, 
  a mercy killing of an elderly neighbor lady, Gonkuro took 
  to the streets.  Word of his deed and philosophy reached the 
  White Lotus ninja clan, and they sought him out and took 
  him in. He has been with the White Lotus ever since, and has 
  now become the head of the clan in his own right.  When he 
  is not actively aiding others on to the afterlife, he spends his 
  time poring over ancient tomes and in meditation.
  
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  Chapter 3: Martial Arts Campaigns
  Fantastic
  The fantastic martial arts campaign is equal part martial arts 
  and superheroics. However, unlike a true superhero genre 
  where characters might be empowered from a variety of 
  sources the fantastic martial arts campaign assumes that 
  extreme mastery of the mysterious Eastern arts is enough to 
  raise the heroes and villains of the tales above their peers. 
  New Rules: The main new rule needed for the fantastic 
  martial arts campaign is power points and powers. Following 
  are a very basic selection of abilities derived from the Blood 
  and Vigilance rules set. Game Masters wishing to run a full-
  blown fantastic campaign will ﬁnd more information in that 
  volume. However, for those who already possess BNV a new 
  origin and two new powers are presented. 
  Mystic Encounter
  Your character has had a brush with the supernatural, 
  granting him powers and abilities far beyond those of mortal 
  men. Some characters will see this power as an opportunity 
  to dominate their fellow man. Heroes will attempt to use 
  their powers to protect those weaker than them.
  Enhanced Abilities: +2 to one ability of your choice
  Power Points: 12 at ﬁrst level, 3 per level thereafter
  Superhuman Strength: Each power point spent on this 
  power raises your Strength by one point.
  Superhuman Dexterity: Each power point spent on this 
  power raises your Dexterity by one point.
  Superhuman Constitution: Each power point spent on 
  this power raises your Constitution by one point.
  Superhuman Intelligence: Each power point spent on 
  this power raises your Intelligence by one point.
  Superhuman Wisdom: Each power point spent on this 
  power raises your Dexterity by one point. 
  Superhuman Charisma: Each power point spent on this 
  power raises your Charisma by one point.
  Ki Prowess: Each power point spent on this power allows 
  you to use your Ki one additional time each day.
  Fantastic Campaign Model: 
  Totem War
  You and your employer, billionaire industrialist Ronald 
  Merrick were attempting a climb no one had ever completed 
  before, a mountain the Tibetan natives called the “Wild 
  Fortress”. As you neared the top of the mountain you began 
  to encounter strange, incredibly ancient architecture and your 
  native guides turned and ﬂed. Still you pressed on, blinded 
  by visions of glory and a new archeological discovery added 
  to your impossible climb. 
  Finally, as the last of your strength faded away you 
  reached the top, only you were not alone. Impossibly, the 
  mountaintop contained a monastery inhabited by a lone 
  monk. He seemed to expect you and escorted you inside. He 
  explained that he was the last of an ancient order of monks 
  who had awakened the abilities of animal totems deep inside 
  them. You would carry on the ancient legacy of the Totem 
  Warriors. 
  Suddenly a totem is awakened in each party member 
  (including Merrick). Each player randomly determines a 
  totem animal (one represented by an animal style). As soon 
  as that player gains one level in the totem warrior class for 
  that animal style the player gains the Mystic Encounter 
  origin and power points equal to what a character of his 
  level should possess (12 plus 3 per level). Each animal 
  totem grants the player one superhuman attribute power as 
  a class power (all other superhuman abilities are cross-class 
  powers). In addition each player gains either the martial arts 
  prowess or Ki prowess powers as class powers (player’s 
  choice depending on whether he feels his character would 
  concentrate on the mystical or the physical side of the 
  martial arts). 
