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  Jeremy Simmons
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  Chris Martinez
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  Carrie Baize, Charles Baize, Corey Hodges, 
  Ryan Kelly, Edward Lennon, Paula Rice, Josh 
  Roehm
  Requires the use of a Roleplaying Game Core Book published by Wizards of the Coast, Inc.
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  Blood
  and
  Fists
  Printer Version
  
  2 of 65
  Introduction
   
  The men were laughing.
  “Look, sweetness, you want no part of this. This isn’t 
  daddy’s dojo in Fresno. Got it?”
  Brianna brought her knees up to her chest one at a time, 
  then, while each knee was still against her chest that leg 
  went straight up into the air. Both feet on the ground, she 
  doubled over backward, placing her hands ﬂat on the 
  ground. After holding this position for a few seconds, during 
  which time her back popped—out of shape, too much time 
  over a typewriter at the paper—she brought her legs up, held 
  the handstand for a few seconds, then went over the rest of 
  the way. She moved her head from side to side, momentarily 
  resting an ear on each shoulder—and causing her neck to 
  pop both times—then tied her long chestnut hair back into a 
  ponytail and stepped out of her shoes.
  The men were no longer laughing.
  “Look, is this a date, or what? I made all the right 
  ‘contributions’ to the old folks’ home. I thought you boys 
  liked to party.”
  The men formed a circle around her.
  One stepped forward, his sadistic grin showing the teeth 
  he had lost in previous streetﬁghting. “All right, Cutie. I 
  promise to be gentle.”
  Brianna smiled. “That doesn’t work for me, sugar.”
  The punk never saw the snap-kick—or the circle kick that 
  robbed his smile of another tooth—but he managed to throw 
  himself out of the way of the jump kick that would have 
  snapped his head back into oblivion. The men surrounding 
  them starting screaming as if on cue, with the men in the 
  back—the hard-looking Japanese men with the bulges in 
  their jackets, the men she was actually here to meet—taking 
  bets.
  “What the fuck was that?!?”
  Brianna smiled again, her sweet southern drawl mocking 
  the man on the ground. “That’s Hapkido, darlin’. Did 
  you miss the lecture on Korean history at the museum last 
  week?” She moved in a slow circle around him, keeping 
  her eyes on the throng surrounding her to make sure no one 
  wanted to join the “party.”
  The man sprang to his feet, spitting out a mouthful of 
  blood, which caught one of the spectators right in the face. 
  The man growled and surged forward, but a voice in the 
  back hissed something, and he froze in his tracks.
  Good. This might be the Hanmei after all.
  Five hours later, back in her hotel room, Brianna slipped 
  into a long-overdue hot bath, working out strain in muscles 
  long left unused. Before surrendering altogether to the hot 
  water, she picked up her cell phone and hit the speed dial. 
  “Constitution. Do you know the extension of the party you’re 
  trying to reach?”
  Brianna’s mind was already fogging over, but she 
  managed to mumble “868.”
  “Hello, this is Foreign Affairs Editor Jim Philby. I’m not 
  at my desk right now, but leave me a message, and I’ll return 
  your call as soon as time permits.”
  “Jim. Bri. I’m in.”
  Hanging up the phone, Brianna sank down into the tub, 
  letting the water cover her completely.
  The d20 Modern Roleplaying Game handles martial arts 
  well enough for games that focus on gunplay, driving, 
  criminal shenanigans, getting your brain eaten by zombies, 
  and all that other fun stuff, but in these games, combat with 
  weapons is a preference, and a skill in unarmed combat is 
  developed as a fallback position in case you are disarmed. 
  Many people, however, enjoy watching movies with Bruce 
  Lee, Jackie Chan, Jean-Claude van Damme, and others that 
  feature a decided focus on unarmed combat. Blood and Fists 
  allows you to bring these kinds of combat situations into 
  your d20 Modern game. In addition to two-ﬁsted, two-footed 
  action scenes, Blood and Fists also gives you new rules for 
  the more mystical side of the martial arts, abilities like Ki 
  and Zen.
  Blood and Fists begins with three advanced classes 
  to round out the selection offered in the d20 Modern 
  Roleplaying. Two of these, the Martial Arts Master and the 
  Contemplative Master, are offered as alternatives to the 
  d20 Modern Martial Artist advanced class. Following these 
  classes, a section with three new skills, plus one or two new 
  uses for existing skills, is offered.
  Next is the heart of Blood and Fists: the new feats. 
  Blood and Fists presents over one-hundred new feats to 
  augment the martial arts rules presented in the d20 Modern 
  Roleplaying Game. These feats are broken down into several 
  categories, including: Martial Arts Styles, representing over 
  thirty real styles to replace the generic martial arts feats in 
  the d20 Modern Roleplaying Game; Martial Arts Maneuvers, 
  representing the specialized and advanced moves learned 
  by the dedicated martial artist; Signature Maneuvers, 
  representing the exotic moves and stances found in some 
  styles; and lastly, the Power of Ki, which brings Ki into the 
  game as a new form of FX.
  The next section presents new weapons and weapon rules 
  from nations around the world, broken down culturally and 
  geographically.
  Following this, Blood and Fists presents a section on 
  the Martial Arts Campaign, which presents Martial Arts 
  Campaign Themes. A Theme is somewhat like the Campaign 
  Models presented in the d20 Modern Roleplaying Game, 
  except that Themes may come and go through the course of 
  the campaign.
  Blood and Fists concludes with the Hanmei, a tournament 
  run by a mysterious Chinese businessman, a tournament 
  where qualifying takes place in the back-alleys of California, 
  Japan, and Hong Kong, and where the ﬁnal rounds take 
  place in the penthouse gardens of Japan’s elite. GMs may 
  enter their PCs into the Hanmei as an action-ﬁlled adventure 
  to ﬁnd out who is the best, or the characters may investigate 
  the Hanmei’s darker secrets. The Hanmei section presents 
  martial artists of every description, and the GM may use 
  these characters as recurring allies and adversaries in the 
  campaign even if he does not use the Hanmei.
  
