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  Martial Arts Mayhem, Part III
  by Rich Redman
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  Design Review: Marc Schmalz, Stan!, & JD Wiker
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  Martial Arts Mayhem, Part III
  The Game Mechanics, Inc.
  Secret Techniques
  This is the third part of a martial arts supplement 
  brought to you by The Game Mechanics. This 
  supplement complements the 
  material found in the d20 Mod-
  ern Roleplaying Game, Chapter 
  Three: Feats and Chapter Five: 
  Combat. 
  Coiling Dragon
  You move with extraordinarily 
  sinuous grace, confounding 
  those who want to a�ack you.
  Prerequisite: Second Degree 
  Mastery of Drunken Fighting.
  Benefits: You may spend 
  an action point at the begin-
  ning of your action to gain a 
  +4 Dodge bonus to Defense 
  against all melee a�acks made 
  against you before your next 
  action. If you take an action 
  (other than moving) that pro-
  vokes an a�ack of opportunity, 
  or if you a�ack, you lose this 
  bonus.
  Dragon’s Eye
  Your keen perceptions give you insight into your 
  opponent’s defenses.
  Prerequisite: Second Degree Mastery of Sticky 
  Hands.
  Benefits: As a move action, you may spend an 
  action point to make a single Spot check against 
  an opponent who is within 30 feet of you. The 
  information you gain depends on the result of your 
  check. You gain the information for your result and 
  any results lower than yours:
  Erratic Weave
  Your skill with Drunken techniques makes you 
  harder to hit.
  Introduction
  Martial Arts Mayhem is a supplement for the d20 
  Modern™ Roleplaying Game by Wizards of the Coast. 
  There are three parts to the supplement. You need the 
  other two parts of this supplement to use this part.
  I. 
  Feats: These new martial arts feats comple-
  ment those found in the d20 Modern Roleplay-
  ing Game. They generally add to class bonus 
  feat lists.
  II. Schools: Heroes who develop certain skills 
  and learn certain feats may be students of 
  particular martial arts schools. When they 
  meet the requirements of a school, they gain 
  its benefits.
  III. Secret Techniques: These are secret, power-
  ful blows, grips, holds, and other techniques 
  taught only to the most dedicated students. 
  Their prerequisites and restrictions balance 
  them against other feats, and characters learn 
  them just like feats.
  Using This Material
  When a member of a martial arts school reaches 
  and certain level of expertise and earns his master’s 
  trust, he may learn secret techniques of his school. 
  These techniques are passed down from master to 
  master, taught only to the students most closely 
  approaching their schools’ ideals.
  Secret techniques are feats. Heroes may learn 
  a secret technique any time they could learn a 
  feat, provided they are masters of the appropriate 
  school and meet the secret technique’s prerequisite.
  For example, Erratic Weave requires a hero to 
  meet all the prerequisites of Third Degree Mastery 
  of the Drunken Fighting school before she can 
  learn it. She can learn Coiling Dragon a�er gaining 
  Second Degree Mastery, but it is not a prerequisite 
  for Erratic Weave.
  Secret techniques are never on class bonus feat lists.
  Unless a hero has some ability that allows her to 
  spend multiple action points in a single round, she 
  cannot combine secret techniques that require the 
  expenditure of more than one action point.
  When a technique requires that you spend an 
  action point, do not roll dice for that action point 
  unless the technique calls for it.
  Rule 0
  I wrote the original combat and equipment rules 
  for d20 Modern and participated in all aspects of its 
  design, development, and testing. I made my best 
  effort to balance the rules in Martial Arts Mayhem 
  between being cool and being reasonable. This ma-
  terial is not official, and gamemasters may choose 
  to disallow some or all of it.
  Losing Prerequisites
  Secret techniques are 
  feats: If you lose a 
  prerequisite, you can’t use 
  the benefit of the secret 
  technique. Once you 
  regain the prerequisite, 
  you regain the benefits.
