TEXT: BY CHARLES RICE
  The ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to 
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  this work are derived from the d20 System Reference Document.
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  Copyright 2003 © RPG Objects.  All rights Reserved.
  WWW.RPGOBJECTS.COM 
   PLAYTESTING: 
  Charles Baize, Carrie Baize, Chris Derner,, Chris Hoover,  Ryan 
  KellEy, Ethan Ripplinger, Aaron Wiggins, DOMINC COVEY, Jeffrey 
  Willis, Robert Butler, Bert Hansen, Brian Palmer, COREY HODGES, 
  EDWARD LENNON, PAULA RICE
  COVER: JEREMY SIMMONS
  art: J. Longenbaugh 
  EDITING: CHARLES BAIZE
  LAYOUT: CHRIS DAVIS
  CONTRIBUTIONS FROM: 
  CHRIS DAVIS, DAVID JARVIS
  WWW.DARWINRPG.COM
  WASTELAND FURY
  
  PAGE 2
  WASTELAND FURY
  Aldar kneeled on the pristine white 
  floor of the practice hall. Behind him, 
  his fellow students kneeled in a similar 
  posture, hands on thighs, eyes 
  down out of respect for their 
  Master. In front of him stood 
  the Master and the other 
  senior instructors. Their faces 
  were grave. Only the Master 
  spoke.
  “Begin.”
  Aldar cleared his 
  throat. “I traveled west to 
  the Necropolis. Along the way 
  I encountered some Raiders, 
  Ghouls, nothing out of the 
  ordinary.”
  The Master nodded, “How 
  did you deal with them?”
  “They did not see me Master.”
  Despite the fact that his voice was 
  carefully neutral after that statement, 
  several of the other students behind him 
  murmured at that, prompting a quick response from the 
  Master. Singling out one of the murmuring students, he fixed 
  him with an icy stare, “I know he speaks the truth. How do I 
  know that young initiate?”
  Only the initiate’s stammering filled the silent void where 
  the murmuring had been. After letting the boy suffer for the 
  appropriate amount of time, the Master turned back to Aldar, 
  “How do I know?”
  “Because if I had been seen, I would be dead. Alone, 
  unarmed, and unarmored, I would have been overwhelmed. 
  There were hundreds of ghouls, the Necropolis was crawling 
  with them.”
  The Master nodded, “The feeding ground is well-named. 
  There are small vaults scattered all through that necropolis 
  with men, women, and children waiting for the call to 
  awake, that the Fall has ended. More often they are found 
  by the Ghouls and eaten alive. Their young are fed on the 
  embryonic fluid from the tanks.”
  The Master looked back down at Aldar, “Continue.”
  “I made my way into the city center, 
  and found the building you instructed. 
  There were no ghouls in that area, 
  as Master instructed me to 
  expect, which I found odd. 
  There was a decaying ghoul 
  corpse outside that should 
  have been crawling with 
  scavengers. I made my way 
  inside. The Metal Master 
  was waiting.”
  The Master nodded, 
  “And what did it say to 
  you?”
  “It said it had been too 
  long since it had a student 
  Master, and that it hoped I 
  lasted longer than its last 
  student. At first the techniques 
  of the metal creature were crude, but 
  with every bout it became more and 
  more advanced. Finally, it bowed and 
  told me I was done with my training 
  course, and asked me to “Pay at the desk’, a statement 
  I did not understand. But since Master had told me that 
  would signal the end of my trial, I returned here.”
  The Master nodded, face still grave. One of the other 
  Masters handed him a black sash. “Rise and join us, Master 
  Aldar.”
  Throughout the history of the world man has fought and 
  killed his fellow man. Since no one wants to be on the losing 
  end of such a confrontation, men who live and die by the 
  sword have systematically studied battles to be in better 
  position to win those battles. As time passes, this study of 
  combat becomes inexorably more complex, systematic, and 
  concentrates more on the inner warrior, rather than a better 
  way to punch, kick, or swing a sword. We call these studies 
  the martial arts, and they appear in every culture in the world 
  that engages in the art of combat, from Ancient Greece to 
  19th century France. In the Twisted Earth, a world ravaged by 
  war, attempting to piece together a new future from the ashes 
  of lost yesterdays, that process has begun again…
  WASTELAND FURY - POST APOCALYPTIC MARTIAL ARTS
  
  PAGE 3
  WASTELAND FURY
  New Occupation
  Pit Fighter
  Throughout the cities of the Twisted Earth, a brutal new 
  sport has arisen: pit fighting. Men are put into an earthen 
  pit and fight like dogs until one goes down. Although slaves 
  were used at first, the proprietors of these events found that 
  using trained fighters made for a better show, and better 
  profits.
  Prerequisite: Strength 13 or Dexterity 13
  Skills: Choose two of the following as permanent class 
  skills. If a skill the character selects is already a class skill, 
  he or she receives a +1 competence bonus on checks using 
  that skill. Balance, Bluff, Jump, Knowledge (Tactics), Sense 
  Motive, Tumble.
  Starting Corium: 6d6x100 cp.
  New Classes
  Initiate
  Salazar walked up to the gate. He paused about 50 yards 
  away, and waved a staff with a white cloth attached to the 
  end. From the top of the wall an armed raider asked his 
  business, and in an authoritative shout he knew the other 
  wall guards could hear, Salazar shouted, “We of the Clean 
  seek to resolve this situation. I would speak with your 
  leader.” Impassively, he stood his ground and waited.
  Minutes later, Salazar stood calmly while the men 
  searched him completely, ensuring that he bore no weapons. 
  He was unsure why his master wanted to deal with these 
  raiders, they were beneath the Clean, he hated the way they 
  smelled, the way they conducted themselves, everything 
  about them. However, Salazar was too loyal to ask such 
  questions, one reason, among many, he had been given this 
  assignment. Leaving the staff outside the gate, Salazar was 
  led inside, into a corrugated tin roofed shack that served as 
  the “headquarters” for the gang’s leader.
  Stepping inside, Salazar saw two men standing behind 
  a desk. A handgun rested on the desk, the only weapon in 
  the room. Salazar paused, listening to the guards who had 
  brought him here lock the door behind him. Only after this 
  was done did the man behind the desk speak. “All right, let’s 
  hear your offer.”
  Salazar nodded, “I bring greetings from the Clean. 
  Greetings, and an offer. We wish to establish a base here, as 
  a base from which we might explore further east. We will pay 
  you in corium and water, provide our own protection, and 
  will not interfere with your normal activities.”
  The man behind the desk chuckled, and nodded. Absently 
  he scratched at the prickly stubble that covered his scarred, 
  weathered face and pretended he was considering the offer. 
  He knew the Clean was up to something. He knew they could 
  build a base more suitable for any “scouting operation” they 
  had planned in a day. He had heard the rumors that there 
  was an ancient machine buried deep in the ground under 
  this old trading post, which was why he had taken it over to 
  begin with. However, his men had been unable to find it. He 
  had no doubt what the Clean would do once they arrived in 
  force with “their own protection”, and he wanted to show 
  them they couldn’t play him.
  Salazar watched the man pretend to consider his offer. He 
  resisted the urge to smile. He could read the man’s thoughts 
  in his body language. As the man snatched up the pistol, 
  Salazar rolled forward. Three slugs went whizzing over his 
  head, sending three streamers of light inside through the 
  thin tin walls of the shack. As the raider stood to fire again, 
  Salazar leapt over the desk, kicking the gun out his hand. A 
  backhand spun the gang leader’s head around, and Salazar 
  
  PAGE 4
  WASTELAND FURY
  grabbed it in two hands, turning the raider the rest of the 
  way around. He looked over to the second in command, who 
  had just stood there, stunned. “My informants tell me you 
  do not share his opinion, that you would be willing to allow 
  us to pay you for the right to find the buried machine. Is this 
  true?”
  The man took one look at his “leader” struggling uselessly 
  against the iron grip the man had on him. He tried to speak, 
  but was unable to make a louder noise than a desperate 
  gasp for air. It didn’t take a lot of imagination to figure out 
  what would happen if he said no, since he didn’t even have 
  a pistol. “Sure, we weren’t ever going to find that thing 
  anyway. But whatever amount of corium you were going to 
  offer him, double it.”
  SNAP
  The Initiate is a devoted practitioner of a style, seeking 
  to learn the inner mysteries of it, to blend it and his body 
  into a perfect harmony of man and technique. Many high-
  level initiates walk the wasteland with no weapons at all, 
  confident in their ability to protect themselves. This makes 
  them valuable as assassins and guards, since they can’t be 
  disarmed. At the highest levels, initiates will frequently seek 
  out a worthy student to pass on what they have learned.
  Requirements
  To qualify to become an Initiate, a character must fulfill the 
  following criteria.
  Base Attack Bonus: +3.
  Skill:  Concentration 3 Ranks.
  Feats:  Combat Martial Arts or Defensive Martial Arts or 
  Brawl, and any one Style feat.
  Class Information
  The following information pertains to the Initiate advanced 
  class.
  Hit Dice: 1d8.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Initiate class skills are: Bluff (Cha), 
  Climb (Str), Concentration (Con), Intimidate (Cha), Jump 
  (Str), Knowledge (tactics, theology and philosophy, twisted 
  earth) (Int), Listen (Int), Meditation (Wis), Sense Motive 
  (Wis), Spot (Wis), and Survival (Str).  Note that most styles 
  will grant the character additional class skills beyond these.
  Skill Points at Each Level: 5 + Int modifier.
  Class Features
  The following features pertain to the Initiate advanced class.
  Mastery:  At 1st, 3rd, 5th, 7th, and 9th levels, the Initiate 
  gets to pick an ability from the Mastery list for the Martial 
  Arts style the character is mastering.  See Martial Arts 
  Mastery for more information on Mastery abilities.  Level 2 
  Masteries may only be learned by characters of 5th level and 
  above.  Level 3 Masteries may only be learned by characters 
  of 9th Level.
  Bonus Feats:  At 2nd, 4th, 6th, 8th, and 10th levels, the 
  Initiate gains a bonus feat from the Bonus Feats list for the 
  Martial Arts Style the character is mastering.  See Martial 
  Arts Mastery for more information. The character must meet 
  the prerequisites for any feat he takes.
  Pit Gladiator
  Malvo’s head spun around. The mutant caught him again 
  with a blow to the side of the face that left him seeing stars 
  and tasting his own blood. The world pitched around, and 
  Malvo soon realized that taste mixing with the blood running 
  from his mouth was dirt. Screams echoed in the pit, men had 
  crowded the edge, threatening to spill down into the combat 
  area as they yelled either for Malvo to get up or for the 
  large brute to finish him. Malvo lifted his head up, catching 
  the eyes of the lean, perpetually pale man standing in the 
  front of the crowd. Even if he hadn’t been so pale despite 
  the enormous blood red sun that beat down on this hell hole 
  town every day of the year for 14 hours a day, he would have 
  been easy to spot; he was the only one not cheering for one 
  combatant or the other. With artful casualness, the pale man 
  TABLE 1-1: THE INITIATE
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +1
  +2
  +2
  +0
  Mastery
  +1
  +0
  2
  +2
  +3
  +3
  +0
  Bonus Feat
  +2
  +0
  3
  +3
  +3
  +3
  +1
  Mastery
  +2
  +1
  4
  +4
  +4
  +4
  +1
  Bonus Feat
  +3
  +1
  5
  +5
  +4
  +4
  +1
  Mastery (Level 2)
  +4
  +1
  6
  +6
  +5
  +5
  +2
  Bonus Feat
  +4
  +2
  7
  +7
  +5
  +5
  +2
  Mastery 
  +5
  +2
  8
  +8
  +6
  +6
  +2
  Bonus Feat
  +6
  +2
  9
  +9
  +6
  +6
  +3
  Mastery (Level 3)
  +6
  +3
  10
  +10
  +7
  +7
  +3
  Bonus Feat
  +7
  +3
  