  3 of 65
  Chapter 1: Characters
  This section presents three new advanced 
  classes for d20 Modern games. The 
  Bad-Ass Barroom Brawler is a wild, 
  undisciplined ﬁghter who relies on anger, 
  brute strength, and dirty tricks to win his 
  battles. The Contemplative Master explores the mystical side 
  of the martial arts, learning the subtle yet powerful mysteries 
  of Ki and pressure points. The Martial Arts Master is the 
  living embodiment of his style, learning its maneuvers and 
  mastering them to a degree few characters can match.
  Bad-Ass Barroom 
  Brawler
  Max watched the two ﬁghting men, then turned away in 
  disgust. As he walked over to his beat-up truck, he glanced 
  at the little Japanese twerps that ran these “qualiﬁers.” He 
  could feel their eyes on him as he reached in through the 
  passenger window and pulled out a beer. Grinning at the 
  closest one, Max stared right into his eyes as he opened the 
  bottle with his teeth.
  “Mr. Riggs, that might not be the best idea. You only get 
  one attempt to qualify.”
  Max spit out the cap and took a long swig of his beer. 
  “What, you think I need to be sober to beat those guys?”
  Suddenly the crowd split open, and one of the two men was 
  on the ground. The other, the big bald asshole with the Nazi 
  tattoos all over his chest, was glaring at Max. “Don’t ever 
  talk about me, hick.”
  Max growled, the veins of his thick neck bulging as he 
  surged forward. The Japanese handlers were yelling. Max 
  smashed the huge man right across the face with the bottle, 
  ignoring the spray of beer and blood that showered him as 
  he grabbed the biker’s crotch with one hand and his goatee 
  with the other, upending him and pile-driving him right into 
  the pavement.
  As the toughs who enforced the rules tried to drag him 
  away, Max kicked the downed biker with his steel toe. “You 
  listening, you ignorant fuck?!? Good. Don’t ever call me a 
  hick!”
  Max spit on the man and walked back toward his truck. 
  The head handler ran over. “No weapons! No Weapons! 
  That one doesn’t count!”
  Max laughed, then frowned, seeing that the biker had 
  made him waste his last beer. Taking out his pack of 
  unﬁltereds, he watched as the other toughs tried, without 
  success, to get the biker to stand.
  He was about to light a smoke, but he suddenly changed 
  his mind. He tossed the cigarette pack into the truck and 
  barreled towards the action again, grabbing two of the 
  onlookers and smashing their heads together. “All right 
  then, who else’s sorry ass do I have to kick? Huh?”
  One of the spectators had gone down, and Max drew back 
  to kick him like he had the biker, when the handlers grabbed 
  him again. “All right! All right! You win! You win!”
  Max shrugged his shoulders, simultaneously dislodging 
  the thugs.
  “Whatever. Look, is there a secret handshake or 
  something? I’m thirsty.”
  One of the Japanese men, the one who spoke English, 
  stepped forward and handed him a card. It had two numbers 
  on it.
  “What the hell is this, your phone number? I don’t want a 
  date, Hop Sing.”
  “It is a time and a ﬂight number. The next stage of the 
  Hanmei takes place in Hong Kong.
  The Bad-Ass Barroom Brawler character is a baaaaaaaaad 
  man. He’s the kind of guy who rides the subway at night 
  because it’s soothing. He has usually not been formally 
  trained in any ﬁghting style, but not too many people are 
  willing to tell him that.
   
  Requirements
  To qualify to become a Bad-Ass Barroom Brawler, a 
  character must fulﬁll the following criteria.
  Base Attack Bonus: +3.
  Feats: Brawl, Streetﬁghting.
  Table 1-1: The Bad-Ass Barroom Brawler
  Level
  Base Attack
  Fort Save
  Ref Save
  Will Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +1
  +2
  +0
  +0
  Rage 1/day
  +1
  +0
  2nd
  +2
  +3
  +0
  +0
  Bonus Feat
  +1
  +0
  3rd
  +3
  +3
  +1
  +1
  Cheap Shot +1d6
  +2
  +1
  4th
  +4
  +4
  +1
  +1
  Bonus Feat
  +2
  +1
  5th
  +5
  +4
  +1
  +1
  Rage 2/day
  +3
  +1
  6th
  +6
  +5
  +2
  +2
  Cheap Shot +2d6
  +3
  +2
  7th
  +7
  +5
  +2
  +2
  Bonus Feat
  +4
  +2
  8th
  +8
  +6
  +2
  +2
  Bonus Feat
  +4
  +2
  9th
  +9
  +6
  +3
  +3
  Cheap Shot +3d6
  +5
  +3
  10th
  +10
  +7
  +3
  +3
  Rage 3/day
  +5
  +3
  Chapter 1: Characters
  