  D20 Roll
  Animal Totem
  Superhuman Ability
  1
  Bear
  Strength
  2
  Boar
  Strength
  3
  Bull 
  Strength
  4
  Cat 
  Dexterity
  5
  Deer
  Dexterity
  6
  Dragon
  Strength
  7
  Eagle
  Dexterity
  8
  Horse
  Dexterity
  9
  Leopard
  Dexterity
  10
  Monkey
  Charisma
  11
  Panther
  Strength
  12
  Praying Mantis
  Dexterity
  13
  Python
  Strength
  14
  Rooster
  Dexterity
  15
  Scorpion
  Dexterity
  16
  Tiger
  Strength
  17
  White Crane
  Dexterity
  18
  Roll Twice* 
  Varies
  19
  Roll Twice **
  Varies (any two)
  20
  Roll Three times*** 
  Varies (any three)
  *Roll twice choosing between the two styles determined. If the 
  same style is rolled twice disregard and treat as a roll 17 or less.
  ** Roll twice keeping both rolls. If the same style is rolled twice 
  disregard and treat as a roll 17 or less.
  *** Roll three times keeping all three rolls. If the same style is 
  rolled multiple times disregard and treat as a roll 17 or less.
  
  46 of 52
  As those who have Blood and Fists I know, 
  I have a great fondness for martial arts comics. In fact it’s 
  one of my favorite genres of superheroics sadly neglected in 
  comics today. For those wishing to integrate Blood and Fists 
  with the d20 Modern powers system found in Blood and 
  Vigilance, some guidance was given in the main BNV book 
  (speciﬁcally class powers for the BNF I classes). To further 
  enhance your martial arts superhero campaigns, class powers 
  for all the new classes in BNF II as well as full BNV write-
  ups for the new powers and Origin found in the Totem War 
  campaign model are presented below. 
  Note: For game masters using BNV with the Totem 
  Warrior campaign model, where the information presented 
  here conﬂicts with that found in the campaign model, the 
  information here takes precedence as it is more complete.
  BNF II Classes
  Ninja: Control Light, Danger Sense, Deﬂection, 
  Desolidiﬁcation, Enhanced Senses, Invisibility, Superhuman 
  Dexterity and Superhuman Charisma
  Totem Warrior: Animal Empathy, Beast Form, Claws, 
  Danger Sense, Deﬂection, Enhanced Senses, Superhuman 
  Wisdom and one superhuman ability determined by animal 
  type (see the Totem War campaign model for this table).
  Weapon Master: Armor, Aura, Damage Touch, Danger 
  Sense, Deﬂection, Photographic Reﬂexes, Superhuman 
  Strength and Superhuman Dexterity
  Yakuza: Damage Touch, Danger Sense, Deﬂection, 
  Enhanced Senses, Ensnaring Attack, Invisibility, 
  Superhuman Dexterity and Superhuman Charisma
  Sensei: Claws, Danger Sense, Deﬂection, Enhanced 
  Senses, Ki Prowess, Regeneration, Superhuman Dexterity, 
  Superhuman Charisma
  Warrior Monk: Damage Touch, Danger Sense, 
  Deﬂection, Enhanced Senses, Ki Prowess, Regeneration, 
  Super Leap, Superhuman Dexterity and Superhuman 
  Constitution
  Zen Master: Animal Empathy, Blast (Psychic), Danger 
  Sense, Enhanced Senses, Ki Prowess, Precognition, 
  Superhuman Intelligence, Superhuman Wisdom
  Ki Prowess (New Power)
  You have learned to harness your inner spirit.
  Ki Prowess (Permanent; Free; Personal; General): 
  Each two power points spent on this power allows you to use 
  your Ki one additional time per day.
  General Stunts: Your wisdom ability modiﬁer is 
  increased by one each time you take this stunt. This modiﬁer 
  only applies to Ki related uses of your wisdom modiﬁer. 