  PAGE 5
  WASTELAND FURY
  reached up and tugged the middle earring of the three that 
  decorated his left ear. Malvo spat out the dirt and blood and 
  got up; bottom earring meant stay down, middle earring 
  meant get up. Good. This cocky bumpkin thought being big 
  meant something, and Malvo was hoping he’d get a chance 
  to prove him wrong. Malvo smiled a broken gap-toothed 
  smile at the humungous mutant, who was a good foot and a 
  half taller than him, “Ok big boy, now it’s time for me to get 
  paid.”
  The mutant responded with a bloodcurdling yell of pure 
  hatred and charged forward, ready to break the little human 
  into pieces. This brought a deafening yell of approval from 
  the crowd, most of whom had paid good money hoping to 
  see a “pureblood” get ripped in half by the biggest mutant 
  in their little town. The mutant’s charge was stopped short 
  with a flurry of short, fast punches right to his bulbous 
  nose. Shaking off the sting, a veritable barrage of blows 
  seemed to rain down on the huge man from everywhere: 
  jaw, stomach, groin, knees, kidney. Growling, he threw a 
  huge looping haymaker the little human ducked under 
  with contemptuous ease. Then the little man danced 
  out, bouncing around the dirt ring on the balls of his feet 
  and motioned the large mutant to close again. He was still 
  smiling.
  This time as Malvo closed, hands up to fend off the 
  punches that had stunned him before, Malvo’s left leg snaked 
  out and caught the side of the mutant’s leg right at the knee. 
  The entire crowd went silent at the sound of the bone 
  breaking under the force of the kick. It sounded like a 
  gun had gone off in the little pit. Seeing that the mutant 
  had no intention of trying to get up again, Malvo spit on him, 
  and raised his arms in triumph. The stunned mutants looked 
  down at him in silence for a moment, before a roar filled the 
  pit. 
  “Malvo...  Malvo… Malvo…”
  After a few seconds, a large mutant reached down and 
  hauled him up out of the pit. The crowd was still chanting 
  his name as the lean albino and Malvo pushed their way 
  through the crowd. As soon as they got out of sight, the lean 
  man smiled, his mouth gleaming with gold teeth, “Impressive 
  as usual. They love you. Probably need to take a fall 
  tomorrow.”
  Malvo shrugged, grabbing a rough cloth and wiping the 
  sweat and blood off his glistening bare chest. “Whatever.”
  The albino laughed, handing Malvo his cut. “It really 
  doesn’t matter to you does it? Hero one day, goat the next, 
  champion, villain, it’s all the same. Have you no pride? You 
  could be undefeated.”
  Malvo put his shirt on, stuffing the glowing coins into a 
  pouch at his belt. “Yeah I have pride. It’s called money. Let 
  the rubes think what they want. Just so long as I get paid. 
  You need me I’ll be where you found me this morning.” 
  The Pit Gladiator is a professional arena fighter, skilled in 
  the brutal arts of bareknuckle, full-contact bouts that do 
  not end until one man goes down and either refuses or is 
  unable to rise. There are no “points” to determine the winner, 
  and combats often end with one fighter dead 
  or 
  disabled. Some of these men fight for honor, or personal 
  glory, some even fight for the pride of their home towns, 
  with each small village sending its toughest men against the 
  nearby villages for personal bragging rights. More often, 
  however, these fights are fixed, with the betting determining 
  who wins and who loses. 
  Requirements
  To qualify to become a Pit Gladiator, a character must fulfill 
  the following criteria.
  Base Attack Bonus: +3.
  Feats:  Combat Martial Arts, Pit Fighting.
  Class Information
  The following information pertains to the Pit Gladiator 
  advanced class.
  Hit Dice: 1d12.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  
  PAGE 6
  WASTELAND FURY
  Class Skills: The Pit Gladiator class skills are: Bluff 
  (Chas), Balance (Dex), Climb (Str), Intimidate (Cha), Jump 
  (Str), Knowledge (tactics) (Int), Listen (Wis), Sense Motive 
  (Wis), Spot (Wis), Survival (Wis), and Treat Injury (Wis).
  Skill Points at Each Level: 3 + Int modifier.
  Class Features
  The following features pertain to the Pit Gladiator advanced 
  class.
  Bonus Feats: A Pit Gladiator receives a bonus feat at 
  3rd, 6th, and 9th level. The feat must be selected from the 
  following list, and the character must meet the prerequisites 
  to select it: Athletic, Block, Cleave, Combat Reflexes, 
  Exotic Melee Weapon Proficiency, Hook, Improved 
  Damage Threshold, Jab, Power Attack, Renown, Toughness, 
  Uppercut.
  Rage: The Pit Gladiator can work himself into a frenzy, 
  attacking his opponents with little regard for his own safety. 
  This grants the Pit Gladiator ability bonuses and is also 
  terrifying to his opponents. In a rage, the Pit Gladiator 
  temporarily gains +4 to Strength, +4 to Constitution, and a 
  +2 morale bonus on Will saves, but suffers a –2 penalty to 
  Defense.
  The increase in Constitution increases the Pit Gladiator’s 
  hit points by 2 points per level, but these hit points go away 
  at the end of the rage, and the Constitution score drops back 
  to normal. While raging, a Pit Gladiator cannot use skills or 
  abilities that require patience and concentration. 
  A fit of rage lasts for a number of rounds equal to 3 + the 
  character’s (newly improved) Constitution modifier, but 
  the Pit Gladiator may end the rage at any time. At the end 
  of the rage, the Pit Gladiator is fatigued (–2 to Strength, –2 
  to Dexterity, can’t charge or run) for the duration of that 
  encounter. The Pit Gladiator can only fly into a rage once 
  per encounter, and only a certain number of times per day 
  (determined by level). However, a Pit Gladiator may use 
  1 action point to rage if he has already exhausted his daily 
  allowance. Entering a rage takes no time itself, but the Pit 
  Gladiator can only do it during his action.
  Pit Mastery:  At the levels indicated, the Pit Gladiator 
  gains a mastery from the pit fighter list (this list, and a 
  definition of the masteries themselves, may be found in the 
  martial arts mastery section below).
  Weapon Master
  The old man sniffed the wind critically. He stood up and 
  faced into the wind, opening his mouth to let some of the 
  salty desert sand drift onto his tongue, and then he closed 
  his eyes, tasting it. At his feet, the children watched with rapt 
  attention. Old Sere’s intuition was never wrong, the town 
  elders would often ask him if a major storm was brewing. Of 
  course, in this part of the waste, major was relative. Every 
  night the banshee winds howled down out of the mountains, 
  and anyone caught outside for an extended period of time 
  would have the meat blasted right off his bones.
  “Little more than an hour.”
  The gate watchman nodded, and reached up, tolling 
  the bell six times that stood by the gate. People picked up 
  their pace a little in the tiny village, and the hunters in the 
  distance turned with their kills and began to head back 
  toward the aluminum walls of the shantytown at a run. Sixty 
  minutes till lockdown.
  One of the children tugged on the leg of the elder’s pants. 
  “Tell us the story of the Wanderer again.”
  “Haven’t you kids heard that story enough?”
  “No, no, Sere! Just once more, please? There’s enough 
  time. You said an hour.”
  Sere exchanged a smile with the gate watchman and sat 
  down cross-legged in front of the fire. Everyone loved Sere’s 
  stories, but especially this one. It was with no small amount 
  of satisfaction that Sere noticed the watchman move a little 
  closer to the fire away from his post so he could hear a little 
  better.
  “All right already. But this is the last time this week, I 
  swear. Where did I leave off the last time?”
  “The raiders! The raiders!”
  “Oh yeah right… well in those days, Siren had fallen 
  TABLE 1-2: THE PIT GLADIATOR
  Level
  Base Attack
  Fort Save
  Ref Save
  Will Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +1
  +2
  +0
  +0
  Rage 1/day
  +1
  +0
  2
  +2
  +3
  +0
  +0
  Pit Mastery
  +2
  +0
  3
  +3
  +3
  +1
  +1
  Bonus Feat
  +2
  +1
  4
  +4
  +4
  +1
  +1
  Rage 2/day
  +2
  +1
  5
  +5
  +4
  +1
  +1
  Pit Mastery
  +2
  +1
  6
  +6
  +5
  +2
  +2
  Bonus Feat
  +3
  +2
  7
  +7
  +5
  +2
  +2
  Rage 3/day
  +3
  +2
  8
  +8
  +6
  +2
  +2
  Pit Mastery
  +4
  +2
  9
  +9
  +6
  +3
  +3
  Bonus Feat
  +4
  +3
  10
  +10
  +7
  +3
  +3
  Rage 4/day
  +5
  +3
  
  PAGE 7
  WASTELAND FURY
  under the influence of the most vicious raider gang these 
  mountains have ever seen, the so-called ‘Bad Company’ 
  gang. They came riding by on their motorcycles with their 
  guns, demanding tribute in return for their ‘protection’. 
  Course all we really needed protection from was them. 
  Anyway, this went on for months, till finally we’d had 
  enough. Finally the village sent Runner to the nearby 
  villages, looking for a soldier or guardian, anyone to get 
  those blood-leeches off our backs.”
  Sere paused, stretching, drawing out the suspense 
  masterfully. Even though the children had heard this story 
  a thousand times, they still stared, breathless, while the old 
  man gathered his thoughts before continuing.
  “I was no older than you lit’ones, but I remember it like 
  it were yesterday. The village elders were plenty mad when 
  Runner came back with just one guy. And he didn’t even 
  have a gun. The elders had given him hard corium, the only 
  corium we had, to hire someone, and he had spent it on a 
  guy who didn’t even have a gun! When the elders asked 
  about the money, the stranger just said, ‘I didn’t take any 
  money from him. If you’re happy with the job I do, we’ll 
  work something out’. Just like that. Well, the elders still 
  weren’t too happy. They knew that even if he wasn’t costing 
  any money, things could be a lot worse for us than they 
  were.” 
  “So they asked him how he planned to get those raiders 
  to leave us alone. He reached up to this old gront-hide pack 
  on the back of his Fraxx and took out this sword. Old Titus, 
  who was the elder most opposed to fighting the raiders, 
  thought we’d be better off paying them and keeping out 
  of trouble, asked him why he hid his weapon like that. ‘To 
  protect it from the sand and the wind. It’s a work of art’. The 
  stranger sure had a funny way o’ talkin’. Said stuff like that 
  all’a time. Old Titus laughed, but then the stranger drew 
  the sword. I tell you kids, I never saw anything as pretty as 
  that sword, before or since. I asked the stranger once what a 
  ‘work of art’, was and he said it was something so pretty it 
  would last forever, ‘even if only in your mind’. I didn’t know 
  what that meant then, but I do now, I can still remember how 
  that sword caught the light. But Old Titus wasn’t impressed. 
  ‘So you have a pretty sword. Do you know how to use it?’ 
  The stranger just smiled, and sheathed his sword again. 
  Then he tossed Old Titus a palm fruit, and said, ‘Throw it 
  back to me’. Old Titus hmphed and tossed it back. It fell 
  into two perfect halves onto the ground. The stranger was 
  just standing there. We had all been watching the fruit, but 
  I swear no one remembers seein’ him draw his sword. Well 
  after that everyone…”
  A loud clanging sounded in the distance. The chimes, some 
  old metal strips hung up in the high mountains, were rustling 
  like crazy. The banshee winds were coming down.
  “All right kids, inside, inside. Time for lockdown.”
  “Awwwwwwwww.”
  “We’ll finish this tomorrow. Hurry along now.”
  Sere climbed the ladder on the opposite side of the gate 
  from the watchman. His gray eyes scanned the distance as 
  the last of the hunters came running up. As the last one came 
  running through the gate, Old Sere threw the bolt home 
  and hurried inside. The clanging in the distance was now a 
  cacophony of metal against metal.
  Sere moved into his tiny hovel and checked the bolts on the 
  windows and doors. Then he pushed a heavy gront-hair rug 
  up against the door to keep any sand from blowing under the 
  door, and sat down. As the banshee winds began to howl in 
  earnest outside, he lit a small oil lamp and sat down in his 
  old straw bed with his back against the adobe brick walls. 
  He slipped off his necklace and held a small fleck of metal 
  up to the light. The kind of fleck that would get knocked off 
  a sword during a fight. His old gray eyes were as wide as a 
  child’s as the metal caught and held the dim light from his 
  sputtering lamp.
  “A work of art”.
  
  PAGE 8
  WASTELAND FURY
  The weapon master has devoted his life to the study of a 
  single weapon. As he studies, and practices more and more 
  with his weapon, it eventually becomes almost a part of him, 
  an extension of his body and spirit.
  Requirements
  To qualify to become a Weapon Master, a character must 
  fulfill the following criteria.
  Base Attack Bonus: +3.
  Feats:  Weapon Focus and one of the following: Serenity, 
  Wayfarer’s Walking Stick, Weapon Master.
  Equipment: A masterwork weapon of the type the 
  character wishes to master
  Class Information
  The following information pertains to the Weapon Master 
  advanced class.
  Hit Dice: 1d10.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Weapon Master class skills are: Bluff 
  (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), 
  Knowledge (tactics, ancient lore) (Int), Pressure Points 
  (Wis), Sense Motive (Wis), and Spot (Wis).  
  Skill Points at Each Level: 3 + Int modifier.
  Class Features
  The following features pertain to the Weapon Master 
  advanced class.
  Bonus Feat: If the character has a martial arts weapon 
  style (such as Wayfarer’s Walking Stick), he may choose 
  a feat from that Style’s bonus feat list.  Otherwise, he 
  may choose a feat from the following list (the character 
  must meet all prerequisites for any bonus feat however): 
  Advanced Two-Weapon Fighting, Armor Proficiency (Light, 
  Medium, Heavy), Blind-Fight, Burst Fire, Cleave, Double 
  Tap, Far Shot, Great Cleave, Point Blank Shot, Precise Shot, 
  Power Attack, and Two-Weapon Fighting  
  Greater Weapon Focus:  The character’s attack bonus 
  with his chosen weapon increases by +1 (to a total attack 
  bonus of +2).
  One with Weapon:  The character adds his Weapon 
  Master class level to the damage from any single attack with 
  his favored weapon.  This ability may be used once per day.  
  The character may use this ability more than once per day by 
  spending an Action Point for each use beyond the first.
  Concentrated Attack:  The Weapon Master’s mind is as 
  keen as his weapon.  This ability allows the Weapon Master 
  to add 1⁄2 his Concentration skill ranks to an attack roll with 
  his favored weapon.  This ability is a full round action.  This 
  ability may be used once per day.  The character may use 
  this ability more than once per day by spending an Action 
  Point for each use beyond the first.
  Weapon Specialization: A Weapon Master gains weapon 
  specialization with a specific melee or ranged weapon to 
  which she has also applied the Weapon Focus feat. The 
  Weapon Master gets a +2 bonus on damage rolls with the 
  chosen weapon.
  Improved Critical:  The character gains a +1 critical 
  threat range to all attacks with his chosen weapon.
  Greater Weapon Specialization: A Weapon Master gains 
  greater weapon specialization with the weapon she selected 
  for weapon specialization. This ability increases the bonus 
  on damage rolls to +4 when using the selected weapon.
  Attack to Kill:  The character’s successful attack with 
  his chosen weapon is automatically a critical hit, and 
  automatically forces the target to make a saving throw for 
  massive damage (even if the damage is not enough to force 
  this normally, which is unlikely).  This ability may only 
  be used once per day, and requires the attacker to spend an 
  action point each time it is used.
  TABLE 1-3: THE WEAPON MASTER
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +1
  +2
  +0
  +0
  Greater Weapon Focus
  +1
  +0
  2
  +2
  +3
  +0
  +0
  One with Weapon
  +2
  +0
  3
  +3
  +3
  +1
  +1
  Bonus Feat
  +2
  +1
  4
  +4
  +4
  +1
  +1
  Concentrated Attack
  +2
  +1
  5
  +5
  +4
  +1
  +1
  Weapon Specialization
  +2
  +1
  6
  +6
  +5
  +2
  +2
  Bonus Feat
  +3
  +2
  7
  +7
  +5
  +2
  +2
  Improved Critical
  +3
  +2
  8
  +8
  +6
  +2
  +2
  Greater Weapon Specialization
  +4
  +2
  9
  +9
  +6
  +3
  +3
  Bonus Feat
  +4
  +3
  10
  +10
  +7
  +3
  +3
  Attack to Kill
  +5
  +3
  