  4 of 65
  Chapter 1: Characters
  Class Information
  The following information pertains to the Bad-Ass Barroom 
  Brawler advanced class.
  Hit Die: 1d12.
  Action Points: 6 plus one-half the character’s level, 
  rounded down.
  Class Skills: The Bad-Ass Barroom Brawler class skills 
  are as follows: Bluff, Drive, Gamble, Gather Information, 
  Intimidate, Knowledge (streetwise), Repair.
  Skill Points per Level: 3 + Intelligence modiﬁer.
  Class Features
  The following features pertain to the Bad-Ass Barroom 
  Brawler advanced class.
  Rage: Bad-Ass Barroom Brawler temporarily gains +4 to 
  Strength, +4 to Constitution, and a +2 morale bonus on Will 
  saves, but suffers a –2 penalty to AC.
  The Constitution bonus increases the Bad-Ass Barroom 
  Brawler’s hit points by 2 points per level, but these hit 
  points go away at the end of the rage, at which time the 
  Constitution score drops back to normal. While raging, a 
  Bad-Ass Barroom Brawler cannot use skills or abilities that 
  require patience and concentration (the only class skill he 
  can use while raging is Intimidate).
  A ﬁt of rage lasts for a number of rounds equal to 3 plus 
  the character’s (newly improved) Constitution modiﬁer, 
  but the Bad-Ass Barroom Brawler may voluntarily end the 
  rage before that time has elapsed. At the end of the rage, 
  the Bad-Ass Barroom Brawler is fatigued (–2 to Strength, 
  –2 to Dexterity, can’t charge or run) for the duration of that 
  encounter. The Bad-Ass Barroom Brawler can only ﬂy into 
  a rage once per encounter, and only a certain number of 
  times per day (determined by level). Entering a rage takes no 
  time itself, but the Bad-Ass Barroom Brawler can only do it 
  during his action.
  Bonus Feat: The Bad-Ass Barroom Brawler gains a bonus 
  feat at 2nd, 4th, 7th, and 8th level. The feat must be selected 
  from the following list, and the character must meet the 
  feat’s prerequisites to select it : Box Ears, Cleave, Elbow 
  Slam, Endurance, Frightful Presence, Great Fortitude, 
  Haymaker, Head Butt, Improved Brawl, Improved Bull 
  Rush, Improved Damage Threshold, Improvised Weapon 
  Proﬁciency, Kidney Punch, Power Attack, Simple Weapon 
  Proﬁciency, Toughness.
  Cheap Shot: Once per combat, the Bad-Ass Barroom 
  Brawler can do something really nasty, dirty, underhanded, 
  and generally in violation of barroom combat etiquette. If the 
  attack hits, the Brawler inﬂicts the listed amount of bonus 
  damage. Hit or miss, the Brawler’s opponent is on his guard 
  for the rest of the ﬁght and will no longer be vulnerable to 
  the attack. This attack will not work on targets that are not 
  subject to critical hits or have no discernable anatomy. 
  Contemplative 
  Master
  The spectators whispered, wondering what the two men 
  were saying. Usually these little affairs were fun, like 
  something out of a movie. Instead, the old man was talking 
  to the handlers in Japanese, and—unusual for them—they 
  appeared to be showing him a great deal of deference. 
  Finally, however, the head handler, with apparent reluctance, 
  shook his head in a ﬁrm “No.”
  The ring of onlookers rippled and parted as a young man 
  in Air Force fatigues pushed through. “Look, old man,” he 
  said in disgust, “some of us have business to attend to here, 
  you know?”
  The old man turned, looking up at the much larger 
  American. “I am not here to ﬁght. I am looking for my 
  daughter. I heard she was here.”
  The young soldier coughed, grinning. “I know a lot of 
  Japanese girls. Maybe I know her.”
  The old man turned his back on the soldier, again speaking 
  to the handlers in low tones, their Japanese unintelligible. 
  The men again began shaking their heads, almost sadly.
  “Hey, old man, don’t turn your back on me.”
  The soldier grabbed the old man by the shoulder, intending 
  to spin him around, but the old man reached up and grabbed 
  his hand, in the center, with only two ﬁngers. Suddenly the 
  
  5 of 65
  Chapter 1: Characters
  soldier was on his knees, writhing in agony. The old man 
  twisted his arm behind his back, placed one foot on it, and 
  casually pinned the large man to the ground. Penetrating 
  gray eyes raked the crowd as the ﬁrst hint of impatience 
  entered the old man’s voice.
  “I am not here to ﬁght. I am Ishinomori Katsumoto. My 
  daughter is named Brianna. I am looking for her. This is not 
  the place for her.”
  The handler stepped forward, handing the old man a card. 
  “This is where your daughter is, Sensei.”
  The old man took his foot off the soldier’s arm. The soldier 
  gasped, trying to move it, but it just hung limp, numb, and 
  useless from his shoulder.
  Katsumoto ﬁxed the handler with his gaze, and his voice 
  was steel. “You gave one of these to my daughter.”
  The young handler nodded, unable to speak.
  The old man turned and walked away.
   