   
  For example, if your 
  hero was a 3rd Degree 
  Master of Deft Touch 
  and took enough ability 
  score damage to lower 
  her Wisdom below 13, 
  she would lose the ability 
  to use Gorilla Palm and 
  Mantis Finger Spear, if 
  she had those feats, until 
  she regained enough 
  Wisdom to access the 
  benefits of her school 
  again.
  Spot 
  Check 
  Result
  Information Gained
  5+
  Whether or not the opponent is a normal 
  character without action points.
  10 +
  Opponent’s total Defense bonus
  15+
  Opponent’s Dexterity bonus, class bonus to 
  Defense, equipment bonus to Defense, and 
  any situational modifiers (such as Dodge 
  bonuses or cover).
  20+
  Opponent’s current number of action points.
  
  Martial Arts Mayhem, Part III
  The Game Mechanics, Inc.
  Prerequisite: Third Degree Mastery of Drunken 
  Fighting.
  Benefi ts: You may spend an action point at the 
  beginning of your action to gain a +2 Dodge bonus 
  to all a� acks made against you, both ranged and 
  melee, before your next action. If you take an ac-
  tion that provokes an a� ack of opportunity (other 
  than moving) or if you a� ack, you lose this bonus.
  Irish Whip
  You can bounce yourself off  stationary objects to 
  make charge a� acks.
  Prerequisite: Second Degree Mastery of Profes-
  sional Wrestling.
  Benefi ts: Make a charge a� ack normally except 
  that you may change direction while moving. Op-
  ponents make a� acks of opportunity against you 
  normally, so if you leave a threatened area they 
  may a� ack you before you complete your charge.
  Gorilla Palm
  Your unarmed a� acks drain your target’s internal 
  energy.
  Prerequisite: Third Degree Mastery of De�  Touch.
  Benefi ts: As a full round action, spend an action 
  point and make a single unarmed melee a� ack. If 
  successful, your a� ack does no damage. Instead, 
  the target of your a� ack loses 1d4 action points 
  permanently. Gorilla Palm cannot reduce action 
  points below zero.
  Hammer Fist
  Your hands and feet are conditioned to be capable 
  of terrible blows to objects.
  Prerequisite: Second Degree Mastery of Southern 
  Fist.
  Benefi ts: As a full a� ack action, you may spend 
  an action point to make a single unarmed a� ack 
  against an object. When you deal damage to the 
  object, you ignore its hardness.
  Mantis Finger Spear
  Your precision blows can negate an opponent’s 
  agility.
  Prerequisite: Second Degree Mastery of De�  Touch.
  Benefi ts: Before you make your a� ack roll, declare 
  that you are using this feat and spend an action 
  point. Thus, a missed a� ack roll ruins the a� empt. 
  Make an unarmed melee a� ack. If you succeed, 
  you do no damage but the opponent a� acked 
  loses any Dexterity bonus to Defense until the 
  start of your action on the next round.
  Monkey Leap
  You jump greater distances than normal.
  Prerequisite: Second Degree Mastery of Northern 
  Leg.
  Benefi ts: You may spend an action point when 
  you make a Jump check to jump a maximum dis-
  tance equal to twice your speed, but your normal 
  movement counts against this distance. For exam-
  ple, a hero with this secret technique has a move-
  ment of 30 feet. If he moves 20 feet in a straight line 
  (the minimum move that doesn’t double the DC of 
  a jump), he can still jump 40 feet (DC 45).
  Normal: You cannot make a horizontal long 
  jump that covers a distance greater than your 
  normal speed.
  Repulse the Monkey
  You are adept at defending yourself against charg-
  ing a� acks.
  Prerequisite: Third Degree Mastery of Sticky Hands.
  Benefi ts: You may spend an action point to ready 
  an action and set yourself against a charge. When 
  the charging opponent enters a square you threaten, 
  you may make an unarmed a� ack against that 
  opponent. If your a� ack succeeds, you do double 
  damage. This eff ect lasts until you make an a� ack 
  roll, or stop readying the action. This counts against 
  your total number of a� acks of opportunity for the 
  round, and you cannot use this ability if you cannot 
  make an a� ack of opportunity (for example, you 
  have used all your available a� acks of opportunity 
  or you are fl at-footed).