   
  Appendix 1: Using Blood 
  and Fists with Blood and 
  Vigilance
  Bibliography
  Comprehensive Asian Fighting Arts, Donn F. Draeger and 
  Robert W. Smith
  Legends of the Martial Arts Masters, Susan Lynn Peterson
  Martial Arts of Renaissance Europe, Dr. Sydney Anglo
  Secrets of the Samurai, Oscar Ratti and Adele Westbrook
  
  47 of 52
  Feat tables
  General Feat
  Feat Name
  Prerequisites
  Effect
  Acupressure
  Treat Injury 5 ranks, Pressure Points 5 
  ranks
  Gain an extra die when healing or inﬂicting pressure point damage
  Analytical Combat
  Int 13+, Knowledge (tactics) 5 ranks
  Competence bonus to defense equal to your Int. modiﬁer
  Anatomical Expert
  +2 bonus to Treat Injury and Pressure Point skill checks
  Brute
  Str 13+, Intimidate 5 ranks
  Competence bonus to defense equal to your Str. modiﬁer
  Death Wish
  1st allegiance must be to danger
  Bonuses to attack and damage when your hit points are reduced below 
  50% and 25%
  Devotion
  1st allegiance must be to loyalty
  +2 morale bonus to attack and damage rolls when object of your devotion 
  is in danger
  Footwork
  Balance 3 ranks
  Balance checks for footwork are a free action
  High Pain Threshold
  Con 13+, Concentration 5 ranks
  Competence bonus to defense equal to your Con. modiﬁer
  Information Network
  Leadership
  Bonuses to Gather Information and Spot skill checks based on followers 
  keeping tabs on things
  Leadership
  6th level
  You attract companions and followers
  Paciﬁst
  1st allegiance must be to self defense
  +2 morale bonus to attack and opposed attack rolls when using block, 
  disarm, grapple or trip maneuvers, or inﬂicting non-lethal damage; -2 
  morale penalty to attack rolls when performing offensive maneuvers
  Perfectionist
  1st allegiance must be to enlightenment
  Any time you successfully conﬁrm a critical hit you gain a +2 morale 
  bonus to attack and damage rolls for the rest of the encounter
  Street Samurai
  1st allegiance must be to honor
   +2 morale bonus to attack and damage rolls for the remainder of the 
  encounter
  Tai-Chi
  Meditation, Concentration 5 ranks, Escape 
  Artist 5 ranks
  +2 bonus to Concentration and Escape Artist skill checks; permanent +1 
  bonus to Dex, Con, or Wis
  Teamwork – Speciﬁc Team
  Allegiance (Loyalty – Speciﬁc Group)
  Two or more characters with Teamwork for the same team gain +2 to 
  attack and skill checks, can communicate with hand signals
  Thrill Seeker
  1st allegiance must be to excitement
  +2 bonus to attack and damage rolls during any encounter rated 3 or more 
  levels above average party level
  Weapon Proﬁciency – Cloak
  BAB 1+
  You may use your cloak in combat for attempts to blind, trip, grapple, or 
  parry
  Zen Focus
  Concentration 5 ranks, Zen, BAB 5+
  Succeed at DC 20 Concentration check to gain +2 bonus on next melee 
  attack or damage roll; automatically conﬁrms a crit threat
  
  48 of 52
  Feat tables
  Martial Arts Styles
  Style Name
  Prerequisites
  Effect
  Animal – Imitating Chuan Fa
  Combat Martial Arts or Defensive Martial 
  Arts
  Proﬁcient in, and considered armed with punching and kicking attacks; 
  Balance, Concentration become permanent class skills
  Banshay
  Archaic Weapon Proﬁciency
  Damage with sword, spear or staff (chosen at the same time as the feat) 
  increased to next larger die; do not provoke attacks of opportunity from 
  disarm attempts with chosen weapon; Balance, Concentration, Sense 
  Motive become permanent class skills
  Bear
  Brawl, Combat Martial Arts or Defensive 
  Martial Arts