  The Contemplative Master has devoted his life to the 
  mastery of the physical and mental discipline of one style of 
  the martial arts. However, this character also seeks to master 
  the inner spirit, or Ki.
  Requirements
  To qualify to become a Contemplative Master, a character 
  must fulﬁll the following criteria.
  Base Attack Bonus: +2.
  Skill: Meditation 3 Ranks.
  Feats: Combat Martial Arts or Defensive Martial Arts, 
  plus any one Style feat
  Class Information
  The following information pertains to the Contemplative 
  Master advanced class.
  Hit Die: 1d6.
  Action Points: 6 plus one-half the character’s level, 
  rounded down.
  Class Skills: The Contemplative Master class skills are as 
  follows: Bluff, Climb, Concentration, Diplomacy, Intimidate, 
  Jump, Knowledge (Current Events, History, Popular Culture, 
  Tactics, Theology and Philosophy), Listen, Pressure Points, 
  Sense Motive, Swim (Note that most styles will grant the 
  character additional class skills beyond these).
  Skill Points per Level: 5 + Intelligence modiﬁer.
  Class Features
  The following features pertain to the Contemplative Master 
  advanced class.
  Mastery: At 1st, 3rd, 5th, 7th, and 9th levels, the 
  Contemplative Master may choose a Mastery ability either 
  from his Style list or from the Contemplative list. 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 
  Contemplative Master 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.
  Table 1-2: The Contemplative Master
  Level
  Base 
  Attack
  Fort Save
  Ref Save
  Will Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st
  +0
  +0
  +2
  +2
  Mastery
  +1
  +0
  2nd
  +1
  +0
  +3
  +3
  Bonus Feat
  +2
  +0
  3rd
  +2
  +1
  +3
  +3
  Mastery
  +2
  +1
  4th
  +3
  +1
  +4
  +4
  Bonus Feat
  +3
  +1
  5th
  +3
  +1
  +4
  +4
  Mastery (Level 2)
  +4
  +1
  6th
  +4
  +2
  +5
  +5
  Bonus Feat
  +4
  +2
  7th
  +5
  +2
  +5
  +5
  Mastery
  +5
  +2
  8th
  +6
  +2
  +6
  +6
  Bonus Feat
  +6
  +2
  9th
  +6
  +3
  +6
  +6
  Mastery (Level 3)
  +6
  +3
  10th
  +7
  +3
  +7
  +7
  Bonus Feat
  +7
  +3
  
  6 of 65
  Chapter 1: Characters
  Martial Arts Master
  “New Contest.”
  Kimmy stepped into the center of the ring, ignoring the 
  snickers. Stretching, she watched her opponent shrug off his 
  jacket to go bare-chested in the cool night air. He squatted 
  low several times, swinging his arms back and forth, military 
  tattoos rippling on his wiry frame. He was watching her, too, 
  his eyes never wandering from her, and his gaze made the 
  hairs on the back of Kimmy’s neck stand up. 
  Stop being a Daddy’s girl.
  She walked over to the man, extending her hand. 
  “Kimmy.”
  He just nodded at her proffered hand, still not taking his 
  eyes off her. “Marcel Bontecou.” His French accent was so 
  thick she could barely understand him. It was almost funny, 
  in a way, like something you’d hear in a bad movie.
  Then he stood up, smiling at her. She was barely ﬁve 
  feet, and he wasn’t much bigger. He was bald with bushy 
  eyebrows and some sort of scar on his chin.
  “Begin.”
  Suddenly the smile was gone. The man began bouncing 
  on his toes, dancing around her. He looked wired. Manic. 
  Suddenly, his leg snaked out. Kimmy darted back with the 
  agility of a cat, but he still grazed her.
  Right on the inside of her knee.
  The pain exploded through her leg, and the wind was 
  sucked out of her lungs. She made the mistake of giving into 
  her reﬂex and reaching down for her leg, balancing on one 
  foot.
  Marcel dropped down like a dancer, planting his hands on 
  the ground and swinging both legs around to knock Kimmy’s 
  one good leg out from under her. Before she even hit the 
  ground, he was up and dancing around her again, smiling as 
  she tried in vain to locate him. He loved this. Kimmy could 
  tell. He missed it, even. Too much, perhaps.
  “Are you crying? So delicate. Like a butterﬂy. Marcel 
  loves to hunt butterﬂies.”
  Don’t cry. You cry too easily, Kimmy.
  Kimmy could hear her father’s voice in her head. God, she 
  hated that voice. She wanted to yell at him when he got like 
  that. He’d wanted a son. She wished he could have admitted 
  it, just once. But no. He had other ways of showing his 
  disapproval.
  A shadow. A glimpse out of the corner of her eye. Kimmy 
  rolled, and the Frenchman’s foot landed beside her head. 
  Right where her neck had been.
  He’s going to kill me.
  Kimmy moved on instinct. Stop looking for him. You can 
  feel where he is, anyway.
  A scuff of a sneaker. In her world, so contracted, the sound 
  was like a car skidding on a rain-slick road. No crowd. Just 
  her and the maniac. Her hand snaked out and caught a pant 
  leg.
  Kimmy pulled like her life depended on it. Another thud. 
  This one much louder. Kimmy rolled away from it, onto her 
  feet.
  She went down again just as quickly, grimacing in pain as 
  her knee gave out.
  Marcel was up again immediately. “Butterﬂy has some 
  spark, hmm?” He licked his lips at her failed attempt to get 
  up again.
  Can’t ﬂy on a broken wing.
  Kimmy saw him coming toward her again. Straight toward 
  her. No dancing this time. She tested her ankle—the one he’d 
  knocked from under her—as she crouched on the pavement. 
  Still works.
  She drove herself forward on one leg right into Marcel’s 
  midsection. She felt the air rushing out of him, but he rolled 
  with her movement, pitching her away as he went down.
  She punched him in the groin as she hit the ground, and 
  she heard him cry out in pain and surprise.
  Reﬂexively, he kicked her, the point of his shoe hitting her 
  right in the temple. The streetlights seemed to stretch and 
  swirl. Why was Daddy practicing her so hard, anyway? She 
  hated the dojo. Hated the history. Especially hated him.
  Wait. Maybe this was her rape prevention class.
  That was it. Kick to the groin. What’s wrong with my leg? 
  Eye gouge. Ridgehand to the throat.
  She couldn’t sleep yet. She had an exam tomorrow. Daddy 
  would kill her if she didn’t get honors.
  The Martial Arts Master has devoted his life to mastery of 
  the physical and mental disciplines of one style of martial 
  arts. Characters who take this class will generally refer to 
  themselves by their Style name (Aikido Master, Karate 
  Master, etc.).
  Table 1-3: The Martial Arts Master
  Level
  Base Attack
  Fort Save
  Ref Save
  Will Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st
  +1
  +2
  +2
  +0
  Mastery
  +1
  +0
  2nd
  +2
  +3
  +3
  +0
  Bonus Feat
  +2
  +0
  3rd
  +3
  +3
  +3
  +1
  Mastery
  +2
  +1
  4th
  +4
  +4
  +4
  +1
  Bonus Feat
  +3
  +1
  5th
  +5
  +4
  +4
  +1
  Mastery (Level 2)
  +4
  +1
  6th
  +6
  +5
  +5
  +2
  Bonus Feat
  +4
  +2
  7th
  +7
  +5
  +5
  +2
  Mastery 
  +5
  +2
  8th
  +8
  +6
  +6
  +2
  Bonus Feat
  +6
  +2
  9th
  +9
  +6
  +6
  +3
  Mastery (Level 3)
  +6
  +3
  10th
  +10
  +7
  +7
  +3
  Bonus Feat
  +7
  +3
  