  PAGE 9
  WASTELAND FURY
  Sensei
  Master Wei stepped out into the blazing sun, sliding the door 
  of his school closed behind him. Three days ago he had put 
  out the call that he was accepting new students. Three days 
  ago there were a dozen applicants kneeling shirtless under 
  the beating sun. Today there were two. They had not eaten or 
  had a drop to drink, and the sun had cooked them like fraxx 
  steaks. They were delirious, and didn’t even notice the Sensei 
  as he walked around them, inspecting them. He clapped his 
  hands, and two students, wearing white uniforms came out of 
  the school and carried them inside.
  The Sensei is a master martial artist, but rather than seeking 
  new physical challenges, he has turned his attention to 
  passing on what he has learned, and the mastery of his inner 
  spirit or Ki.
  Requirements
  To qualify to become a Sensei, a character must fulfill the 
  following criteria.
  Base Attack Bonus: +8.
  Skills: Meditation 10 ranks, Sense Motive 10 ranks, 
  Knowledge (theology and philosophy) 10 ranks.
  Class Abilities: one level 3 Mastery of a martial arts style
  Class Information
  The following information pertains to the Sensei epic class.
  Hit Dice: 1d8.
  Action Points: 8 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Sensei class skills are: Bluff (Cha), 
  Climb (Str), Concentration (Con), Diplomacy (Cha), 
  Intimidate (Cha), Jump (Str), Knowledge (ancient lore, 
  tactics, theology and philosophy) (Int), Listen (Wis), 
  Meditation (Wis), Pressure Points (Wis), Sense Motive 
  (Wis), and Zen Mastery (Wis). Note that most styles will 
  grant the character additional class skills beyond these.
  Skill Points at Each Level: 5 + Int modifier.
  Class Features
  The following features pertain to the Sensei epic class.
  Mastery:  At 1st, 3rd, 5th, 7th, and 9th levels, the Sensei may 
  choose a Mastery ability either from his Style list, or from 
  the Contemplative list.  
  Bonus Feats:  At 2nd, 4th, 6th, 8th, and 10th levels, the 
  Sensei may choose a bonus feat either from his Style list, or 
  from the Contemplative list.  The character must meet the 
  prerequisite for any bonus feat he takes.
  Personal Style: The Sensei is skilled at passing his 
  techniques on to others.  At 3rd level, anyone studying with 
  the Sensei may learn any skill he knows as a class skill. At 
  6th level, anyone studying with the Sensei may take any feat 
  he knows as a bonus feat anytime the character is entitled to 
  a bonus feat from his chosen class. The character must meet 
  the prerequisites for any feat chosen. At 9th level, anyone 
  studying with the Sensei may learn any Mastery he knows 
  any time they are entitled to learn a Mastery. The character 
  must meet the prerequisites of any mastery chosen.
  New Skills
  Balance (Dex)
  Armor Penalty
  New Use- Resist Trip Attacks:  Characters can use 
  Balance to avoid being tripped or thrown in the same fashion 
  as characters in d20 Modern can use Escape Artist to avoid 
  being grappled.  The character makes a Balance skill check, 
  opposed by the attacker’s attack roll.  Using Balance for this 
  purpose is an attack action (but see the Immovable Stance 
  feat for more information).
  Meditation (Wis)
  Trained Only
  Check:  By succeeding at a skill check (DC 15), the 
  character is able to enter a self-induced trance, almost a 
  form of autohypnosis.  This can allow the character to ignore 
  Fatigue or Exhaustion for one hour, after which time the 
  TABLE 1-4: THE sensei
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +0
  +2
  +2
  +2
  Mastery
  +1
  +2
  2
  +1
  +3
  +3
  +3
  Bonus Feat
  +2
  +2
  3
  +2
  +3
  +3
  +3
  Mastery; Personal Style (Skills)
  +2
  +2
  4
  +3
  +4
  +4
  +4
  Bonus Feat
  +3
  +3
  5
  +3
  +4
  +4
  +4
  Mastery (Level 2)
  +4
  +3
  6
  +4
  +5
  +5
  +5
  Bonus Feat; Personal Style (Feats)
  +4
  +3
  7
  +5
  +5
  +5
  +5
  Mastery
  +5
  +4
  8
  +6
  +6
  +6
  +6
  Bonus Feat
  +6
  +4
  9
  +6
  +6
  +6
  +6
  Mastery (Level 3); Personal Style (Masteries)
  +6
  +4
  10
  +7
  +7
  +7
  +7
  Bonus Feat
  +7
  +5
  
  PAGE 10
  WASTELAND FURY
  character must either rest, or check again.  A successful skill 
  check (DC 20) can also allow the character to reroll any 
  failed Will Save or Concentration skill check at +2.  
  Try Again?:  For ignoring Fatigue or Exhaustion, the 
  character may try again in one hour.  For rerolling a Will 
  Save or Concentration check, no.
  Special:  The character can take 10 when making a 
  Meditation check, but can’t take 20.  The amount of time it 
  takes to enter a meditative state is one minute (10 rounds), 
  minus one round for each Meditation rank the character 
  possesses (1 round minimum at 10 or more Ranks).
  Pressure Points (Wis)
  Trained Only
  Check:  A successful skill check (higher than the target’s 
  Defense) will add +1d6 to the damage from any unarmed 
  or melee weapon attack. This ability may be used once per 
  combat, unless the target of the attack is flanked, in which 
  case it may be used at will.  This ability will only inflict 
  extra damage on a target vulnerable to critical hits or with a 
  discernable anatomy.
  Try Again?:  No.
  Special:  A character can take 10 when making a Pressure 
  Points skill check, but cannot take 20.  Making a Pressure 
  Points check is a move-equivalent action.  
  This skill also includes knowledge of Acupuncture and 
  Acupressure techniques.  Any character with 5 or more ranks 
  in this skill gains a +2 Synergy Bonus to Treat Injury checks.
  Sense Motive (Wis)
  New Use- Predict Attack:  This use of Sense Motive may 
  not be used untrained.  By reading her opponent’s body 
  language, a character can predict when and where an attack 
  will strike, and be better prepared to intercept or prevent it. 
  On a successful skill check (DC 10 +attacker’s Base Attack 
  Bonus or skill vs. skill against attacker’s Bluff- attacker’s 
  choice) the character gains a +2 to any Block or Disarm 
  opposed check.  If the character has Improved Combat 
  Throw, she may take a +2 bonus on the opposed Trip check 
  through her Attack of Opportunity.
  Zen Mastery (Wis)
  Trained Only
  Check:  Zen Masters are renowned for their ability to fight 
  effectively while blinded, and often practice and perform 
  exhibitions of combat while blindfolded.  This skill reduces 
  the miss chance in melee combat due to concealment by 
  2% for each Skill rank.  So, a target with 10 Ranks in Zen 
  Mastery would only suffer a 30% miss chance while blinded.
  Try Again?:  This skill is not normally checked, so Trying 
  again is not applicable.  Using the Zen Mastery skill is a 
  move-equivalent action.
  General Feats
  The feats in this section do not fit into a specific martial arts 
  style. Some of these feats represent a general knowledge of 
  the martial arts.
  Banter 
  You have mastered the art of “witty” (read: annoying) 
  repartee in combat.  This serves to both annoy your 
  opponents, and distract them.
  Prerequisite:  Cha 13+, Bluff 5 ranks
  Effect:  You gain a Competence bonus to your Defense 
  against melee attacks equal to your Charisma modifier.  
  Any circumstance which causes you to lose your Dexterity 
  modifier to defense also causes you to lose this bonus.
  Improvised Weapons 
  You are a walking disaster area.  Anything you touch is 
  likely to be used in a fight.
  Prerequisite:  Brawl
  Effect:  You may use any improvised weapon with 
  no penalty to hit.  You must still learn how to use items 
  designed as weapons in the normal way.
  Kata 
  Kata is a ritualized practice technique for the martial arts, 
  in which moves are practiced again and again until they 
  become instinctive.
  Prerequisite:  One Martial Arts Style
  Effect:  You gain a +1 to hit with Maneuvers from one 
  Martial Arts Style.
  Special:  This feat may not be applied to Adaptable or 
  Weapon Martial Arts Styles. 
  Kata Lore 
  You have studied the history and philosophy of a Martial 
  Arts Style.
  Prerequisite:  Kata, Knowledge (history or ancient lore) 1 
  Rank, Knowledge (philosophy) 1 Rank
  Effect:  You gain a +2 bonus to the style skills (the skills 
  granted as class skills by the Style Feat for that Martial Arts 
  Style). You may only take this feat in a Style for which you 
  have the Style Focus feat.
  Special:  This feat may not be applied to Adaptable or 
  Weapon Martial Arts Styles.
  Kata Mastery 
  You are a greatly feared Master of one Martial Arts Style.
  Prerequisite:  Kata Specialist
  Effect:  You gain a +1 bonus to the threat range of 
  Maneuvers from one Martial Arts Style.  You may only take 
  this feat in a style for which you have the Style Specialist 
  feat.
  
  PAGE 11
  WASTELAND FURY
  Special:  This feat may not be applied to Adaptable or 
  Weapon Martial Arts Styles.
  Kata Specialist 
  You have spent hours practicing the Kata of a style, learning 
  the intricacies of its movements.
  Prerequisite:  Kata
  Effect:  You gain a +2 damage bonus with Maneuvers 
  from one Martial Arts Style.  You may only take this feat in a 
  Style for which you have the Style Focus feat.
  Special:  This feat may not be applied to Adaptable or 
  Weapon Martial Arts Styles (see Martial Arts Styles for more 
  information).
  Know Your Enemy - Specific Style 
  By studying a certain fighting style, you are better able to 
  combat it.
  Prerequisite:  Knowledge (history or ancient lore) 2 
  Ranks, Knowledge (tactics) 2 Ranks
  Effect:  When this feat is taken, choose a specific Martial 
  Arts Style feat.  When fighting a practitioner of that style, 
  you gain a +2 Competence bonus to attack, damage, or 
  defense.  Only one of these categories gains the bonus, but it 
  may be changed from round to round.
  Knowledge is Power - Specific Style 
  Prerequisite: Know Your Enemy, Base Attack 9+
  Effect:  When this is taken, it must apply to the same 
  Style as the Know Your Enemy feat used as the prerequisite.  
  When a practitioner of that style attacks you and misses, you 
  gain an Attack of Opportunity against him.
  Poise 
  Your composure and indomitable will make you a 
  formidable opponent.
  Prerequisite:  Wisdom 13+, Concentration 5 Ranks
  Effect:  You gain a Competence bonus to your Defense 
  against melee attacks equal to your Wisdom modifier.  Note 
  that the bonuses from Banter and Poise do not stack (they are 
  both Competence bonuses).
  Special: Poise cannot be learned by characters whose only 
  Martial Arts Style is a non-aesthetic style.
  Martial Arts Styles
  Following is a collection of martial arts styles developed 
  since the fall of the Ancients. While a few have Ancient 
  influences, most of the styles have been inspired by 
  post-apocalyptic factions, movements, or mutant beasts.  
  Gamemasters wishing to create new martial arts styles 
  should reference the style creation guidelines found in Blood 
  and Fists.
  Zones of Attack
  Combat Martial Arts from the d20 Modern Roleplaying 
  Game grants proficiency with “unarmed attacks.” This is 
  defined as “striking for damage with punches, kicks, or head 
  butts.”
  In Wasteland Fury, these distinctions are broken down 
  further and clarified with the following categories, or 
  “zones”: punching (which includes elbow and open hand 
  strikes), kicking (which includes knee and heel strikes), 
  and head butts. To represent combat beyond what can be 
  accomplished through punching and kicking, these zones are 
  further expanded to include Disarm, Trip, Grapple, and Feint 
  attacks.
  Each of the styles described below grants a character 
  skill in one or more of these zones. If a character has no 
  proficiency in that zone (because he entered the art through 
  Defensive Martial Arts or Brawl), he is considered armed 
  when making attacks in that zone, he provokes no Attacks 
  of Opportunity for acting in that zone (for Grapple or Trip 
  attacks), and he may use that zone as a move action rather 
  than an attack action (for feinting). If a character is already 
  proficient in a zone of attack taught by a Style he takes 
  (usually because he used Combat Martial Arts or Improved 
  Trip as the prerequisite for the Style), then he gains a +1 
  Competence bonus when attacking in that zone. Remember 
  that Competence bonuses (like most kinds of bonuses other 
  than Dodge bonuses) do not stack, so a character can only 
  receive a +1 bonus to hit no matter how many styles he takes 
  that grant proficiency in a particular zone.
  Learning a Style
  Martial Arts styles and maneuvers cannot just be selected 
  from a list the way other feats are, they must be learned from 
  someone who knows them. This creates a strong bond, with 
  teachers passing maneuvers down to students who do the 
  same in time with their own students. This sensei-student 
  bond is just as strong in the time after the Fall as it is today, 
  and killing a popular sensei with many students is a good 
  way to have a lot of angry, well-trained revenge-seekers after 
  you. Another source of learning is the factions. Some of the 
  fighting styles known to the factions stretches back to the 
  time of the Fall, and these are some of the most potent and 
  deadly fighting techniques. Lastly, there are manuals and 
  books that date to the time of the Fall and before from which 
  information can be gleaned.
  Teacher: Although general styles and techniques can 
  be learned by anyone, a prospective student still needs a 
  teacher. For many of the basic styles, such as Pit Fighting, 
  it is not hard to find a teacher, but even these styles have 
  signature maneuvers, and some of these are known only 
  to a select few teachers, who will either require a hefty 
  fee, or a show of loyalty and respect to his vision of the art 
  before he will pass the knowledge on. Many of the metal 
  gods, especially those programmed for combat, know many 
  esoteric combat techniques, and might be considered the 
  largest single repository of the ancient techniques still extant 
  on the Twisted Earth. However, the price for studying with 
  
  PAGE 12
  WASTELAND FURY
  one of these teachers is often too high for even the most 
  devoted student.
  Faction: Like many things in the Twisted Earth, the 
  martial arts are shrouded in secrecy. Many factions have 
  developed their own fighting styles, and these are zealously 
  guarded, reserved for members of their group. Teaching 
  these styles to outsiders will result in expulsion from the 
  faction, and a death mark being placed on your head. Like 
  all information a faction possesses, the knowledge of martial 
  arts is used to enhance the reputation, power, and mystique 
  of the faction over its rivals. When a faction is listed after a 
  style’s name that means it is only taught to members of that 
  faction. 
  Manual: Many books exist from the time of the Ancients, 
  and books about their fighting styles are occasionally 
  found. Although these books tend to be rarer than books on 
  technical subjects, since for many years after the Fall these 
  books were considered unimportant, while technical manuals 
  always have held an intrinsic value. It is possible to find a 
  manual that will allow its owner to learn the rudiments of an 
  Ancient style, and sometimes manuals are found detailing 
  maneuvers as well. Details on these items are found in the 
  new items section.
  Ancients’ Legacy 
  Foundation Martial Arts Style
  History: The Foundation seeks to uncover and reclaim 
  as much of the Ancients’ legacy as possible. Often this 
  puts them in search of technology, the lost artifacts of the 
  Ancients. However, in Ancient libraries, other legacies have 
  been uncovered that show the Ancients were truly wise 
  and powerful beyond measure. One of the first to uncover 
  and relearn the awesome systematic fighting styles of the 
  Ancients, the Foundation, with their warrior monks, have 
  used these techniques, ancient even at the time of the Fall, 
  to increase their power. As much as they have learned of 
  these ways, there are those who seek even more knowledge 
  and insight into the Ancients’ combat and meditative 
  techniques. Holovids and manuals have been discovered 
  showing Ancient artists of the old styles who were able to 
  break bricks with the softest touch, become invisible, and 
  fly through the air like birds. Some within the Foundation 
  believe these are mere stories told to entertain children 
  among the Ancients, but some of the most fearsome warrior 
  monks believe the stories are true, that it is possible for the 
  inner spirit to become so strong that anything is possible.
  Although the Foundation has rediscovered dozens of 
  Ancient fighting styles, the Legacy was the first style created 
  after the Fall, and was first taught by the revered Sensei 
  Master Wei. It is a combination of direct fighting styles, 
  systematic study of the human body and its weaknesses, and 
  esoteric philosophy. It has become far and away the most 
  widely practiced combat style among the Foundation, and 
  its secrets are closely guarded. The Legacy is never shared 
  with outsiders, and a Sensei will put any prospective student 
  through a horrendous trial to prove his dedication before 
  taking him on as a student. At Foundation bases, prospective 
  students, seeking to become initiated into the Legacy’s 
  methods, are seen prostrate before the training hall, called a 
  Dojo (a term passed down from the Ancients themselves), 
  bare chested, going without food or drink, baking in the hot 
  sun of the Twisted Earth. Sometimes a week will pass before 
  the doors to the dojo finally open and the prospective initiate 
  is invited inside to begin his training. Many fail this initial 
  trial and never learn the Legacy.
  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 Balance, Meditation, Pressure Points, and Tumble 
  to your list of class skills. Legacy is an external style whose 
  attacks are modified by Dexterity.
  Ancients’ Legacy 
  Foundation Martial Arts Style
  History: The Foundation seeks to uncover and reclaim 
  as much of the Ancients’ legacy as possible. Often this 
  puts them in search of technology, the lost artifacts of the 
  Ancients. However, in Ancient libraries, other legacies have 
  been uncovered that show the Ancients were truly wise 
  and powerful beyond measure. One of the first to uncover 
  and relearn the awesome systematic fighting styles of the 
  Ancients, the Foundation, with their warrior monks, have 
  used these techniques, ancient even at the time of the Fall, 
  to increase their power. As much as they have learned of 
  these ways, there are those who seek even more knowledge 
  and insight into the Ancients’ combat and meditative 
  techniques. Holovids and manuals have been discovered 
  showing Ancient artists of the old styles who were able to 
  break bricks with the softest touch, become invisible, and 
  fly through the air like birds. Some within the Foundation 
  believe these are mere stories told to entertain children 
  among the Ancients, but some of the most fearsome warrior 
  monks believe the stories are true, that it is possible for the 
  inner spirit to become so strong that anything is possible.
  Although the Foundation has rediscovered dozens of 
  Ancient fighting styles, the Legacy was the first style created 
  after the Fall, and was first taught by the revered Sensei 
  Master Wei. It is a combination of direct fighting styles, 
  systematic study of the human body and its weaknesses, and 
  esoteric philosophy. It has become far and away the most 
  widely practiced combat style among the Foundation, and 
  its secrets are closely guarded. The Legacy is never shared 
  with outsiders, and a Sensei will put any prospective student 
  through a horrendous trial to prove his dedication before 
  taking him on as a student. At Foundation bases, prospective 
  students, seeking to become initiated into the Legacy’s 
  methods, are seen prostrate before the training hall, called a 
  Dojo (a term passed down from the Ancients themselves), 
  bare chested, going without food or drink, baking in the hot 
  sun of the Twisted Earth. Sometimes a week will pass before 
  the doors to the dojo finally open and the prospective initiate 
  is invited inside to begin his training. Many fail this initial 
  trial and never learn the Legacy.
  