  Proﬁcient in, and considered armed with punching attacks; do not provoke 
  attacks of opportunity from grapple attacks; Balance, Concentration, 
  Escape Artist, Intimidate become permanent class skills
  Brazilian Jiu Jitsu
  Brawl, Combat Martial Arts or Defensive 
  Martial Arts
  Proﬁcient in, and considered armed with kicking attacks; do not provoke 
  attacks of opportunity from grapple or trip attacks; Balance, Escape Artist, 
  Intimidate become permanent class skills
  Bull
  Brawl, Combat Martial Arts or Defensive 
  Martial Arts
  Proﬁcient in, and considered armed with head and punching attacks; do not 
  provoke attacks of opportunity from grapple attacks; Balance, Intimidate, 
  Sense Motive become permanent class skills
  Burmese Bando
  Combat Martial Arts or Defensive Martial 
  Arts
  Proﬁcient in, and considered armed with punching and head attacks; 
  Balance, Intimidate, Jump become permanent class skills
  Burmese Boxing
  Brawl or Combat Martial Arts
  Proﬁcient in, and considered armed with head and punching attacks; do 
  not provoke attacks of opportunity from grapple or trip attacks; Balance, 
  Escape Artist, Intimidate, Perform (dance) become permanent class skills
  Chi Kung
  Defensive Martial Arts
  Do not provoke attacks of opportunity from grapple or trip attacks; 
  Concentration, Pressure Points, Treat Injury become permanent class skills
  Deer
  Combat Martial Arts or Defensive Martial 
  Arts
  Proﬁcient in, and considered armed with head and kicking attacks; 
  Concentration, Listen, Spot become permanent class skills
  Eastern Wrestling
  Brawl, Defensive Martial Arts or Improved 
  Trip
  Do not provoke attacks of opportunity from trip or grapple attacks; 
  Balance, Escape Artist, Pressure Points become permanent class skills
  Fencing – French
  Archaic Weapon Proﬁciency
  Do not provoke attacks of opportunity from disarm attempts; Feint as a 
  move action while using rapier if off hand is free; Balance, Bluff, Tumble 
  become permanent class skills
  Fencing - Italian
  Archaic Weapon Proﬁciency
  Rapier damage increased to 1d8; two weapon ﬁghting penalties reduced 
  by 2 when using rapier and dagger or cloak (if proﬁcient with cloak); do 
  not provoke attacks of opportunity from grapple attacks; Balance, Escape 
  Artist, Intimidate become permanent class skills
  Fencing - Spanish
  Archaic Weapon Proﬁciency
  +2 bonus to disarm and block opposed attack rolls with rapier; do 
  not provoke attacks of opportunity from disarm attempts; Balance, 
  Concentration, Sense Motive become permanent class skills
  Greco Roman Wrestling
  Brawl, Combat Martial Arts or Improved 
  Trip
  Do not provoke attacks of opportunity from trip or grapple attacks; 
  Balance, Escape Artist, Pressure Points, Sense Motive, Tumble become 
  permanent class skills
  Goju-Ryu Karate
  Combat Martial Arts, Defensive Martial 
  Arts or Improved Trip
  Proﬁcient in, and considered armed with kicking attacks; do not 
  provoke attacks of opportunity from grapple or trip attacks; Balance, 
  Concentration, Escape Artist become permanent class skills
  Gun Fu
  Personal Firearms Proﬁciency
  Proﬁcient in, and considered armed with punching and kicking attacks; 
  may use Zen Focus feat to modify ﬁrearms ranged attacks; Concentration, 
  Spot become permanent class skills
  Horse
  Combat Martial Arts or Defensive Martial 
  Arts
  Proﬁcient in, and considered armed with punching attacks; do not provoke 
  attacks of opportunity from trip attacks; Balance, Concentration, Sense 
  Motive become permanent class skills
  Hsing-I Kung Fu
  Combat Martial Arts or Defensive Martial 