  7 of 65
  Chapter 1: Characters
  Requirements
  To qualify to become a Martial Arts Master, a character must 
  fulﬁll the following criteria.
  Base Attack Bonus: +3.
  Skill: Concentration 3 Ranks.
  Feats: Combat Martial Arts or Defensive Martial Arts or 
  Brawling, plus any one Style feat.
  Class Information
  The following information pertains to the Martial Arts 
  Master advanced class.
  Hit Die: 1d8.
  Action Points: 6 plus one-half the character’s level, 
  rounded down.
  Class Skills: The Martial Arts Master class skills are as 
  follows: Bluff, Climb, Concentration, Intimidate, Jump, 
  Knowledge (Current Events, History, Popular Culture, 
  Tactics, Theology and Philosophy), Listen, Sense Motive, 
  Swim (Note that most styles will grant the character 
  additional class skills beyond these).
  Skill Points per Level: 3 + Intelligence modiﬁer.
  Class Features
  The following features pertain to the Martial Arts Master 
  advanced class
  Mastery: At 1st, 3rd, 5th, 7th, and 9th levels, the character 
  gets to pick an ability from the Mastery list for the Martial 
  Arts style he 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 Martial 
  Arts Master gains a bonus feat from the Bonus Feats list 
  for the martial arts style he is mastering. See Martial Arts 
  Mastery for more information. The character must meet the 
  prerequisites for any feat he takes.
  Skills
  Kimmy was staring at the ceiling. 
  Suddenly, she surged up.
  Where was she? How did she get here?
  “Stay still. You have a concussion.”
  “Where…?”
  “Shh! It’s a good thing I was there, young lady. The 
  ‘etiquette’ of these street brawls is to call an ambulance and 
  scatter. I am Ishinomori Katsumoto. What is your name, 
  girl.”
  “Kimmy. Did I… owwwwwww!”
  “Do not move! And what kind of name is ‘Kimmy’?”
  “K-Kimiko, Sensei.” God, I hate Japanese men.
  “Now listen to me, Kimiko. The men consider your match 
  to be a tie, but you should go home. No doubt there are 
  people who are worried about you, and this episode should 
  have acquainted you with the barbarism of…”
  Kimmy smiled, slipping back into welcome oblivion. “I 
  won…”
  Katsumoto looked down at her, frowning. Where are you, 
  Bri?
  Balance 
  Armor Penalty
  New Use – Resist Trip Attacks: You can use Balance 
  to avoid being tripped or thrown in the same fashion as 
  characters in the d20 Modern Roleplaying Game can use 
  Escape Artist to avoid being grappled. You make a Balance 
  skill check, opposed by your attacker’s attack roll. Using 
  Balance for this purpose is an attack action (but see the 
  Immovable Stance feat for more information).
  
  8 of 65
  Chapter 1: Characters
  Concentration New Use- 
  Meditation (this use of the Concentration skill may not be 
  used untrained): Characters trained in Concentration may 
  make a skill check (DC 20) to enter a meditative state. This 
  can allow the character to ignore fatigue or exhaustion for 
  one hour, after which the character must rest, or make the 
  skill check again. Characters without the Meditation feat 
  take a -4 to Concentration skill checks made for meditation. 
  It takes ten minutes (100 rounds) to enter a meditative state.
  New Use- Zen (this use of the Concentration skill may not 
  be used untrained): A character trained in concentration can 
  tap the power of his Ki, focusing on the task at hand to the 
  exclusion of all other considerations. Rather than attempting 
  an action defensively, a character may make a Concentration 
  skill check (DC 20) to focus on it, gaining one of the 
  following beneﬁts: a +2 to his next check with that skill, take 
  10 in a stressful situation, or perform an action that normally 
  takes 1 minute or less in a single round. Only one of these 
  beneﬁts may be applied to a skill check at a time. Characters 
  without the Zen feat take a -4 on Concentration skill checks 
  made for Zen.
  The character always suffers an attack of opportunity for 
  this use of the Concentrate skill, since he is ignoring all other 
  considerations, including his personal safety, to focus on 
  the task at hand. However, this attack will never reduce the 
  character’s ability to perform his skill check.
  Pressure Points 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: You can take 10 when making a Pressure Points 
  skill check, but you 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
  New Use – Predict Attack: This use of Sense Motive 
  may not be used untrained. By reading your opponent’s body 
  language, you can predict when and where an attack will 
  strike and be better prepared to intercept or prevent it. On a 
  successful skill check (you may choose either DC 10 plus 
  your attacker’s BAB or skill vs. skill against your attacker’s 
  Bluff) you gain a +2 to any Block or Disarm opposed check. 
  If you have Improved Combat Throw, you may take a +2 
  bonus on an opposed Trip check through your attack of 
  opportunity.
  