  PAGE 13
  WASTELAND FURY
  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 Balance, Meditation, Pressure Points, and Tumble 
  to your list of class skills. Legacy is an external style whose 
  attacks are modified by Dexterity.
  Ancients’ Exodus 
  Foundation Martial Arts Style
  History: Every member of the Foundation is told the 
  story of the Exodus, how the original warriors of the 
  Foundation made their way through the chaos and anarchy 
  of the Last Days, attracting a band of desperate refugees 
  as they made their way to safety. Legend has it that the 
  Exodus, a defensive fighting style often taught to women 
  extends back to those days, with the leaders of that rag-tag 
  band teaching basic fighting techniques to the women and 
  elderly, to keep them from being snatched from the group 
  by the crazed marauders wandering mad through the streets, 
  embracing the end of the world. How much fact there is to 
  this tale is a matter of some debate, even within the ranks 
  of the Foundation. However, this style has existed from the 
  days of the Foundation’s original vault home as a form of 
  self-defense and exercise, and is taught to every member of 
  the Foundation who wishes instruction at morning exercise 
  sessions. Many wishing to learn Legacy take instruction 
  in this style, hoping it will gain them the attention of the 
  Sensei, and occasionally this does happen.
  Prerequisite: Defensive Martial Arts, Improved Disarm, 
  or Improved Trip
  Effect: You provoke no Attacks of Opportunity for grapple 
  and trip attacks. This feat adds Balance, Meditation, and 
  Tumble to your list of class skills. Exodus is an internal style 
  whose attacks are modified by Wisdom. 
  Crimson Fist 
  Brethren Martial Arts Style
  History: The crimson flag is a well-known symbol of the 
  Brethren, one of the more repulsive and backward groups 
  of the Twisted Earth. These troglodyte-like creatures have 
  developed a brutal fighting style of their own, one that 
  is designed at least partially to help them overcome their 
  opponents, who are frequently better armed and armored. 
  The Brethren, especially those who are devoted practitioners 
  of this style, are enraged by the notion that their way of 
  fighting shares any similarity with a practice of the despised 
  Ancients. They see the Ancients as fat and soft, and 
  frequently point to evidence that this was true in defense of 
  their fighting methods. More often, however, anyone who 
  tells a “Fist” (as practitioners of this style call themselves) 
  that he is practicing an Ancient tradition gets a chance to see 
  how brutally effective this style can be.
  Prerequisite: Brawl or Combat Martial Arts
  Effect: You are proficient in punch attacks and suffer no 
  Attacks of Opportunity while making such attacks. You 
  provoke no Attacks of Opportunity for disarm attempts. This 
  feat adds Escape Artist and Intimidate to your list of class 
  skills. Crimson Fist is an external style whose attacks are 
  modified by Strength.
  Crimson Shadow 
  Brethren Martial Arts Style
  History: Taught to only a few, the most dedicated and 
  proven members of the Brethren, the masters of this style are 
  truly living weapons, and fully believe themselves immune 
  to the most potent technological weapon. It is whispered 
  that these assassins can walk through walls, and that entire 
  clips of ammunition have hit nothing but air in fights against 
  them. The Foundation considers these the typical rumors of 
  the wasteland primitives… officially.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts
  Effect: You are proficient in kick attacks and suffer no 
  Attacks of Opportunity while making such attacks. This feat 
  adds Climb, Hide, and Move Silently to your list of class 
  skills. Crimson Shadow is an external style whose attacks 
  are modified by Dexterity. Crimson Shadow is an adaptable 
  style (meaning this style borrows from others, having no 
  central philosophy other than win- any martial arts maneuver 
  with a Style prerequisite in this book can be learned by those 
  proficient in this style).
  Gemini 
  General Martial Arts Style
  History: Since ancient times, men have created martial 
  arts styles by watching animals and adopting their fighting 
  styles. Gemini is one of the growing number of martial arts 
  created since the Fall that have come from the inhabitants 
  emulating the fantastic new lifeforms of the Twisted Earth 
  in combat, in this case the dreaded two-headed bear, whose 
  ferocity is legendary.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts
  Effect: You are proficient in punch and head attacks and 
  suffer no Attacks of Opportunity while making such attacks. 
  You provoke no Attacks of Opportunity when making 
  grapple attacks. This feat adds Escape Artist and Intimidate 
  to your list of class skills. Gemini is an external style whose 
  attacks are modified by Strength.
  Ground Zero 
  Brotherhood of Radiation Martial Arts Style
  History: Through their studies of the Ancients and their 
  ways, the Brotherhood has learned many secrets that they 
  guard zealously. Among these secrets are the Ancients’ 
  knowledge of the body and how a slight touch can cause 
  great pain, and how the mind can rule the body, allowing 
  it to ignore pain, fatigue, hunger, and thirst. In the glowing 
  wastes these creatures call home, bizarre, dancelike kata are 
  practiced by the light of radiation, while the practitioners 
  chant the names of isotopes and radioactive elements. 
  
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  WASTELAND FURY
  Combatants using this style make extensive use of pressure 
  points in combat, which they call “releasing the internal 
  glow”, believing in their primitive fashion that radiation is 
  an integral essence of the body and that touching the body at 
  the right point somehow releases it, to painful effect.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts
  Effect: You are proficient in punch attacks and suffer no 
  Attacks of Opportunity while making such attacks. You 
  provoke no Attacks of Opportunity from trip attacks. This 
  feat adds Meditation, Pressure Points, and Zen Mastery to 
  your list of class skills. Ground Zero is an internal style 
  whose attacks are modified by Wisdom.
  Hydra 
  General Martial Arts Style
  History: Another style that emulates the beautiful and 
  terrifying life that has begun to repopulate the Twisted 
  Earth, Hydra emulates the multi-pronged attack of the 
  Abomination, using deceptive hand movements and 
  misdirection to allow attacks to come from unexpected 
  directions, catching opponents off guard just as the 
  abomination does with its many heads.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts
  Effect: You are proficient in punch attacks and suffer no 
  Attacks of Opportunity while making such attacks. You may 
  feint as a move action. This feat adds Balance and Bluff to 
  your list of class skills. Hydra is an external style whose 
  attacks are modified by Dexterity.
  Hypolyta’s Hand 
  Amazons
  History: The Amazons have a tradition of hand to hand 
  combat training that goes back to the earliest days of the 
  sisterhood. Any woman may come to them and receive basic 
  instruction in these self-defense techniques, even if she 
  does not wish to join the sisterhood. In communities where 
  the Amazons are frequently seen, many mothers send their 
  daughters out at night, unknown to even their fathers, to 
  learn these techniques. Many raiders have been unpleasantly 
  surprised in encounters with supposedly helpless women 
  after an Amazon has visited a wasteland community.
  Prerequisite: Combat Martial Arts, Defensive Martial 
  Arts, or Improved Trip
  Effect: You are proficient in kick attacks and suffer no 
  Attacks of Opportunity while making such attacks. You 
  provoke no Attacks of Opportunity from trip attacks. You 
  may feint as a move action. This feat adds Balance, Bluff, 
  and Sense Motive to your list of class skills. Hypolyta’s 
  Hand is an external style whose attacks are modified by 
  Dexterity.
  Lone Star 
  Rangers Martial Arts Style
  History: Rangers are drilled in a saying from the day 
  they begin their training, the most rigorous military training 
  in all of the Twisted Earth, “A gun is only as good as the 
  man shooting it”. From the time of the Fall, the Rangers 
  have stressed combat training of every kind, including 
  hand to hand combat. Having once read a story about a 
  “Texas Ranger”, a young recruit began calling the fighting 
  techniques he was learning, previously called “Hand to Hand 
  Combat Training” Lone Star after the stars the rangers in 
  his legends used to wear. Although the official name of the 
  training course is still “Hand to Hand Combat Training” (the 
  Rangers never deviate from the old ways), it is hard to find 
  an actual Ranger who calls it that. 
  Prerequisite: Combat Martial Arts
  Effect: Lone Star practitioners are proficient in head, 
  elbow, punch, and kick attacks and suffer no Attacks of 
  Opportunity while making such attacks. This feat adds Hide 
  and Move Silently to your list of class skills. Lone Star is 
  an external style whose attacks are modified by Strength or 
  Dexterity (chosen when this feat is selected). Lone Star is 
  an adaptable style (meaning this style borrows from others, 
  having no central philosophy other than win- any martial 
  arts maneuver with a Style prerequisite in this book can be 
  learned by those proficient in this style). Lone Star is a non-
  aesthetic style (meaning characters with this style may not 
  take Ki feats).
  Lurker’s Eyes 
  General Martial Arts Style
  History: Lurker’s Eyes is another animal style, mimicking 
  the stealthy, pouncing attacks of the Lurking Panther, and 
  also that animal’s ability to avoid surprise through the use of 
  its eye stalks. 
  Prerequisite: Combat Martial Arts
  Effect: You are proficient in punch attacks and suffer no 
  Attacks of Opportunity when making such attacks. You add 
  Hide, Move Silently, and Spot to your list of class skills. 
  Lurker’s Eyes is an external style whose attacks are modified 
  by Dexterity.
  Octopus 
  General Martial Arts Style
  History: Octopus, named after an extinct animal most 
  of its practitioners have never seen even in pictures, is one 
  of a growing number of fighting styles designed to take 
  advantage of the changes to the human genome wrought 
  by the Fall. In this case, the common mutation of multiple 
  arms. This style, along with Hydra, are frequently learned by 
  those with four or more arms to deadly effect. While Hydra 
  concentrates on feinting blows multiple times, throwing an 
  opponent off guard with the sheer number of limbs he has 
  to contend with, Octopus is a direct style that concentrates 
  on overwhelming the defenses of your opponent with 
  attack after attack launched in lethal eight and nine punch 
  
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  WASTELAND FURY
  combinations.
  Prerequisite: Multiattack
  Effect: You are proficient in punch attacks and suffer no 
  Attacks of Opportunity while making such attacks. When 
  making hand to hand or natural weapon attacks with multiple 
  limbs, your penalty is reduced by 2 (which combines with 
  the Multiattack feat for no penalty). If you also possess the 
  Improved Multiattack feat you gain one extra attack at –6 of 
  your highest Base Attack Bonus in addition one attack with 
  each limb at no penalty. You add Balance, Escape Artist, and 
  Intimidate to your list of class skills. Octopus is an external 
  style whose attacks are modified by Dexterity.  
  Pit Fighting 
  General Martial Arts Style
  History: No one is sure when or where the brutal 
  bloodsport of Pit Fighting began, but to say it has become a 
  favored past time among those with nothing else to occupy 
  their time would be an understatement. Some more civilized 
  communities have attempted to ban the sport, but since 
  all that is needed is a hole in the ground, this has proven 
  very difficult. The handlers offer anything they think will 
  cause the locals to watch, because if they watch, some will 
  bet on the games, some will buy liquor and food from the 
  handlers, and some might unexpectedly become part of the 
  show if they aren’t careful. Attractions offered include the 
  ever-popular gladiator match, but rad wolves vs. two-headed 
  bears are extremely popular as well for those with the ability 
  to capture such savage beasts. If only one is available, an 
  untrained fighter against a rad wolf seems to send the drifters 
  into a wild drinking, gambling frenzy. Gladiators, being a 
  somewhat rare commodity, are saved from such fates, until 
  they get too old, or hurt, to put on a good show.
  Prerequisite: Brawl or Combat Martial Arts
  Effect: You are proficient in punch attacks and suffer no 
  Attacks of Opportunity while 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. Pit fighting is an external 
  style modified by Strength. Pit fighting is a non-aesthetic 
  style (meaning characters with this style may not take Ki 
  feats).
  Rad Wolf 
  Brotherhood of Radiation Martial Arts Style
  History: Many members of the Brotherhood breed these 
  vicious predators the way primitive man bred dogs for 
  hunting and defense. Their admiration of the creatures has 
  risen to the point that some members of the Brotherhood 
  have adopted a fighting style that seeks to emulate the Rad 
  Wolf’s slashing style, leaping in and knocking an opponent 
  to the ground, then finishing him with a bite to the jugular. 
  This style teaches cooperative fighting, or “pack tactics” 
  as its practitioners call it, with fighters surrounding an 
  opponent, taking turns slashing in to attack, or feinting to 
  cause an opponent to divert attention away from the real 
  attack. Opponents of the Brotherhood have come to fear this 
  fighting style, and its brutal effectiveness has caused it to 
  spread through their ranks like wildfire.
  Prerequisite: Combat Martial Arts
  Effect: You are proficient in punch attacks and provoke 
  no Attacks of Opportunity while making such attacks. You 
  provoke no Attacks of Opportunity from trip attacks. This 
  feat adds Balance, Intimidate, and Tumble to your list of 
  class skills. Rad Wolf is an external style whose attacks are 
  modified by Dexterity.
  Sandstorm 
  Doomriders Martial Arts Style
  History: Of the new practitioners of the unarmed fighting 
  styles of the Twisted Earth, the Doomriders are some of 
  the most potent, brutal stylists. New members are “taught” 
  this style, during their “initiation”, being constantly beaten 
  during sadistic “practice sessions” during which the 
  untrained initiate is literally used as a human punching bag. 
  The “practice dummy”, as he is called, is encouraged to try 
  and fight back, and if he survives the daily beatings at the 
  hands of his betters, he has learned the basics of this style. 
  Once one has become a full-fledged Doomrider, disputes 
  are handled through unarmed matches using this style, with 
  the winner being judged “right” in whatever disagreement 
  prompted the argument. Often being “right” involves 
  beating your opponent to death with your bare hands. Tests 
  of leadership are also handled in this manner. This causes 
  many high-level Doomriders, especially their leaders, to be 
  incredibly proficient in this style, and many armed guardians, 
  to their surprise, have met brutal deaths at the hands of 
  older Doomriders who have run out of ammunition or been 
  disarmed. 
  According to Doomrider tradition, this style was created 
  by the Doomsayer himself, and practice dummies are 
  indoctrinated with sayings and philosophies attributed to him 
  while being beaten. Often by the time they are full-fledged 
  members of the gang themselves, these twisted and warped 
  souls are reciting the sayings themselves, while initiating a 
  new practice dummy.
  Prerequisite: Brawl or Combat Martial Arts
  Effect: You are proficient in kick and punch attacks, 
  and provoke no Attacks of Opportunity while making such 
  attacks. This feat adds Bluff, Intimidate, and Sense Motive to 
  your list of class skills. Sandstorm is an external style whose 
  attacks are modified by Strength.
  Serenity 
  Movement Martial Arts Style
  History: As the Movement prepared for its climactic 
  battle with the Mongoliant horde, the Fallen God taught 
  his followers many combat techniques, forging his pitiful 
  followers into a mighty army. Simple farm implements 
  and shovels were turned into dangerous weapons, fear was 
  forgotten, death a dream, and the battlefield serene. The 
  Mongoliant horde had never seen fighting like this, and their 
  