  Arts
  Proﬁcient in, and considered armed with punching and kicking attacks; 
  add Wis. modiﬁer to initiative for unarmed attacks; Sense Motive becomes 
  permanent class skill
  Hung Gar
  Combat Martial Arts or Defensive Martial 
  Arts
  Proﬁcient in, and considered armed with punching and kicking attacks; 
  Balance becomes permanent class skill
  Hwa Rang Do
  Combat Martial Arts or Defensive Martial 
  Arts
  Proﬁcient in, and considered armed with punching and kicking attacks; 
  do not provoke attacks of opportunity from trip attacks; Balance, Pressure 
  Points, Treat Injury become permanent class skills
  Kajukenbo
  Combat Martial Arts or Defensive Martial 
  Arts
  Proﬁcient in, and considered armed with punching and kicking attacks; 
  Balance, Bluff, Intimidate become permanent class skills
  
  49 of 52
  Feat tables
  Kenpo
  Combat Martial Arts or Defensive Martial 
  Arts
  Proﬁcient in, and considered armed with punching and kicking attacks; 
  Balance, Jump, Tumble become permanent class skills
  Knife Fighting
  Weapon Focus (knife)
  Knife damage increases to next larger die; may feint as move action; Bluff, 
  Knowledge (streetwise), Repair become permanent class skills
  Krav Maga
  Combat Martial Arts or Defensive Martial 
  Arts
  Proﬁcient in, and considered armed with punching attacks; do not provoke 
  attacks of opportunity from grapple or disarm attacks; Balance, Escape 
  Artist, Sense Motive become permanent class skills
  Kuk Sool Won
  Combat Martial Arts or Defensive Martial 
  Arts
  Proﬁcient in, and considered armed with punching and kicking attacks; 
  Concentration, Jump, Tumble become permanent class skills
  Kyokushin Karate
  Combat Martial Arts or Defensive Martial 
  Arts
  Proﬁcient in, and considered armed with punching and kicking attacks; 
  do not provoke attacks of opportunity from trip attacks; Balance, 
  Concentration become permanent class skills
  Lucha Libre
  Brawl, Combat Martial Arts, or Defensive 
  Martial Arts
  Do not provoke attacks of opportunity from grapple or trip attacks; 
  Concentration, Disguise, Tumble become permanent class skills
  Pa-Kua
  Combat Martial Arts or Defensive Martial 
  Arts
  Proﬁcient in, and considered armed with punching and kicking attacks; +2 
  bonus to blocking attack rolls; Balance becomes permanent class skill
  Pancration
  Combat Martial Arts or Defensive Martial 
  Arts
  Proﬁcient in, and considered armed with punching attacks; do not provoke 
  attacks of opportunity from trip or grapple attacks; Balance, Escape Artist 
  become permanent class skills
  Pole Arm Fighting
  Exotic Weapon Proﬁciency (any pole arm)
  Pole arm damage increased to next larger die; do not provoke attacks of 
  opportunity from trip attacks with pole arm; +2 bonus to Balance check to 
  increase range with pole arm; Balance, Intimidate, Sense Motive become 
  permanent class skills
  Professional Wrestling
  Brawl, Combat Martial Arts, or Defensive 
  Martial Arts
  Proﬁcient in, and considered armed with head, punching and kicking 
  attacks; do not provoke attacks of opportunity from grapple attacks; 
  Intimidate, Perform (stunt ﬁghting) become permanent class skills
  Rooster
  Combat Martial Arts or Defensive Martial 
  Arts
  Proﬁcient in, and considered armed with punching and head attacks; 
  Balance, Concentration, Pressure Points become permanent class skills
  Shito-Ryu Karate
  Combat Martial Arts or Defensive Martial 
  Arts
  Proﬁcient in, and considered armed with punching and kicking attacks; 
  Concentration, Intimidate, Jump, Tumble become permanent class skills