  9 of 65
  Chapter 2: Martial Arts
  No one is going to believe this.
  They were in a Hong Kong warehouse 
  for “Stage Two,” as the handlers had 
  called it. Brianna watched the match 
  in progress. Classical Shao-Lin Dragon 
  against… ROSS? Krav Maga? It was hard to say. 
  Deﬁnitely Special Forces, though.
  Jim will think I took a vacation and made this up.
  She looked pensively at her gym bag. If anyone found 
  out she was taping this, she wouldn’t have to wonder about 
  being believed. These guys were serious. And she still 
  wasn’t even sure who they were. Yakuza? Tong? Private 
  businessmen just looking for a cheap thrill?
  Again, it was hard to say.
  “Hello, sweet cheeks.”
  Brianna froze. She knew that voice… Oh, hell.
  “What are you doing here, Max?”
  “I’m here to ﬁght, darlin’. The thrill of victory, the agony 
  of defeat. That’s me.”
  Brianna turned and looked up at him. God, I hate this 
  redneck. Why did I ever…?
  “Actually, it was your father’s idea. He asked me to help 
  him ﬁnd you. I ﬁgure once we get this little business settled, 
  and you and me get married, I’ll call him ‘Dad’ too.”
  “My father is…” 
  “No, he isn’t here. Okinawa. Seems like they got these 
  little parties goin’ all over the place. Gives me and you a 
  chance to get reacquainted, though.”
  Max just laughed as she stomped away. She loves me.
  This chapter presents new feats for the Martial Arts styles 
  of the modern world. The information is broken down into 
  the following sections: General Feats (those that didn’t 
  ﬁt anywhere else), Martial Arts Styles (the history, basic 
  training, and philosophy of the various types of martial arts), 
  Martial Arts Maneuvers (the speciﬁc attack and defense 
  maneuvers of the practitioners of the different styles), 
  Martial Arts Signature Moves (an optional set of feats 
  for those who want a little more variety and color in their 
  martial arts combat), and Ki Feats (optional feats for those 
  who wish to bring the power of the Ki, or spirit, as FX into 
  their campaigns).
  General 
  Feats
  The feats in this section do not ﬁt into any 
  of the other categories presented in this 
  chapter. Some of these feats represent a general 
  knowledge of the martial arts. Some characters will study 
  the strengths and weaknesses of a certain style in order to 
  gain an advantage when ﬁghting practitioners of that style. 
  Other characters will immerse themselves in the history and 
  lore of the style they prefer, thereby gaining bonuses when 
  using that style. In this section you will also ﬁnd many new 
  weapon feats, grouped by geographical region or specialized 
  purpose.
  Archaic Weapons - 
  Chinese
  You are proﬁcient with the weapons of medieval China.
  Effect: You are proﬁcient with the following weapons: 
  Check, Do, Fu, Gou, Kung Gsin, Woo Dip Do, Woo Diep 
  Do.
  Archaic Weapons - 
  Indian
  You are proﬁcient with the weapons of classical India. The 
  Gatka ﬁghting style of the Sikh warrior teaches the student 
  to master all the weapons in this group.
  Effect: You are proﬁcient with the following weapons: 
  Chakra, Gurj, Kaman, Katar, Tabar, and Tulwar. Information 
  on these weapons can be found in the Martial Arts Weapons 
  chapter.
  Chapter 2: Martial arts
  