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  WASTELAND FURY
  bloodthirsty cries failed to frighten their opponents, who 
  moved calmly through the battle, disarming their opponents 
  with their long chains, then pouncing on them and choking 
  them. In the end, although the followers of the Fallen God 
  were outnumbered more than three to one, the battle was a 
  slaughter; Serenity was born. 
  Today, members of the movement travel the Twisted Earth 
  with that same serenity, and when their message of peace is 
  met with violence, a simple chain belt disarms an opponent 
  and binds him, so that he may know the wisdom and purity 
  of the Fallen God and his ways. Often this display of 
  prowess gains more converts than the message itself, but for 
  whatever reason, the Movement continues to spread faster 
  and faster, like a brushfire driven by summer winds, across 
  the Twisted Earth.
  Prerequisite: Exotic Weapon Proficiency- Chain
  Effect: When using a chain to trip or disarm, Serenity 
  practitioners gain an additional +2 bonus to opposed attack 
  rolls. When using a chain as a dual weapon, Serenity 
  practitioners act as if they had the two weapon fighting feat. 
  This feat adds Balance, Meditation, and Tumble to your list 
  of class skills. Serenity is an internal style whose attacks are 
  modified by Wisdom.
  Silver and Black 
  General Martial Arts Style
  History: A popular style among the raider gangs, this 
  style, which began as a variant of pit fighting, with some 
  Sandstorm elements added in, has begun to become a cult 
  of its own, much to the concern of raider gang chieftains, 
  since practitioners of this style seem to bear more loyalty 
  toward one another than to their gangs or villages. In the 
  time before the fall, there were practitioners of this style, 
  gladiators who won fame and prowess through their brutality 
  and fearlessness. This gang wore distinctive silver and black 
  clothing adorned with an image of their leader, and numbers 
  denoting rank, to strike fear into their enemies. Practitioners 
  of this style frequently are seen in scraps of these uniforms, 
  or homemade imitations. Anyone wearing a higher number 
  than you is to be obeyed, unless you can defeat him and take 
  his uniform from him. Many gang leaders are so alarmed at 
  this growing unity that they have banned it from their sight, 
  on pain of death.
  Effect: You are proficient in punch and kick attacks, and 
  suffer no Attacks of Opportunity when making such attacks. 
  This feat adds Intimidate, Jump, and Knowledge (tactics) to 
  your list of class skills. Silver and Black is an external style 
  whose attacks are modified by Strength or Dexterity (chosen 
  when this feat is selected).  
  Wayfarer’s Walking Stick 
  Far Traders Martial Arts Style
  History: The far traders have given up a sedentary 
  lifestyle for life on the road. However, the roads of the 
  Twisted Earth are far from kind, and frequently these 
  nomadic gypsies find themselves dealing with raiders who 
  want their goods, or ghouls who want their flesh. Both 
  are vital to the far trader’s way of life, and are defended 
  with equal zeal. Since potential customers have as much 
  to fear from traders as they do from their customers, Far 
  Traders learned long ago they could not travel loaded down 
  with heavy weapons, so the quandary of how to defend 
  themselves was made even more acute. Over the years, the 
  traders have developed this style, allowing them to defend 
  themselves either with no weapons at all, or with a simple 
  staff, or as the Far Traders like to call it, a “wayfarer’s 
  walking stick”.
  Prerequisite: Combat Martial Arts and Simple Weapon 
  proficiency
  Effect: You are proficient in kick attacks and suffer no 
  Attacks of Opportunity while making such attacks. When 
  using a staff to block, you receive +2 to hit on opposed 
  attack rolls (see the Block feat for more information). This 
  feat adds Balance, Bluff, and Sense Motive to your list of 
  class skills. Wayfarer’s walking stick is an external style 
  whose attacks are modified by Dexterity.
  Weapon Master 
  General Martial Arts Style
  History: There are always those with a passion for one 
  weapon, and they develop their skill with it to a level far 
  beyond what a casual wielder is capable of. This style 
  represents all weapon styles with a myriad of weapons, both 
  melee and ranged. 
  Prerequisite: Weapon Focus (chosen weapon)
  Effect: When wielding your chosen weapon, you receive 
  a +2 damage bonus. This feat adds Bluff and Pressure Points 
  to your list of class skills. Weapon master is an external style 
  whose attacks are modified by Dexterity.
  Whirling Dervish 
  Clean Martial Arts Style
  History: The Clean Water Clans are known for their 
  practical, ruthless, and effective methods of dealing with 
  those who oppose them. This style, which grew from a 
  spinning dance popular among the Clean’s young, uses 
  spinning movements to kick with tremendous force, while 
  catching an opponent off guard. Typical of the Clean’s 
  utilitarian philosophy, this combat style shuns any notion of 
  mysticism as so much superstitious nonsense.
  Prerequisite: Combat Martial Arts
  Effect: You are proficient in kick attacks and suffer no 
  Attacks of Opportunity while making such attacks. This 
  feat adds Balance, Jump, and Tumble to your list of class 
  skills. Whirling Dervish is an external style whose attacks 
  are modified by Dexterity. Whirling Dervish is an adaptable 
  style (meaning this style borrows from others, having no 
  central philosophy other than win- any martial arts maneuver 
  with a Style prerequisite in this book can be learned by those 
  proficient in this style). Whirling Dervish is a non-aesthetic 
  style (meaning characters with this style may not take Ki 
  feats).
  
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  WASTELAND FURY
  Maneuvers
  Although the abilities granted by martial arts styles are 
  enough to allow a character to defend himself against attack, 
  they are only the beginning of the character’s training. 
  Beyond the basic training in a style, there are numerous 
  maneuvers a character can learn. These are detailed below.
  Maximum Maneuvers
  No more than one maneuver can be applied to any attack. 
  Therefore, a character with the Jab and Hook maneuvers 
  cannot inflict 1d6 damage at +2 to hit; he must either gain 
  the +2 to hit (from the Jab maneuver), or inflict 1d6 damage 
  (from the Hook). Some maneuvers may be used multiple 
  times per round, while some can only be used once per 
  round. Characters with multiple attacks may still make their 
  maximum number of attacks on a full attack action with 
  these maneuvers, but they can only use restricted maneuvers 
  once per round. Some maneuvers are full-round actions. 
  Each of the descriptions below contains information about 
  how long it takes to perform the maneuver.
  Bear Hug 
  You inflict increased damage on grappling attacks.
  Prerequisite:  Gemini
  Effect:  Your grapple damage is increased to the next 
  larger die (from 1d4 to 1d6, and so on).  You also inflict 1.5 
  times your Strength modifier to the damage from this attack.  
  This maneuver may be performed only once per round, 
  though you may make other (non-Bear Hug) attacks if you 
  have the ability to do so.
  Block 
  You have mastered the basic art of intercepting incoming 
  melee attacks.
  Prerequisite:  Base Attack Bonus 1+
  Effect:  If you are hit in melee combat, you may make an 
  attack roll of your own to attempt to block the attack.  If your 
  attack roll is higher than the attack that hit you, the attack 
  is treated as a miss.  You may only use this ability against 
  melee weapons if you are armed.  This ability does not grant 
  you more attacks than you are normally entitled to.  You 
  may only attempt to block a number of attacks equal to your 
  maximum number of attacks, and may only block more than 
  one attack in a round if you are eligible to take the full attack 
  action.  A character with multiple attacks can mix blocks 
  with attacks if he is making a full attack action, but you must 
  decide which attacks will be used for blocking and which for 
  attacking.  For example, a character with two attacks (Base 
  Attack Bonus +6/+1) could Block once and Attack once, but 
  must decide if he wants to attack at +6 Base Attack Bonus 
  and Block at +1, or vice versa.
  Normal:  Any character may attempt to block attacks, as 
  above, at –4 to hit for the opposed attacks roll.
  Block, Disarm 
  You are trained to disarm in conjunction with a block.
  Prerequisite:  Block- Improved, Base Attack Bonus 8+
  Effect:  If you successfully block an attack, you may 
  make a disarm attack against your attacker as an Attack of 
  Opportunity.  This feat does not allow you more Attacks of 
  Opportunity than you are normally allowed, and you may 
  only make one such Attack of Opportunity per round.
  Block, Improved 
  You are quite adept at blocking attacks.
  Prerequisite:  Block, Base Attack Bonus 5+
  Effect:  This feat allows an unarmed character a chance 
  to block attacks made by melee weapons.  If the blocking 
  character’s opposed attack roll is 5 higher than the weapon 
  melee attack made against him, he suffers no damage.  If the 
  roll is 4 or less higher than the weapon attack, the blocking 
  character suffers minimum damage from the attack.
  Normal:  Characters without this feat may only block 
  melee weapon attacks when they are also armed.
  Block, Lock 
  You are trained to grapple in conjunction with a block.
  Prerequisite:  Block- Improved, Base Attack Bonus 8+
  Effect:  If you successfully block an attack, you may 
  make a grapple attack against your attacker as an Attack of 
  Opportunity.  This feat does not allow you more Attacks of 
  Opportunity than you are normally allowed, and you may 
  only make one such Attack of Opportunity per round.
  Body Blow 
  You attack your target’s midsection repeatedly, gradually 
  tiring the target out.
  Prerequisite:  Crimson Fist
  Effect:  Each time you hit with this attack, the target 
  suffers normal punch damage, and must make a Fortitude 
  save (DC 10 +the attacker’s Strength modifier + the 
  attacker’s level –the defender’s level).  Failure means the 
  target takes a –1 Dodge penalty to his Defense for the rest 
  of the encounter.  Like Dodge bonuses, these penalties 
  stack.  Every five rounds (30 seconds), the target “recovers” 
  one point of Defense until her Defense returns to normal.  
  A character’s Defense may not be reduced below her flat-
  footed value by this feat.  However, if a character’s Defense 
  is reduced to its flat-footed value, the character is flat-footed 
  for all combat purposes until the character manages to 
  recover at least one point of Defense.  This feat may only 
  be used once per round, but you may make additional, non-
  Body Blow attacks provided you have the ability to make 
  multiple attacks.
  Special:  Characters with the Endurance feat gain a +4 to 
  their saving throws against this maneuver’s effect.
  
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  WASTELAND FURY
  Choke Hold 
  You have received advanced training in choking your target, 
  either as a means of subduing him, or quietly eliminating 
  him.
  Prerequisite:  One of the following styles: Gemini, 
  Serenity
  Effect:  You can inflict a strangulation attack on a 
  grappled target without provoking an Attack of Opportunity.  
  If the target of this attack is flat-footed, the attacker may 
  immediately begin strangling him, without first having to 
  engage in a grapple attack.
  Circle Kick 
  By spinning your entire body, you increase the damage from 
  your kick attacks.
  Prerequisite:  One of the following: Ancients’ Legacy, 
  Sandstorm, Whirling Dervish
  Effect:  Your kick damage is increased to the next larger 
  die (from 1d4 to 1d6, and so on).  This maneuver may be 
  performed multiple times per round.
  Deceptive Attack 
  You disguise the time and direction of your attack, 
  confusing your opponent.
  Prerequisite:  Bluff 5 Ranks, and Hydra.
  Effect:  If used with a normal attack, you add your 
  Charisma modifier to your attack roll.  If used in conjunction 
  with a Feint attack, you may either add your Charisma 
  modifier to the attack or damage roll of the attack.
  Haymaker 
  You can put everything you have into one lethal, reckless, 
  punch.
  Prerequisite:  Hook and one of the following: Crimson 
  Fist, Gemini, or Octopus
  Effect:  This attack is a full-round action.  Your punch 
  damage is increased to the second larger die (from 1d4 
  to 1d8, or from 1d6 to 1d10, and so forth).  Furthermore, 
  you add one and a half times your Strength modifier to 
  the damage from this attack.  If this attack is a critical hit, 
  the target takes normal damage (which can be lethal at 
  the attacker’s discretion), and also suffers the effects of a 
  Knockout blow.  If the attacker misses with this attack, he is 
  flat-footed until the start of his next action.
  Hip Throw 
  You throw your opponent to the ground, inflicting some 
  minor damage and rendering the target prone.
  Prerequisite:  One of the following:  Ancients’ Exodus, 
  Ground Zero
  Effect:  When you make a Trip attack, you also inflict 1d4 
  Throw damage to the target if successful.
  Hook 
  A fast, powerful swing that has ended many fights, you gain 
  greater force by pivoting your hips while making this attack.
  Prerequisite: Crimson Fist, Gemini, Ground Zero, Hydra, 
  Lurker’s Eyes, Octopus, Silver and Black
  Effect:  Your punch damage is increased to the next larger 
  die (from 1d6 to 1d8 and so forth).  This maneuver may be 
  performed more than once per round.
  Jab 
  A fast punch, extremely hard to block, the Jab is used as a 
  bread-and-butter punch by many pit fighters, or to set up a 
  more dangerous attack or combination.
  Prerequisite:  Any one Martial Arts Style Feat 
  Effect:  You make a punch attack at normal damage, but 
  gain a +2 bonus to hit.  This Maneuver may be used more 
  than once per round.
  Leg Sweep 
  You have learned how to deprive your opponent of his 
  footing.
  Prerequisite:  One of the following:  Ancients’ Legacy, 
  Sandstorm, Serenity, Silver and Black, Wayfarer’s Walking 
  Stick, Whirling Dervish
  Effect:  Upon hitting with a normal attack, you may 
  make a trip attack as an Attack of Opportunity in addition to 
  inflicting normal damage. This attack may be a kick attack, 
  or a weapon attack with a suitable weapon (such as chain, 
  staff or whip).
  Nerve Strike 
  You inflict an extremely painful attack through your 
  advanced knowledge of the anatomy and pressure points of 
  your target.
  Prerequisite:  Pressure Points 5 ranks, and Ground Zero
  Effect:  You increase the damage inflicted by the Pressure 
  Points skill by +1d6.  This maneuver is cumulative with any 
  bonuses gained from the Pressure Points Mastery ability, but 
  does not allow Pressure Points to be used any more often 
  than normal.
  Ridgehand 
  An open-hand attack where the hand is held open and 
  straight, and attacks are made with the edge of the hand.  
  Colloquially known as the “Karate Chop”, this maneuver is 
  in fact used by many eastern styles.
  Prerequisite:  Ancients’ Legacy
  Effect:  Your punch damage is increased to the next larger 
  die (from 1d6 to 1d8 and so forth).  Also, you add one and 
  a half times your Strength modifier to the damage with this 
  feat. This feat may only be used once per round, but you may 
  make additional, non-Ridgehand attacks provided you have 
  the ability to make multiple attacks.
  