  Snake Fist
  You can make an unarmed melee a� ack as a touch 
  a� ack.
  Prerequisite: Third Degree Mastery of Southern Fist.
  Benefi ts: You may spend an action point to make 
  a single unarmed melee a� ack as a touch a� ack 
  (see the d20 Modern Roleplaying Game, Chapter Five: 
  Combat, Touch A� ack). This is a full a� ack action.
  Tiger Step
  You can run up or along walls for brief distances
  Prerequisite: Third Degree Mastery of Northern Leg.
  Benefi ts: You may spend an action point when you 
  move so that part of your move is on a wall. You 
  must begin and end your move on a relatively hori-
  zontal surface (such as a fl oor, ramp, or staircase), 
  and can reach any height within this movement 
  restriction. Changing from horizontal to vertical, or 
  vice versa, is the equivalent of 5 feet of movement 
  along a normal fl oor. For example, a normal hu-
  man with this secret technique who starts at the 
  base of a 20-foot wall could move straight up the 
  2
  
  Martial Arts Mayhem, Part III
  The Game Mechanics, Inc.
  wall, then move on to the top of the wall (total move 
  of 30 feet). You may double move using this secret 
  technique, you may combine it with Spring A� ack 
  or Shot On the Run, but you cannot run.
  Treat the wall as a normal fl oor for purposes of 
  determining movement distance. For example, 
  if you move both up and along a wall, you move 
  diagonally (see Movement and Position in Chapter 
  Five: Combat of the d20 Modern Roleplaying Game). 
  If you fail to reach a horizontal surface at the end 
  of your move, you fall prone and take damage ac-
  cording to how far you fall (see Falling in Chapter 
  Seven: Gamemastering of the d20 Modern Roleplay-
  ing Game). Opponents on the fl oor still get a� acks 
  of opportunity if they threaten a part of the wall on 
  which you move.
  Top Rope
  You jump with greater ease than normal.
  Prerequisite: Third Degree Mastery of Professional 
  Wrestling.
  Benefi ts: You may spend an action point when 
  you make a Jump check to halve the DC of that 
  check (round up). Alternatively, you can make a 
  Jump check at the normal DC without fi rst maknig 
  a 20-foot movement in a straight line fi rst. For ex-
  ample, you may spend an action point to lower the 
  DC for a 15-foot running long jump to DC 10, or 
  you can make a 5-foot long jump without a 20-foot 
  straight-line movement at DC 10.
  3
  Secret Technique
  School
  Coiling Dragon
  Drunken Fighting
  Dragon’s Eye
  Sticky Hands
  Erratic Weave
  Drunken Fighting
  Gorilla Palm
  Deft Touch
  Hammer Fist
  Southern Fist
  Irish Whip
  Professional Wrestling
  Mantis Finger Spear
  Deft Touch
  Monkey Leap
  Northern Leg
  Repulse the Monkey
  Sticky Hands
  Snake Fist
  Southern Fist
  Tiger Step
  Northern Leg
  Top Rope
  Professional Wrestling
  Table III-1: Secret Techniques and Schools
  School
  Secret Techniques
  Deft Touch
  Gorilla Palm
  Mantis Finger Spear
  Drunken Fighting
  Coiling Dragon
  Erratic Weave
  Northern Leg
  Monkey Leap
  Tiger Step
  Professional Wrestling
  Irish Whip
  Top Rope
  Southern Fist
  Hammer Fist
  Snake Fist
  Sticky Hands
  Dragon’s Eye
  Repulse the Monkey
  Table III-2: Secret Techniques by School
  
  Martial Arts Mayhem, Part III
  The Game Mechanics, Inc.
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  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 Jona-
  than Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Martial Arts M ayhem, Part I ©2003 The Game Mechanics, Inc.
  Martial Arts M ayhem, Part II ©2003 The Game Mechanics, Inc.
  Martial Arts M ayhem, Part III ©2003 The Game Mechanics, Inc.
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