  10 of 65
  Chapter 2: Martial Arts
  Archaic Weapons - 
  Indonesian
  You are proﬁcient with the weapons of classical Indonesia.
  Effect: You are proﬁcient with the following weapons: 
  Balisong, Karambit, Kujang, Kris, Pedang.
  Archaic Weapons - 
  Japanese
  You are proﬁcient with the “peasant” weapons of feudal 
  Japan. Many martial arts styles incorporate weapon 
  maneuvers: Kobujutsu, which teaches the student to master 
  almost all the weapons below; Kyudo, which teaches 
  mastery of the Yumi; and Sojitsu, which teaches mastery of 
  the Yari.
  Effect: You are proﬁcient with the following weapons: 
  Ashiko, Bo Staff, Kama, Nunchaku, Rochin, Sai, Shuriken, 
  Tekko, Tonfa, Yari and Yumi. Information on these weapons 
  can be found in the Martial Arts Weapons chapter.
  Archaic Weapons - 
  Samurai
  You are proﬁcient with the “noble” weapons of feudal Japan. 
  Kendo teaches the student to master the Katana, Kyudo the 
  Yumi, Naginata-do the Naginata, and Sojitsu the Yari.
  Effect: You are proﬁcient with the following weapons: 
  Jutte, Katana, Naginata, Tanto, Wakizashi, Yari, and Yumi.
  Special: Although this feat allows you to wield the 
  Katana with no penalty to hit, you must take Exotic Weapon 
  Proﬁciency in either Katana or Kendo to wield the weapon 
  one-handed.
  Banter
  You have mastered the art of “witty” (read: annoying) 
  repartee in combat. This serves to both annoy and distract 
  your opponents.
  Prerequisite: Cha 13+, Bluff 5 ranks.
  Effect: You gain a Competence bonus to your Defense 
  against melee attacks equal to your Charisma modiﬁer. 
  Any circumstances which cause you to lose your Dexterity 
  modiﬁer to defense also causes you to lose this bonus.
  Blocking - New Combat Maneuver
  A character may attempt to use his weapon to aid in his defense. This is called blocking. Any character that is not ﬂat-
  footed may use an attack action to intercept the ﬁrst melee attack made against him in a round. As with all attack actions, 
  the character is still entitled to a move action. As soon as this action is declared the defender makes an attack roll with his 
  weapon. The ﬁrst attack made against the defender must exceed both this blocking attack roll, as well as the defender’s 
  defense score or it is treated as a miss.
  Blocking multiple attacks: A defender may also attempt to parry multiple attacks made against him. This is a full-
  round action. As soon as this action is declared the defender makes an attack roll with his weapon. The ﬁrst attack made 
  against the defender must exceed both this blocking attack roll, as well as the defender’s defense score or it is treated as a 
  miss. Subsequent attacks made against the character subtract 5 from this roll, cumulative for each attack beyond the ﬁrst, 
  so –5 for the second attack, -10 for the third etc.
  Blocking with other objects: A character carrying a shield may wish to parry with it rather than his weapon. A 
  character blocking with a shield adds the defense bonus normally granted by the shield (including all magical defense 
  bonuses) to his blocking attack roll, in addition to his Strength modiﬁer. 
  Buckler blocking is modiﬁed by the defender’s Dexterity rather than Strength. 
  A Tower Shield being used for cover may not be used for blocking.
  Characters with the Improvised Weapons feat may use tables, chairs and other items for blocking. These items will be 
  treated as either a light or heavy wooden shield in most cases.
  Blocking and ﬁghting defensively: If a character that is ﬁghting defensively attempts to block, he gains a bonus to 
  blocking attack rolls equal to the defense bonus gained.
  Blocking unarmed attacks while armed: A character with a weapon gains a +2 bonus on blocking attack rolls 
  made against unarmed attacks. If an armed character successfully blocks an unarmed attack, he may make an attack of 
  opportunity against the attacker, even if the attacker has an appropriate martial arts feat. However, only one attack of 
  opportunity may be made for this purpose each round, so unarmed attackers could overwhelm an armed character. Also, 
  an unskilled attacker (one without a martial arts feat) would have already suffered an attack of opportunity, and would 
  not be subject to another if his attack were successfully blocked.
  Blocking armed attacks while unarmed: An unarmed character may not block melee weapon attacks.
  Blocking unarmed attacks while unarmed: An unarmed character may only block unarmed attacks if he has 
  an unarmed combat feat (Brawling, Combat Martial Arts, or Defensive Martial Arts). However, if both attacker and 
  defender are untrained, then an untrained character may attempt to block.
  
  11 of 65
  Chapter 2: Martial Arts
  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 (see Martial Arts Styles for more 
  information).
  Kata Lore
  You have studied the history and philosophy of a martial arts 
  style.
  Prerequisite: Kata, Knowledge (history) 1 Rank, 
  Knowledge (philosophy) 1 Rank.
  Effect: You gain a +2 bonus to your style skills (the skills 
  granted as class skills by the Style feat for your chosen 
  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).
  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.
  Special: This feat may not be applied to adaptable or 
  weapon martial arts styles (see Martial Arts Styles for more 
  information).
  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
  By studying a certain ﬁghting style, you are better able to 
  combat it.
  Prerequisite: Knowledge (history) 2 Ranks, Knowledge 
  (tactics) 2 Ranks.
  Effect: When you take this feat, choose a speciﬁc martial 
  arts style. 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
  Prerequisite: Know Your Enemy, BAB 9+
  Effect: When you take this feat, you must apply it 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.
  Meditation 
  You are practiced at meditative techniques.
  Prerequisite: Concentration 3 ranks
  Effect: You may make Concentration checks for 
  meditation with no penalty. You may also enter a meditative 
  state in 1 minute.
  Normal: Characters without this feat suffer a -4 on 
  Concentration skill checks, and take 10 minutes, to enter a 
  meditative state.
  Poise
  Your composure and indomitable will make you a 
  formidable opponent.
  Prerequisite: Wisdom 13+, Sense Motive 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, as they 
  are both Competence bonuses.
  Special: Poise cannot be learned by characters whose only 
  martial arts style is a non-aesthetic style.
  Zen
  You are practiced in the art of Zen.
  Prerequisite: Concentration 3 ranks
  Effect: You may make Concentration checks for Zen with 
  no penalty.
  Normal: Characters without this feat suffer a -4 on 
  Concentration skill checks for Zen.
  