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  WASTELAND FURY
  Rush 
  You charge with great ferocity into battle.
  Prerequisite:  One of the following: Lurker’s Eyes, Rad 
  Wolf, Silver and Black
  Effect:  You gain an additional +1 to hit and damage 
  bonus on charge attacks.
  Snap Kick 
  You have learned how to snap your leg forward with 
  blinding speed, a kick that is very hard to block or evade.
  Prerequisite:  One of the following: Ancients’ Legacy, 
  Hydra, Sandstorm, Silver and Black, Whirling Dervish
  Effect:  You make a kick attack at normal damage, but 
  gain a +2 bonus to hit.  This maneuver may be performed 
  more than once per round.
  Uppercut 
  By bringing his fist up directly under the chin of his 
  opponent, snapping his head back with the blow, a skilled 
  fighter can often fell a formidable opponent in one swift, 
  unexpected punch.
  Prerequisite:  One of the following: Crimson Fist, Hydra, 
  Lurker’s Eyes, Pit Fighting, or Rad Wolf
  Effect:  Your punch damage is increased to the next larger 
  die (from 1d6 to 1d8, and so on) when using this maneuver.  
  If you critical with an uppercut, then the attack is treated as 
  a Knockout Blow in addition to inflicting normal damage on 
  the target.  This feat may only be used once per round, but 
  you may make additional, non-Uppercut attacks provided 
  you have the ability to make multiple attacks.
  Signature Maneuvers
  Signature maneuvers are considered some of the greatest 
  expressions of their styles. Unlike most martial arts 
  maneuvers, which may be taught in multiple styles, signature 
  maneuvers are only taught to students of a specific style. 
  Below the Belt 
  Hypolyta’s Hand Signature Maneuver
  A vicious kick that catches an opponent where it hurts the 
  most.
  Prerequisite: Hypolyta’s Hand, Snap Kick
  Effect: Once per combat you inflict an extra die of 
  damage on snap kick attacks. If you spend an action point 
  when making this attack, your opponent is flat-footed against 
  this attack.
  Eight-Armed Flurry 
  Octopus Signature Maneuver
  Fast punches at lightning speed, this attack seems to gain 
  momentum as it continues.
  Prerequisite: Octopus
  Effect: Each attack you make that can be made more than 
  once per round (such as a Jab) you gain an additional +2 
  damage on all Octopus attacks.
  Eyes in the Back of your Head 
  Lurker’s Eyes Signature Maneuver
  Lurker masters are almost legendary for their ability to see 
  things they should not be able to see.
  Prerequisite: Lurker’s Eyes, Spot 5 ranks
  Effect: You cannot be flanked.
  Flying Tackle 
  Silver and Black Signature Maneuver
  You take your opponent down, and you take him down 
  hard.
  Prerequisite: Silver and Black, Rush
  Effect: You gain a +2 to hit on all charge attacks. If this 
  attack hits, you may make a trip check as an Attack of 
  Opportunity.
  Four Headed Attack 
  Hydra Signature Maneuver
  You rain blows down on your opponent from seemingly 
  every direction.
  Prerequisite: Hydra
  Effect: You may make an additional attack at your highest 
  Base Attack Bonus. All your attacks this round (including 
  this extra attack) take a –2 penalty to hit.
  Heritage Blade
  Ancients’ Legacy Signature Maneuver
  You have mastered a dangerous and difficult variation on 
  the ridgehand, the knifehand, turning your open hand into a 
  deadly stabbing weapon.
  Prerequisite: Ancients’ Legacy, Ridgehand, Base Attack 
  Bonus 8+
  Effect: Your ridgehand attacks inflict an extra die of 
  damage.
  Man to Man 
  Pit Fighting Signature Maneuver
  You face down your opponent, gaining a psychological 
  edge.
  Prerequisite: Pit Fighting, Base Attack Bonus 5+
  Effect: When fighting an opponent one on one, you gain a 
  +2 morale bonus to hit and damage.
  Man to Many 
  Pit Fighting Signature Maneuver
  You are skilled at taking on multiple opponents.
  Prerequisite: Pit Fighting, Man to Man, Base Attack 
  Bonus 8+
  Effect: You cannot be flanked.
  
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  Maul 
  Gemini Signature Maneuver
  The brutal, rib-breaking crush of a Gemini master is not 
  something many opponents escape.
  Prerequisite: Gemini, Bear Hug
  Effect: You gain +1 to hit with Bear Hug attacks, and your 
  damage is increased to the next larger die (from 1d4 to 1d6). 
  Pack Tactics 
  Rad Wolf Signature Maneuver
  Practitioners of the Rad Wolf style taught by the 
  Brotherhood of Radiation have trained to fight better in 
  concert, emulating the cooperative attacks of the Rad Wolf.
  Prerequisite: Rad Wolf
  Effect: You gain +2 to attack and skill checks when 
  fighting with one or more characters who also possess this 
  feat.
  Pleasure and Pain 
  Ground Zero Signature Maneuver
  Releasing an explosion of “inner radiation”, though 
  excruciatingly painful, the brotherhood feels he has brought 
  his victim closer to the essential power of the Ancients.
  Prerequisite: Ground Zero, Nerve Strike
  Effect: You gain +2 to pressure point skill checks, and +2 
  on all pressure point damage
  Shadow 
  Crimson Shadow Signature Maneuver
  You are able to vanish as though you were never there.
  Prerequisite:  Crimson Shadow, Hide 6 Ranks, Move 
  Silently 6 Ranks
  Effect: You may hide in plain sight at will.
  Shadow Warrior 
  Crimson Shadow Signature Maneuver
  You leave no trace, you are rumor incarnate.
  Prerequisite:  Crimson Shadow, Shadow, Hide 10 Ranks, 
  Move Silently 10 Ranks
  Effect:  You leave very little evidence behind you.  The 
  DC of any Survival check to track you, or any check to find 
  evidence of your presence has its DC increased by 10.
  Silent Kill 
  Lone Star Signature Maneuver
  The enemy that never sees you coming never sees 
  anything, period.
  Prerequisite: Lone Star, Hide 8 ranks, Move Silently 8 
  ranks
  Effect: If you attack an opponent from surprise you inflict 
  +2d6 damage. If your opponent fails a massive damage 
  check as a result of this attack, a Listen check (DC 30) is 
  required for any nearby guards to notice your attack.
  Tornado Kick 
  Whirling Dervish Signature Maneuver
  A vicious spinning kick, one of the most feared attacks of 
  the dervish.
  Prerequisite: Whirling Dervish, Circle Kick
  Effect: You gain +2 to hit and damage on all circle kick 
  attacks.
  Whipsaw 
  Serenity Signature Maneuver
  A vicious slash with the chain, used as a last resort when 
  peaceful tactics have failed.
  Prerequisite: Serenity 
  Effect: You gain a +1 to hit with chain attacks, and your 
  damage is increased to the next larger die (from 1d6 to 1d8).
  Martial Arts Mastery
  Although characters can (and likely will), “dabble” in 
  the martial arts, there are those who devote their lives 
  to the exploration of the peculiarities of a specific style, 
  mastering it, molding their bodies and minds to be the living 
  embodiment of that style. Each style mastery has two lists: 
  Mastery Abilities and Bonus Feats. These are the abilities 
  gained by masters as they rise in level. 
  Ancients’ Legacy
  Mastery: Accurate Punch 1-3, Hard Punch 1-2, Block 1-2.
  Bonus Feats: Acrobatic, Alertness, Athletic, Blind-Fight, 
  Block, Block-Improved, Circle Kick, Combat Expertise, 
  Combat Reflexes, Jab, Power Attack, Ridgehand, Snap Kick.
  Ancients’ Exodus
  Mastery: Accurate Grapple 1-2, Block 1-3, Dodge 1-2.
  Bonus Feats: Acrobatic, Alertness, Athletic, Block, 
  Block-Disarm, Block-Improved, Block-Lock, Combat 
  Expertise, Combat Reflexes, Combat Throw, Dodge, Hip 
  Throw, Improved Combat Throw.
  Contemplative
  Mastery:  Acrobatics Mastery 1, Ki Mastery 1*, Ki 
  Mastery 2*, Ki Mastery 3*, Pressure Points Mastery 1, 
  Pressure Points Mastery 2, Pressure Point Mastery 3, 
  Shadow Mastery 1, Shadow Mastery 2
  Bonus Feats:  Animal Affinity, Attentive, Blind-Fight, 
  Block-Disarm, Block-Lock, Focused, Hypnotic Gestures, 
  Inner Peace, Inner Power, Inner Strength, Instant Stand, Iron 
  Will, Ki, Kiai, Kiai-Great, Surgery, Zen Archery
  * Ki Abilities are presented in Blood and Fist.
  
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  WASTELAND FURY
  Crimson Fist
  Mastery: Accurate Punch 1-2, Hard Punch 1-3, Dirty 
  Tricks 1-2.
  Bonus Feats: Athletic, Bear Hug, Body Blow, Combat 
  Reflexes, Haymaker, Hook, Improved Brawl, Improved 
  Damage Threshold, Improvised Weapon Proficiency, Jab, 
  Toughness, Uppercut.
  Crimson Shadow
  Mastery: Acrobatics Mastery 1-2, Dirty Tricks 1-2, 
  Shadow Mastery 1-3.
  Bonus Feats: Acrobatic, Alertness, Athletic, Block, Circle 
  Kick, Combat Expertise, Combat Reflexes, Leg Sweep, Snap 
  Kick, Stealthy.
  Gemini
  Mastery: Accurate Grapple 1-3, Hard Grapple 1-2, 
  Accurate Punch 1-2.
  Bonus Feats: Athletic, Bear Hug, Block, Block-Improved, 
  Body Blow, Combat Expertise, Combat Reflexes, Combat 
  Throw, Haymaker, Hip Throw, Hook, Power Attack, 
  Toughness.
  Ground Zero
  Mastery: Accurate Throw 1-2, Accurate Punch 1-2, 
  Pressure Points 1-3.
  Bonus Feats: Alertness, Athletic, Block, Block-Improved, 
  Combat Expertise, Combat Reflexes, Combat Throw, Hip 
  Throw, Improved Combat Throw, Nerve Strike, Power 
  Attack.
  Hydra
  Mastery: Accurate Punch 1-3, Hard Punch 1-2, Dirty 
  Tricks 1-2.
  Bonus Feats: Alertness, Athletic, Block, Combat 
  Expertise, Combat Reflexes, Deceptive Attack, Hook, 
  Improved Initiative, Jab, Uppercut.
  Hypolyta’s Hand
  Mastery: Accurate Kick 1-3, Hard Kick 1-2, Accurate 
  Throw 1-2.
  Bonus Feats: Acrobatic, Athletic, Block, Circle Kick, 
  Combat Expertise, Combat Reflexes, Combat Throw, Dodge, 
  Hip Throw, Jab, Snap Kick, Spring Attack.  
  Lone Star
  Mastery: Accurate Kick 1, Accurate Punch 1, Dirty Tricks 
  1-3, Hard Kick 1, Hard Punch 1.
  Bonus Feats: Alertness, Athletic, Body Blow, Combat 
  Expertise, Combat Reflexes, Combat Throw, Hook, Jab, 
  Point Blank Shot, Quick Draw, Quick Reload, Stealthy, 
  Weapon Focus.
  Lurker’s Eyes
  Mastery: Accurate Punch 1-3, Block 1-2, Hard Punch 1-2.
  Bonus Feats: Alertness, Athletic, Block, Block-Improved, 
  Combat Reflexes, Hook, Jab, Power Attack, Toughness, 
  Uppercut.
  Octopus
  Mastery: Accurate Punch 1-2, Block 1-2, Hard Punch 1-3.
  Bonus Feats: Athletic, Block, Body Blow, Combat 
  Reflexes, Haymaker, Hook, Jab, Power Attack, Toughness, 
  Uppercut.
  Pit Fighting
  Mastery: Accurate Grapple 1-2, Accurate Punch 1-2, 
  Block 1-2, Hard Punch 1/
  Bonus Feats: Athletic, Block, Combat Reflexes, Hook, 
  Improved Damage Threshold, Jab, Power Attack, Renown, 
  Toughness, Uppercut.
  Rad Wolf
  Mastery: Accurate Punch 1-2, Accurate Throw 1-2, Hard 
  Punch 1-2, Hard Throw 1.
  Bonus Feats: Athletic, Block, Combat Expertise, Combat 
  Reflexes, Combat Throw, Hip Throw, Hook, Improved 
  Initiative, Jab, Uppercut.
  Sandstorm
  Mastery: Accurate Kick 1-2, Accurate Punch 1-2, Hard 
  Kick 1-2, Hard Punch 1
  Bonus Feats: Acrobatic, Athletic, Block, Circle Kick, 
  Combat Expertise, Combat Reflexes, Jab, Power Attack, 
  Ridgehand, Snap Kick, Toughness
  Serenity
  Mastery: Block 1-2, Hard Chain 1, Weapon Master 1-3.
  Bonus Feats: Athletic, Blind-Fight, Block, Block-
  Improved, Combat Expertise, Combat Reflexes, Power 
  Attack, Quick Draw, Toughness, Weapon Focus.
  Silver and Black
  Mastery: Accurate Punch 1-2, Accurate Kick 1-2, Hard 
  Punch 1-2, Hard Kick 1.
  Bonus Feats: Athletic, Block, Combat Expertise, Combat 
  Reflexes, Hook, Jab, Power Attack, Rush, Snap Kick, 
  Toughness.
  Wayfarer’s Walking Stick
  Mastery: Accurate Kick 1, Block Mastery 1-2, Hard Kick 
  1, Weapon Mastery 1-3.
  Bonus Feats: Alertness, Athletic, Block, Block-Improved, 
  Combat Expertise, Combat Reflexes, Leg Sweep, Power 
  Attack, Snap Kick, Toughness.
  