  Shotokan Karate
  Combat Martial Arts or Defensive Martial 
  Arts
  Proﬁcient in, and considered armed with punching and kicking attacks; 
  do not provoke attacks of opportunity from trip attacks; Balance, 
  Concentration, Intimidate become permanent class skills
  Staff Fighting
  Weapon Focus (staff)
  Do not provoke attacks of opportunity from trip attacks; +2 bonus to 
  blocking attack rolls when using a staff; Balance, Concentration, Sense 
  Motive become permanent class skills
  Stick Fighting
  Weapon Focus (Jo Staff)
  Gain virtual feat of two weapon ﬁghting when using jo staves, sticks, or 
  clubs; Balance, Concentration, Pressure Points, Sense Motive become 
  permanent class skills
  Tai-Chi Chuan
  Defensive Martial Arts, Improved Disarm 
  or Improved Trip
  Do not provoke attacks of opportunity from trip or grapple attacks; 
  Balance, Concentration, Escape Artist become permanent class skills
  Taiho-Jutsu
  Combat Martial Arts, Defensive Martial 
  Arts or Improved Disarm
  Do not provoke attacks of opportunity from grapple or disarm attempts; 
  proﬁcient with tonfa and jutte; Diplomacy, Escape Artist, Intimidate, Sense 
  Motive become permanent class skills
  Wado-Ryu Karate
  Combat Martial Arts or Defensive Martial 
  Arts or Improved Trip
  Proﬁcient in, and considered armed with punching attacks; do not provoke 
  attacks of opportunity from grapple or trip attacks; Balance, Escape Artist 
  become permanent class skills
  Ying Jow
  Combat Martial Arts or Defensive Martial 
  Arts
  Do not provoke attacks of opportunity from grapple or trip attacks; 
  Pressure Points, Treat Injury become permanent class skills
  
  50 of 52
  Feat tables
  Martial Arts Maneuvers
  Maneuver Name
  Prerequisites
  Effect
  Body Slam
  Str 13+ and one of the following: Lua, 
  ROSS, School of Hard Knocks, Sumo 
  Wrestling, Brazilian Jiu Jitsu, Goju Ryu 
  Karate, Mexican Masked Wrestling, 
  Professional Wrestling and Wrestling
  Throw damage increased to 3rd larger +1.5 times Str. modiﬁer die after 
  successful trip attack
  Clothesline
  One of the following: Boar, Bull, ROSS, 
  Professional Wrestling and School of Hard 
  Knocks
  Used in conjunction with charge attack, target makes Reﬂex save or 
  knocked prone; defensively used when attacker is allowed attack of 
  opportunity due to movement, target makes Reﬂex save or knocked prone
  Flying Tackle
  One of the following: Boar, Lua, 
  Professional Wrestling, ROSS, School of 
  Hard Knocks, and Wrestling
  Perform a punch attack at the end of a charge, target makes Reﬂex save or 
  knocked prone; character performing maneuver is prone after the attack
  Full Nelson
  Half Nelson, BAB 3+
  Grapple damage increased to second larger die; only Escape Artist skill 
  allows escape from this maneuver
  Groin Kick
  One of the following: Capoeira, Drunken 
  Master, Hapkido, Hsing-i, Hwa Rang Do, 
  Jujutsu, Karate, Kenpo, Kung Fu, Pa-kua, 
  ROSS, Savate, School of Hard Knocks, 
  TaeKwonDo, Thai Kickboxing, and White 
  Crane
  Increases kick damage to next larger die; chance of stunning target
  Half Nelson
  One of the following: Aikido, Brazilian 
  Jiu Jitsu, Jujutsu, Lua, Python, Sumo 
  Wrestling, Taiho-jutsu and Wrestling
  On successful half nelson attack, grappler inﬂicts normal grapple damage 
  or performs Full Nelson, Kidney Punch, or Leg Sweep as an attack of 
  opportunity if grappler knows these maneuvers
  Joint Lock
  One of the following: Aikido, Brazilian 
  Jiu Jitsu, Jujutsu, Lua, Python, Sumo 
  Wrestling and Wrestling