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  WASTELAND FURY
  Weapon Master
  Mastery: Block Mastery 1-2, Pressure Points 1-2, Weapon 
  Mastery 1-3
  Bonus Feats: Athletic, Block, Combat Expertise, Combat 
  Reflexes, Improved Damage Threshold, Nerve Strike, Power 
  Attack, Toughness.
  Whirling Dervish
  Mastery: Accurate Kick 1-3, Acrobatics Mastery 1-2, 
  Hard Kick 1 
  Bonus Feats: Acrobatic, Athletic, Block, Circle Kick, 
  Combat Expertise, Combat Reflexes, Dodge, Mobility, Snap 
  Kick, Spring Attack.
  Mastery Definitions
  Mastery abilities are the highest techniques available to 
  practitioners of the martial arts, allowing them to increase 
  the accuracy and power of their martial arts attacks.  All 
  mastery abilities stack with each other, and each ability up 
  the mastery “trees” requires the one beneath it.  
  Accurate Strike 1  
  The character gains a +1 attack bonus to the designated 
  attack. If this ability is applied to Grapple or Trip attacks, 
  then the bonus also applies to any opposed check the attacker 
  is required to make. 
  Accurate Strike 2  
  The character gains a +1 attack bonus to the designated 
  attack.
  Accurate Strike 3  
  The character may designate one attack as a True Strike 
  attack each round.  This attack is unaffected by any 
  Dodge bonuses to Defense and Blocking feats (including 
  Counterstrike).  Only the Level 3 Dodge Mastery and Level 
  3 Block Mastery abilities may be used to circumvent a True 
  Strike attack.
  Acrobatics Mastery 1
  The character gains a +1 to all Balance, Climb, Escape 
  Artist, Jump, and Tumble skill checks.
  Acrobatics Mastery 2
  The character gains a +1 to all Balance, Climb, Escape 
  Artist, Jump, and Tumble skill checks.
  Acrobatics Mastery 3  
  The character may take 20 on any Balance, Climb, Escape 
  Artist, Jump or Tumble skill check at any time, even under 
  less than ideal conditions.
  Block Mastery 1
  The character gains a +1 attack bonus for blocking.
  Block Mastery 2
  The character gains a +1 attack bonus for blocking.
  Block Mastery 3
  The character may automatically Block one attack each 
  round of his choice.  This ability will even affect True Strike 
  attacks granted by Accurate Strike Mastery.
  Dirty Tricks 1
  The character renders his target flat-footed to 1 attack once 
  per day.
  Dirty Tricks 2
  As above, except the ability may be used one additional time 
  per day.
  Dirty Tricks 3
  One attack per day against a flat-footed opponent is 
  automatically a critical.
  Dodge Mastery 1
  The character gains a +1 Dodge bonus to Defense against 
  melee attacks.
  Dodge Mastery 2
   The character gains a +1 Dodge bonus to Defense against 
  melee attacks.
  Dodge Mastery 3
  Once per round the character may attempt to Roll with a 
  Blow, making a Tumble check against any successful attack.  
  If this Tumble check exceeds the attack roll, the character 
  only suffers minimum damage from this attack.
  Hard Strike 1
  The damage from the designated attack increases to the next 
  larger die (from 1d4 to 1d6 and so forth).
  Hard Strike 2
  The damage from the designated attack increases to the next 
  larger die (from 1d4 to 1d6 and so forth).
  Hard Strike 3
  The character’s attacks deal an extra die of damage (if the 
  character’s Kick attacks deal 1d8, they now deal 2d8).
  Pressure Points 1
  This ability allows the Pressure Points skill to be used an 
  additional time per combat.
  
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  WASTELAND FURY
  Pressure Points 2
  This ability increases the damage bonus granted by Pressure 
  Points by +1d6
  Pressure Points 3
  The character may use Pressure Points to Blind or Paralyze 
  an opponent who fails a Fortitude Save (DC 10 +the 
  attacker’s skill in Pressure Points –the defender’s Level) 
  for 1-4 rounds plus 1 round per 5 points of the attacker’s 
  Pressure Points skill. 
  Shadow Mastery 1
  The character gains a +2 bonus to Hide and Move Silently 
  skills.
  Shadow Mastery 2
  The character gains a +2 bonus to Hide and Move Silently 
  skills.
  Shadow Mastery 3
  The character gains the Light Walk ability and adds his ranks 
  in the Hide skill to any tracking attempt made against him.
  Stunning Strike 1
  Once per day the character can force an opponent hit by a 
  Punch to make a Fortitude Save (DC 10 +attacker’s Strength 
  Modifier +attacker’s level –defender’s level) or be Stunned 
  for 1-4 rounds.
  Stunning Strike 2
  As Stunning Punch 1, only the character may use this ability 
  one additional time per day.
  Weapon Mastery 1
  The character gains a +1 to hit and damage with one melee 
  weapon.  Depending on the Style this mastery is gained 
  from, it may apply to one specific weapon, or one weapon of 
  the character’s choice (within the list of weapons taught by 
  the martial art).
  Weapon Mastery 2
  The character gains a +1 threat modifier with one melee 
  weapon. Depending on the Style this mastery is gained from, 
  it may apply to one specific weapon, or one weapon of the 
  character’s choice (within the list of weapons taught by the 
  martial art), however, this modifier must apply to the same 
  weapon chosen for Weapon Mastery 1.
  Weapon Mastery 3
  Once per day, the character may inflict maximum damage on 
  any hit with his chosen weapon.
  Items
  Manual (Style)
  This manual details the basics of one style, allowing its 
  owner to learn the style feat that is the foundation of that 
  style.  Only one person may use a manual at a time, and that 
  person must be able to read whatever Ancient language the 
  manual is written in. Some styles (Karate, Kung Fu, Jujutsu) 
  will be much more common than others (Cobra, Ninjutsu, 
  Lua).
  Manual (Maneuvers) 
  A manual of this sort typically contains enough information 
  for the reader to learn 1-2 maneuvers. Only one person at a 
  time may use a manual, and that person must be able to read 
  whatever Ancient language the manual is written in. To take 
  a maneuver a reader must also meet all the prerequisites for 
  that maneuver (always including the appropriate style feat).
  Manual (Treatise)
  The rarest manual of all, these large tomes contain the 
  personal teachings and philosophies of a grand master of a 
  style, and may be found for styles created both before and 
  after the Fall. This tome allows a character to not only learn 
  the basics of a style, and all its bonus feats (as listed in the 
  style mastery section), but also allows a character to take the 
  Initiate class for that style.
  The Ultimate
  Background 
  Throughout the wastes of the Twisted Earth, simple pits are 
  dug into the ground and men fight until one is unconscious 
  or dead. Although slaves are sometimes used for this sport, 
  the crowds increasingly demand trained competition, 
  competition that can put on a good show through their 
  will to win, skills, and flair for the dramatic. As this new 
  caste of professional gladiators has arisen, they whisper to 
  themselves about one thing: The Ultimate. 
  Every year the Styx Pit, the largest and most elaborate Pit 
  in the known world, holds a competition that draws the best 
  of the best from all around the Twisted Earth. The entry fee 
  is a stiff 1,000 corium, a price that on its own serves to weed 
  out many of the also-rans. But every year a growing number 
  of men and women make the dangerous journey from the 
  ends of a wasted Earth and pay the huge fee for a chance 
  at fame, wealth, and something more alluring to many, 
  immortality. Past winners are sometimes seen on the streets 
  of Styx, in their new, glamorous jobs as bodyguards to the 
  rich and famous, and tales of their exploits are passed on in 
  whispered conversations over drinks in dark, seedy bars.
  
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  WASTELAND FURY
  And for the ambitious, it is this unspoken use of the 
  Ultimate as a proving ground, to immediately be welcomed 
  into one of the factions, that is an increasingly large 
  draw. And throughout the city of Styx, what to do about 
  the growing influx of deadly fighters is beginning to be 
  whispered by those in power over Styx, and a phrase 
  unheard since the days of ancient Rome is whispered in 
  their secret meetings: gladiator revolt. For now, attempts to 
  curtail, or even close down the Pit, or to cancel the Ultimate, 
  have been unsuccessful. Danger is everywhere in the Twisted 
  Earth and this much money is not lightly passed up. For 
  now…
  Stage 1: Melee
  The first stage of the Ultimate is a proving ground, intended 
  to weed out weak or the foolish. A chaotic affair, this match 
  sees every single combatant in the tournament that year in 
  the pit at the same time.  The match lasts 5 minutes, and 
  those still standing at the end of that time are allowed to 
  progress to the next round. It does not matter if you spend all 
  that time fighting, jeering at the crowd, or standing with your 
  back to the wall. If you are still able to stand up when the 
  final bell is rung, you move on. Many combatants use this 
  chaotic scene to remove a rival they see as a threat to win it 
  all, and sometimes mini-gangs will develop, overwhelming a 
  combatant with a dangerous reputation. This adds an element 
  of uncertainty to the competition, and often causes the best 
  fighters to attempt to go unnoticed, hiding their appearance 
  or their reputations to avoid being “gang-banged” in the first 
  round. 
  Stage 2: Armed Combat
  The most dangerous stage of the Ultimate, this stage 
  allows the use of a small assortment of weapons: dagger, 
  bullwhip, net, chain, or staff. Although the inclusion of the 
  chain was debated bitterly, with cries of favoritism toward 
  the Movement, this has not been a big problem, since the 
  Movement tends to shun bloodsports such as this, their 
  members rarely enter (the whole idea of Serenity is to avoid 
  combat, but there are always a few who embrace the martial 
  maneuvers of a style more than its philosophy). All weapons 
  are “blunted”, allowing subdual damage to be inflicted 
  without a –4 to hit. Also, killing your opponent results in 
  disqualification from the competition. Even so, several 
  combatants are accidentally killed during this stage of the 
  competition every year, and it is believed that the promoters 
  quietly allow this to continue, to keep interest in Stage 2 
  high.
  Stage 3: Man to Man
  The grand finale of the Ultimate, this pits the best 
  competitors against each other in a round-robin series of 
  matches until there is only one champion remaining. Each 
  combatant fights only once per day, so this stage can take a 
  week or more. Still, as the competition wears on, endurance 
  becomes a factor, with combatants bearing limps and bruises 
  from previous days’ matches. This leads to combatants 
  attempting to end their early bouts quickly, saving 
  themselves for the later fights. However, since only highly 
  skilled fighters reach this stage of the Ultimate, this is much 
  harder than it sounds.
  Malvo (6th level) 
  Strong Hero 3/Pit Gladiator 3: CR 6; Medium Size 
  Humanoid; HD 3d8+3d12+12; HP 45; Mas 14; Init +1; Spd 
  30 ft; Defense 15, touch 15, flatfooted 14 (+1 Dex, +4 class); 
  BAB +6; Grap +9; Atk +12 melee (1d6+5, jab), or +9 melee 
  (1d6+5/19-20, short sword); Full Atk +12/+7 melee (1d6+5, 
  jab), or +9/+4 melee (1d6+5/19-20, shot sword); FS 5 ft by 5 
  ft; Reach 5 ft; SQ melee smash, improved melee smash, rage 
  1/day, pit mastery; AL none; SV Fort +7, Ref +3, Will +3; 
  AP 3; Rep +1; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
  Occupation and Background: Pit Fighter, Resurrector
  Skills: Bluff +6, Climb +6, Jump +6, Knowledge (tactics) 
  +3, Knowledge (twisted earth) +3, Read/Write (unislang), 
  Sense Motive +3, Speak Language (unislang), Spot +3, Treat 
  Injury +4.
  Feats: Archaic Weapon Proficiently, Combat Martial 
  Arts, Man to Man, Pit Fighting Style, Jab, Post Apocalyptic 
  Technology, Power Attack.
  Martial Arts Maneuvers: Jab: +6 to hit (+2 maneuver, 
  +3 strength, +1 competence), 1d6+5 damage (+3 strength, 
  +2 melee smash). 
  Martial Arts Masteries: Hard Punch 1.
  Mutations and Defects: Interior Moisture Reservoir, 
  Dyslexia
  Possessions: Short Sword, Healing Kit.
  Background: Born in the rough and tumble trade town of 
  Tucumcari, Malvo is a veteran pit fighter, skilled at winning 
  fights, or throwing them, depending on which will make him 
  the most corium.
  Quote: “Get up Damnit! You’re supposed to go down in 
  the 4th round!”
  Adventure Hook: “The proposition”: Malvo, and his 
  sleazy “agent”, might approach a PC combatant about 
  throwing a fight. Malvo will go down at a specified time, 
  and the PC will have an easy win in the tournament. If the 
  PC refuses, Malvo may decide to take him out to be on the 
  safe side. Even though such behavior is highly frowned on 
  by the Ultimate, Malvo has a gambler’s willingness to take a 
  chance.
  Szardos the Magnificent (8th level)
  Strong Hero 3/Pit Gladiator 5: CR 8; Medium Size 
  Humanoid; HD 3d8+5d12+16; HP 62; Mas 14; Init +0; 
  Spd 30 ft; Defense 17, touch 15, flatfooted 17 (+5 class, +2 
  equipment); BAB +8; Grap +11; Atk +15 melee (1d6+5, 
  jab), or +11 melee (1d6+5, hatchet); Full Atk +15/+10 melee 
  (1d6+5, jab), or +11/+6 melee (1d6+5, hatchet); FS 5 ft by 5 
  ft; Reach 5 ft; SQ melee smash, improved melee smash, rage 
  2/day, pit mastery x2; AL none; SV Fort +7, Ref +2, Will +3; 
  AP 3; Rep +1; Str 16, Dex 10, Con 14, Int 10, Wis 12, Cha 
  14. 
  