  All damage inﬂicted by a successful grapple is increased to the second 
  larger die +1.5 times Str. modiﬁer
  Lunge
  Thrust, BAB +3, and one of the following: 
  Fencing (all variants), Spear Fighting, Staff 
  Fighting
  Thrust damage increased to next larger die
  Lunge Punch
  Karate, Jab, BAB 3+
  Jab damage increased to next larger die
  Palm Strike
  One of the following: Karate, Kung Fu, 
  Praying Mantis, Shao-Lin Kung Fu
  +1 bonus to hit with punch attack; punch attack deals punch damage +1.5 
  times Str. modiﬁer
  Repelling Touch
  One of the following: Aikido, Kung Fu, 
  Pentjak Silat, Shao-Lin Kung Fu, T’ai-chi 
  Kung Fu
  Chance to knock back opponent
  Slash
  Any slashing weapon style
  Weapon damage increased to next larger die
  Sticking Touch
  One of the following: Aikido, Cobra, Kung 
  Fu, Pentjak Silat, Praying Mantis, Shao-
  Lin Kung Fu, T’ai-chi Kung Fu
  +2 bonus to attack rolls, +4 bonus to Sense Motive checks to predict 
  attacks upon successful Sticking Touch attack
  Tendon Lock
  Joint Lock, Pressure Points 5 ranks
  Make Pressure Points check as free action while grappling and add 
  pressure point damage to grapple damage
  
  51 of 52
  Signature Maneuvers
  Maneuver Name
  Prerequisites
  Effect
  Bear Stance
  Bear
  +2 bonus to hook or grapple attack rolls
  Bow and Arrow
  Kung Fu
  +2 bonus to hit with punch attacks
  Crane’s Beaks
  White Crane, Nerve Strike
  +2 bonus to hit on all pressure point attack and skill rolls; pressure point 
  damage increased by +1d6
  Double Claw
  Tiger, Tiger Claw
  +2 bonus on all block, disarm, grapple attack and opposed rolls
  Dragon Stance
  Dragon
  +2 bonus to damage on Lunge Punch attacks
  Extended Dragon
  Dragon, Dragon Stance, Balance 5 ranks
  If a punch attack is executed from this stance in the ﬁrst round of combat 
  the practitioner gains a +4 Initiative bonus cumulative with any other 
  bonus the attacker receives; attacker may spend an action point to render 
  one Lunge Punch attack unblockable; attacker may also spend an action 
  point to render his opponent ﬂat-footed against next Leg Sweep attack
  Lai Kai
  Burmese Boxing, Perform (dance) 5 ranks, 
  BAB +3
  If you perform this maneuver for one minute (10 rounds) and then 
  successfully make a Perform (dance) skill check (DC 20) you gain a +2 
  morale bonus to initiative and attack rolls for the next minute (10 rounds)
  Landing Crane
  White Crane
  +2 bonus to hit with kick attacks
  Riding Horse
  Horse, Balance 5 ranks
  +4 bonus on all Balance checks; may make Balance checks to avoid trip 
  attacks as a move action
  Snake
  Cobra
  +1 to hit or dodge bonus to defense against melee attacks every round this 
  stance is maintained; +2 bonus to Fort saves vs Body Blow, Groin Kick, 
  Heart Punch
  Sword Dance
  Dex 13+, Banshay, Weapon Focus 
  (machete), Two Weapon Fighting, BAB +6
  +2 cover bonus to defense; +2 bonus to hit opposed blocking attack rolls; 
  melee opponents are subject to attacks of opportunity
  Wing Punch
  White Crane, Jab
  +2 bonus to damage on jab attacks; character can not be ﬂanked
  Legendary Maneuvers
  Maneuver Name
  Prerequisites
  Effect
  Breath of Laughter
  Ki, Inner Strength, Inner Power, Repelling 
  Touch
  Successful Repelling Touch attack plus one action point sends opponent 
  back a number of feet equal to 10 times Wis. modiﬁer; usable with One 
  Finger at range
  No-Shadow Kick
  Ki, Inner Strength, Inner Power, Snap Kick Snap kick attacks may not be blocked; spend one action point to make 
  opponent ﬂat footed against your attacks for the next round
  Ki Feats