  PAGE 25
  WASTELAND FURY
  Occupation and Background: Pit Fighter, Tribal
  Skills: Bluff +0, Climb +0, Jump +0, Knowledge (tactics) 
  +0, Knowledge (twisted earth) +0, Read/Write (unislang), 
  Sense Motive +0, Speak Language (unislang), Spot +0, Treat 
  Injury +0.
  Feats: Archaic Weapon Proficiently, Armor Proficiently 
  (light), Combat Martial Arts, Man to Man, Pit Fighting Style, 
  Jab, Primitive Technology, Power Attack.
  Martial Arts Maneuvers: Jab: +7 to hit (+2 maneuver, 
  +3 strength, +1 mastery, +1 competence), 1d6+5 damage (+3 
  strength, +2 melee smash). 
  Martial Arts Masteries: Accurate Punch 1, Hard Punch 
  1.
  Mutations and Defects: Superior Kidney Development, 
  Attention Deficit.
  Possessions: Hatchet, Leather Armor.
  Background: A tribal who seemingly appeared from 
  nowhere out in the wastes, Szardos is a sort of hero to 
  the primitives, and always fights bare-chested, his tribal 
  tattoos proudly on display. In Styx he will be the fighter the 
  “sophisticated” locals love to hate, and that will suit him fine 
  as well. Although he is a highly skilled fighter, Szardos most 
  loves catering to the crowd, and being a showman. 
  Quote: “I am…. The… Magnificent Szarrrrrrrrrrrrrrrrrrrrrr
  rrrdossssssss!!!!!”
  Adventure Hook: “Friendly Competition” Szardos is 
  extremely likable, and could end up being a friend to the 
  PCs. Tribals especially will be engaged by the friendly hulk 
  of a man, eager to hear news about the primitive areas he left 
  behind. This could lead to all sorts of complications, with a 
  PC having to fight against their friend in a match that turns 
  bloody, or wanting to avenge him against a combatant who 
  maims or kills him in the early rounds.
  Silantro (11th level; Tough 4/Initiate 7) 
  Tough Hero 4/Initiate 7: CR 8; Medium Size Humanoid; 
  HD 11d8+29; HP 79; Mas 14; Init +4; Spd 30 ft; Defense 
  22, touch 22, flatfooted 18 (+4 Dex, +8 class); BAB +10; 
  Grap +12; Atk +19 melee (1d6+2, snap kick), or +19 melee 
  (1d8+2, tornado kick), or +15 melee (1d6+2, leg sweep), 
  or +14 ranged (2d6, Glock 17); Full Atk +19/+14/+9 melee 
  (1d6+2, snap kick), or +19/+14/+9 melee (1d8+2, tornado 
  kick), or +15/+10/+5 melee (1d6+2, leg sweep), or +14/+9/
  +4 ranged (2d6, Glock 17); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  robust, stamina, mastery x4 (level 2); AL clean; SV Fort +9, 
  Ref +10, Will +3; AP 5; Rep +3; Str 14, Dex 18, Con 14, Int 
  12, Wis 10, Cha 10. 
  Occupation and Background: Pit Fighter, Resurrector
  Skills: Balance +9, Bluff +2, Concentration +13, 
  Intimidate +6, Jump +4, Knowledge (tactics) +7, Listen +2, 
  Meditation +8, Read/Write (unislang), Sense Motive +8, 
  Speak Language (unislang), Spot +8, Survival +6, Tumble 
  +7.
  Feats: Circle Kick, Combat Martial Arts, Combat 
  Reflexes, Improved Combat Martial Arts, Leg Sweep, 
  Personal Firearms Proficiently, Post Apocalyptic Technology, 
  Power Attack, Snap Kick, Tornado Kick, Toughness, 
  Whirling Dervish.
  Martial Arts Maneuvers: Snap Kick: +9 to hit (+2 
  maneuver, +4 dexterity, +2 mastery, +1 competence), 1d6+2 
  damage (+2 strength); Circle Kick/Tornado Kick: +9 to hit 
  (+2 maneuver, +4 dexterity, +2 mastery, +1 competence), 
  1d8+4 damage (+2 strength, +2 maneuver), Leg Sweep: +5 
  to hit (+4 dexterity, +1 competence), 1d6+2 damage (+2 
  strength); 
  Martial Arts Masteries: Accurate Kick 1, Accurate Kick 
  2, Acrobatics Mastery 1, Hard Kick 1.
  Mutations and Defects: Interior Moisture Reservoir, 
  Bilirubin Imbalance.
  Possessions: Scimitar, Glock 17, Box 9mm Ammunition.
  Background: A servant of the Clean, Silantro fights to 
  advance the reputation of his faction and its signature style, 
  Whirling Dervish. He will talk to crowds of young men 
  after his matches with the demeanor of a military recruiter, 
  explaining why his faction and the fighting techniques 
  it teaches are superior to anything else in the world. The 
  Clean has bankrolled him in this year’s Ultimate because he 
  has a proven ability to attract talented recruits through his 
  display of martial prowess. The Clean has also recognized 
  the number of talented fighters arriving at the Ultimate, and 
  wants to make sure the best join their faction… or meet 
  an unpleasant fate if they show an affinity for a different 
  faction.
  Quote: “That was a spinning back kick. A child among my 
  people could have seen that coming!”
  Adventure Hook: “It’s not just a job…” A talented PC 
  who has not joined a faction will find himself befriended by 
  Silantro early on during the Ultimate. Silantro will buy him 
  expensive dinners, a fine selection of furniture, new clothes, 
  all in an effort to lure the PC to join the ranks of the Clean.
  Red Mask (14th level)
  Strong Hero 3/Initiate 10/Sensei 1: CR 14; Medium Size 
  Humanoid; HD 14d8+28; HP 91; Mas 14; Init +3; Spd 30 
  ft; Defense 23, touch 23, flatfooted 20 (+3 Dex, +10 class); 
  BAB +13; Grap +15; Atk +21 melee (1d8+4, jab), or +19 
  melee (2d10+5, ridgehand); Full Atk +19 melee (2d10+5, 
  ridgehand), +16/+11 melee (1d8+4, jab); FS 5 ft by 5 
  ft; Reach 5 ft; SQ melee smash, improved melee smash, 
  mastery x6 (level 3); AL none; SV Fort +11, Ref +10, Will 
  +6; AP 7; Rep +5; Str 14, Dex 16, Con 14, Int 14, Wis 10, 
  Cha 10. 
  Occupation and Background: Military, Guardian.
  Skills: Balance +0, Bluff +0, Climb +3, Concentration 
  +10, Intimidate +5, Jump +4, Knowledge (ancient lore) 
  +2, Knowledge (tactics) +8, Knowledge (theology and 
  philosophy) +13, Knowledge (twisted earth) +0, Listen +4, 
  Read/Write (unislang), Meditation +11, Pressure Points +6, 
  Sense Motive +11, Speak Language (unislang), Spot +5, 
  Survival +5.
  Feats: Advanced Technology, Ancients’ Legacy, Block, 
  Improved Block, Cleave, Combat Martial Arts, Combat 
  Reflexes, Disarm Block, Heritage Blade, Jab, Power Attack, 
  Ridgehand.
  
  PAGE 26
  WASTELAND FURY
  Martial Arts Maneuvers: Jab: +8 to hit (+2 maneuver, 
  +3 dexterity, +2 mastery, +1 competence), 1d8+4 damage 
  (+2 strength, +2 melee smash). Ridge Hand: +6 to hit (+3 
  dexterity, +2 mastery, +1 competence), 2d10+5 damage (+3 
  strength, +2 melee smash). 
  Martial Arts Masteries: Accurate Punch 1, Accurate 
  Punch 2, Accurate Punch 3, Block Mastery +1, Hard 
  Punch 1, Hard Punch 2.
  Mutations and Defects: None.
  Possessions: Mask.
  Background: One of the most legendary fighters in 
  the history of the Ultimate, this fighter is a favorite with 
  the thronging crowds for two simple reasons: first he is the 
  only fighter to win the Ultimate more than once; secondly, 
  no one knows who he is under his plain red mask. Having 
  attended the Ultimate for more than 10 years, Red Mask 
  shows no signs of aging, and has won the event twice. 
  Rumors about his identity abound. It is well known to those 
  with knowledge of the martial arts that Red Mask uses the 
  Ancients’ Legacy style created by the Foundation. However, 
  the Foundation has nothing but disdain for Pit Fighting, 
  and especially the Ultimate, seeing these as uncivilized 
  behaviors mankind must shrug off to embrace the vision of 
  the Ancients’. This has led to speculation that Red Mask 
  was expelled from the Foundation for some transgression, 
  or left because he disagreed with their methods (this is 
  especially popular among the tribals and those with an axe 
  to grind against the Foundation). Regardless of his identity, 
  Red Mask arrives every year, and every year is a force to be 
  reckoned with in the tournament.
  Quote: None.
  Adventure Hook: “The best of the best” PC members of 
  the Foundation may become very skilled in the practice of 
  Ancients’ Legacy. If a PC becomes skilled enough to study 
  with the Sensei originally trained by Master Wei, the PC 
  will become privy to a deep secret of this order within the 
  Foundation. Each year the individual dojos host their own 
  tournament, with the winner donning the Red Mask, and 
  secretly representing the Foundation in the tournament. 
  Each year “Red Mask” is a different person. This is a 
  secret even from the Foundation, who really do dislike 
  the Ultimate, but the Sensei wishes to see how their style 
  measures up against the others, and so the secret practice 
  continues. 
  
  PAGE 27
  WASTELAND FURY
  TABLE A-1: GENERAL FEATS
  Feat 
  Prerequisite
  Benefit
  Banter
  Cha 13+, Bluff 5 ranks
  Add Cha modifier to defense (melee only)
  Improvised Weapons
  Brawl
  Use improvised weapons at no penalty
  Kata
  One Martial Arts Style
  +1 to hit with Maneuvers
  Kata Lore
  Kata, Knowledge (history or ancient lore) 1 rank, Knowledge 
  (philosophy) 1 rank
  +2 bonus to style skills
  Kata Mastery
  Kata Specialist
  +1 bonus to Maneuvers threat range
  Kata Specialist
  Kata
  +2 damage to Maneuvers
  Know Your Enemy
  Knowledge (history or ancient lore) 2 ranks, Knowledge 
  (tactics) 2 ranks
  +2 bonus to attack, damage or defense against practitioners of 
  one style
  Knowledge is Power
  Know Your Enemy, BAB 9+
  Attack of Opportunity against practitioners of one style
  Poise
  Wisdom 13+, Concentration 5 ranks
  Add Wis modifier to Defense (melee only)
  TABLE A-2: SIGNATURE MANEUVERS
  Signature Maneuver 
  Prerequisite
  Benefit
  Below the Belt
  Hypolyta’s Hand, Snap Kick
  Increased Damage on kick attacks
  Eight-Armed Flurry
  Octopus
  +2 damage on multiple attacks
  Eyes in the Back of your Head
  Lurker’s Eyes, Spot 5 ranks
  Cannot be flanked
  Flying Tackle
  Silver and Black, Rush
  +2 to hit on charge attacks; trip as Attack of Opportunity
  Four Headed Attack
  Hydra
  Additional attack
  Heritage Blade
  Ancients’ Legacy, Ridgehand, BAB 8+
  Increased damage from Ridgehand attack
  Man to Man
  Pit Fighting BAB 5+
  +2 bonus to hit and damage when fighting one on one
  Man to Many
  Pit Fighting, Man to Man, BAB 8+
  Cannot be flanked
  Maul
  Gemini, Bear Hug
  +1 to hit with Bear Hug attack; increased Bear Hug 
  damage
  Pack Tactics
  Rad Wolf
  +2 to attack and skill checks while fighting with others 
  who have this feat
  Pleasure and Pain
  Ground Zero, Nerve Strike
  +2 to pressure point skill checks and damage
  Shadow
  Crimson Shadow, Hide 6 ranks, Move Silently 6 ranks
  Hide in plain sight
  Shadow Warrior
  Crimson Shadow, Shadow, Hide 10 ranks, Move Silently 
  10 ranks
  Increased DC to track you
  Silent Kill
  Lone Star, Hide 8 ranks, Move Silently 8 ranks
  Increased damage on surprise attack; increased DC to hear 
  your attack
  Tornado Kick
  Whirling Dervish, Circle Kick
  +2 to hit and damage on circle kick attacks
  
  PAGE 28
  WASTELAND FURY
  TABLE A-2: MARTIAL ARTS STYLES
  Style 
  Prerequisite
  Benefit
  Ancients’ Legacy
  Combat Martial Arts or Defensive 
  Martial Arts
  Proficiency in punching and kicking attacks; Balance, Meditation, Pressure 
  Points and Tumble become permanent class skills
  Ancients’ Exodus
  Defensive Martial Arts, Improved 
  Disarm, or Improved Trip
  Provoke no Attacks of Opportunity from grapple and trip attacks; Balance, 
  Meditation and Tumble become permanent class skills
  Crimson Fist
  Brawl or Combat Martial Arts
  Proficiency in punch attacks; provoke no Attacks of Opportunity from disarm 
  attempts; Escape Artist, Intimidate become permanent class skills
  Crimson Shadow
  Combat Martial Arts or Defensive 
  Martial Arts
  Proficiency in kick attacks; Climb, Hide, Move Silently become permanent 
  class skills
  Gemini
  Combat Martial Arts or Defensive 
  Martial Arts
  Proficiency in punch and head attacks; provoke no Attacks of Opportunity from 
  grapple attacks; Escape Artist, Intimidate become permanent class skills
  Ground Zero
  Combat Martial Arts or Defensive 
  Martial Arts
  Proficiency in punch attacks; provoke no Attacks of Opportunity from trip 
  attacks; Meditation, Pressure Points, Zen Mastery become permanent class 
  skills
  Hydra
  Combat Martial Arts or Defensive 
  Martial Arts
  Proficiency in punch attacks; feint as move action; Balance, Bluff become 
  permanent class skills
  Hypolyta’s Hand
  Combat Martial Arts, Defensive 
  Martial Arts, or Improved Trip
  Proficiency in kick attacks; provoke no Attacks of Opportunity from trip 
  attacks; feint as move action; Balance, Bluff, Sense Motive become permanent 
  class skills
  Lone Star
  Combat Martial Arts
  Proficiency in head, elbow, punch, kick attacks; Hide, Move Silently become 
  permanent class skills
  Lurker’s Eyes
  Combat Martial Arts
  Proficiency in punch attacks; Hide, Move Silently, Spot become permanent 
  class skills
  Octopus
  Multiattack
  Proficiency in punch attacks; penalty for hand to hand and natural weapon 
  attacks with multiple limbs reduced by 2; Balance, Escape Artist; Intimidate 
  become permanent class skills
  Pit Fighting
  Brawl or Combat Martial Arts
  Proficiency in punch attacks; provoke no Attacks of Opportunity from grapple 
  attacks; Balance, Intimidate, Sense Motive become permanent class skills
  Rad Wolf
  Combat Martial Arts
  Proficiency in punch attacks; provoke no Attacks of Opportunity from trip 
  attacks; Balance, Intimidate, Tumble become permanent class skills
  Sandstorm
  Brawl or Combat Martial Arts
  Proficiency in kick and punch attacks; Bluff, Intimidate, Sense Motive become 
  permanent class skills
  Serenity
  Exotic Weapon Proficiency- Chain
  When using a chain to trip or disarm, practitioners gain +2 bonus to opposed 
  attack rolls; when using a chain as a dual weapon, practitioners act as if they 
  had the two weapon fighting feat; Balance, Meditation, Tumble become 
  permanent class skills
  Silver and Black
  Proficiency in punch and kick attacks; Intimidate, Jump, Knowledge (tactics) 
  become permanent class skills
  Wayfarer’s Walking Stick
  Combat Martial Arts and Simple 
  Weapon Proficiency
  Proficiency in kick attacks; +2 to hit on opposed attack rolls when using staff to 
  block; Balance, Bluff, Sense Motive become permanent class skills
  Weapon Master
  Weapon Focus
  +2 damage with chosen weapon; Bluff, Pressure Points become permanent 
  class skills
  Whirling Dervish
  Combat Martial Arts
  Proficiency in kick attacks; Balance, Jump, Tumble become permanent class 
  skills
  
  PAGE 29
  WASTELAND FURY
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules 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
  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.
  Wasteland Fury Copyright 2003, RPGObjects; Author Charles Rice 
  Darwin’s World 2nd Edition Copyright 2003, RPGObjects; Authors Dominic Covey 
  and Chris Davis.
  Blood and Fists Copyright 2003, 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: Darwin’s Word, 
  Twisted Earth, Denizens of the Twisted Earth, Terrors of the Twisted Earth, Artifacts 
  of the Ancients, Cave of Life, Benders, Brethren, Brotherhood of Radiation, The 
  Cartel, Children of the Metal Gods, Clean Water Clans, Far Traders, Enthropist, 
  The Foundationist, The Movement, Paradise Believers, Ravagers, The Savants, 
  Doomriders, Brethren Follower, Brotherhood of Radiation, Foundationist Paladin, 
  Sister of the Desert, Wastelords, Wasteland Fury, “Blood and Fists”.
  Designation of Open Gaming Content: The following sections of Wasteland Fury 
  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™.
  The following sections are closed content: 
  1. Fiction (italicized text) before the classes.
  2. Class descriptions.
  3. Martial arts style histories.
  4. The Ultimate background.
  5. NPC backgrounds, quotes, and adventure hooks.
  All other text is open content.
  
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