  Feat Name
  Prerequisites
  Effect
  Chyel Ki
  Ki, Inner Strength, Inner Peace, 
  Concentration 5 ranks
  Gain DR equal to Wis. modiﬁer for a number of rounds equal to 
  Concentration skill
  Jung Ki
  Ki, Inner Strength, Immovable, 
  Concentration 5 ranks
  May not be tripped or thrown; duration equal in rounds to Concentration 
  skill
  Ki Ryuk Sool
  Ki, Inner Strength, Inner Peace, Treat 
  Injury 8 ranks, Wis 15+
  Use Ki to heal others of 1 point of damage per rank in Treat Injury
  Kyung Ki
  Ki, Inner Strength, Concentration 5 ranks
  Add Wis. modiﬁer to all Balance, Jump, Move Silently, Tumble skill 
  checks; duration equal in rounds to Concentration skill
  Ma Ki
  Ki, Inner Strength, Inner Peace, 
  Concentration 5 ranks, Wis 15+
  Immune to pressure point damage for a number of rounds equal to 
  Concentration skill; relieve or reduce exhaustion conditions
  One Finger
  Ki, Inner Strength, Repelling Touch
  Use Repelling Touch maneuver at 10’ range + 10 times Wis. modiﬁer feet
  Shin Ki
  Ki, Inner Strength, Awareness, 
  Concentration 5 ranks
  Add Wis. modiﬁer to Concentration, Listen, Spot checks for a number of 
  rounds equal to your modiﬁed Concentration skill
  
  52 of 52
  Open game license
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Deﬁnitions: (a)”Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b)”Derivative Material” means 
  copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modiﬁcation, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an existing 
  work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and any additional content 
  clearly identiﬁed as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright 
  law, but speciﬁcally excludes Product Identity. (e) “Product Identity” means product 
  and product line names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, personas, 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; 
  Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by 
  Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. 
  Cordell, John Tynes, Andy Collins, and JD Wiker.
  Ultramodern Firearms d20, Copyright 2002, Charles McManus Ryan
  d20 Modern Weapons Locker, Copyright 2004, Wizards of the Coast, Inc.;
  Author Keith Potter
  Blood and Vigilance Copyright 2003, RPGObjects; Author Charles Rice 
  Blood and Fists Copyright 2003, RPGObjects; Author Charles Rice 
  Blood and Fists: Hong Kong Knights Copyright 2004, RPGObjects; Author Charles 
  Rice 
  open gaming content
  Designation of Product Identity: The following terms are designated as product 
  identity as outline in section 1(a) of the Open Gaming License: Blood and Fists, Hong 
  Kong Knights, Blood and Vigilance.
  Designation of Open Gaming Content: The following sections of Blood and Fists: 
  Hong Kong Knights  are designated as open gaming content except for terms deﬁned 
  as product identity above.  All illustrations, pictures, and diagrams are Product identity 
  and property of RPGObjects™.
  Introduction:  This entire chapter is closed content.
  Chapter 1: The class descriptions and ﬁction (italicize text) are closed content. All other 
  text in this chapter is open content.
  Chapter 2: The ﬁction (italicize text) introductions and martial arts style descriptions 
  are closed content. All other text in this chapter is open content.
  Chapter 3: The ﬁction (italicize text) introduction and epilogue (italicize text) are 
  closed content. All other text in this chapter is open content.
  Appendix 1:  This entire section is open content.
  
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