  12 of 65
  Chapter 2: Martial Arts
  Martial 
  Arts Styles
  “Oto… Oto…”
  Katsumoto frowned. The match ended suddenly, 
  when “OtoOto,” actually Otomo Otojiro, a somewhat 
  famous Sumo Wrestler as he recalled, grabbed his opponent 
  and slammed him down onto the mat.
  The chanting got even louder, and Oto ran a victory lap 
  around the mat, even signing some autographs as the cheers 
  washed over him.
  “You disapprove, Sensei?”
  Katsumoto stiffened. He recognized that voice. “I thought 
  I told you to go home, Kimiko.”
  “It’s Kimmy, and you don’t own me or know any more 
  about me than my father. If he doesn’t miss me, why should 
  you?”
  “I’ll bet he misses you quite a bit, little one. You seek to 
  prove yourself to your father, prove that you are as much a 
  warrior as any son he could have had. This is not the place 
  for that. This is not the way of the warrior.”
  Kimmy’s face was red as she pushed past him onto the 
  mat. “You don’t know a thing about me, old man.”
  Lucky guess.
  Martial Arts Styles
  The majority of the feats in this chapter are divided into 
  two sub-groups, Styles and Maneuvers. Martial Arts Styles 
  represent training in the basics, while Maneuvers represent 
  the abilities of the advanced student. Before we go on to the 
  feats themselves, a word is warranted about the way these 
  styles were created, both to address any balance issues the 
  GM may feel he ﬁnds below and to assist in the creation of 
  new styles from the GM’s own experience and imagination.
  The Balance of Styles
  The ﬁrst thing the GM will likely notice is that the feats 
  below grant a much wider range of abilities than those in 
  the d20 Modern Roleplaying Game. Although these rules 
  are 100% compatible with the d20 Modern Roleplaying 
  Game system, and most of the feats from that book are used 
  in these rules, the d20 Modern rules set was not kind to the 
  Martial Artist. This is not a weakness in the d20 Modern 
  rules, just an assumed emphasis (and a realistic one) on guns 
  as the top dog in the modern battleﬁeld. The feats below 
  grant characters more “bang for the buck,” precisely to allow 
  martial arts to have the same place in d20 Modern games 
  that it has in cinema where Martial Arts plays a big role. 
  Which is to say, a wholly unrealistic one.
  Creating New Styles
  Style feats have many common elements, and an explanation 
  of these elements will aid players and game masters 
  in designing their own styles. Since there are tens of 
  thousands of martial arts styles around the world, not all 
  can be represented in this book, and characters should be 
  encouraged to bring their favorite styles into the game.
  Basic Moves
  The ﬁrst element discussed in any martial arts style is the 
  set of moves taught to the beginning student. All martial arts 
  damage can be lethal or non-lethal. Is the practitioner of the 
  style considered armed with punching, kicking, elbow, knee, 
  or head attacks? Is the student proﬁcient in all those attacks? 
  Does the style allow the character to make Trip, Disarm, or 
  Grapple attacks without provoking attacks of opportunity? 
  The answers to these questions will determine how the 
  student of a given style ﬁghts.
  Table 2-1: Style Point Costs
  Name
  Cost
  Basic Moves
  1 each
     Considered armed while punching/proﬁcient in punching (includes open hand and elbow)
     Considered armed while kicking/proﬁcient in kicking (includes knee and heel kicks)
     Considered armed while making head butt attacks/proﬁcient in head butt attacks
     No attacks of opportunity from Trip attacks
     No attacks of opportunity from Grapple attacks
     No attacks of opportunity from Disarm attacks
     Feint as a move action
     Style counts as two-weapon ﬁghting with style weapons 
     (these will be listed with the style;   weapon styles only)
  Style Skills (the listed skills are added to the character’s class skill list)
  1 each
  Attack modiﬁers (the ability that modiﬁes attack roles)
     Strength
  0 points
     Dexterity
  1 point
     Wisdom
  1 point
     Charisma
  1 point
     Strength or Dexterity (chosen when the style is selected)
  2 points
  Adaptable Style (Style may be used as a prerequisite for all Maneuver feats)
  1 point
  Aesthetic Style (allows use of Ki)
  0 points
  Non-Aesthetic Style (no Ki, cannot take levels in Contemplative Master)
  -1 point
  
  13 of 65
  Chapter 2: Martial Arts
  Style Skills
  All Martial Arts styles grant a character new class skills. 
  For any style that involves extensive throws, Balance 
  and Tumble will be included among these skills. The ﬁrst 
  thing a student in these styles must learn is how to fall 
  without injury, so that throws may be practiced safely. 
  Many ﬁghting styles concentrate on “psyching out” your 
  opponent. Professional boxers and Samurai both spend 
  time learning this, and styles that focus on such matters 
  will grant Intimidation as a class skill. Styles that teach 
  extensive feinting techniques will grant Bluff as a class 
  skill. Some styles, such as those taught to Ninja and military 
  commandos, will grant the character Hide and Move 
  Silently, as these styles follow the axiom “invisibility equals 
  invincibility.” When bringing new styles into the game, 
  the GM will ﬁnd that these skills are the most commonly 
  granted, but whatever best represents the philosophy of the 
  style, without harming game balance, is the best choice.
  Attack Modifiers
  One of the key differences between a trained martial artist 
  and an untrained ﬁghter is the emphasis on qualities other 
  than brute strength. One of the main reasons students take 
  up the martial arts is to defend themselves without resorting 
  to brute strength alone. For this reason, most martial arts 
  attacks are modiﬁed by an ability other than Strength. If a 
  style focuses on speed, Dexterity will modify attack rolls. 
  If a style has extensive philosophical underpinnings, as 
  do many animal styles that focus on a connection with 
  nature, then attacks will be modiﬁed by Wisdom. If a style 
  focuses on deception (allowing you, for example, to make 
  an opponent think you are weak and then strike when 
  least expected), attacks will be modiﬁed by Charisma. 
  Lastly, there are styles which, despite their higher level of 
  sophistication, still rely on Strength, such as Boxing and 
  Wrestling. Attacks using these styles will be modiﬁed by 
  Strength.
  The Balancing Act
  All of the styles below were created using a system, so that 
  they could be balanced against one another. Presented here, 
  to aid the GM in creating his own styles and balancing them 
  with those presented below is the method that was used to 
  create all the styles in this handbook. To begin, start with six 
  “points,” then pick from each of the categories below until 
  you are out of points.
  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 Blood and Fists, 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 Brawling), 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, Improved 
  Unarmed Strike, Improved Trip or Improved Feint 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.
  Each zone granted by a style costs the style one point.
  Class Skills
  The serious student of the Martial Arts has the chance to 
  learn about much more than just punching and kicking, 
  attacking and defending. In Kyudo, students are taught 
  “one shot, one life.” This type of philosophical and spiritual 
  training is as important to many students of the martial arts 
  as the self-defense capabilities taught by the style.
  When a student takes a martial arts style, he will add the 
  style’s class skills to his permanent list of class skills. If 
  a skill taught by the style is already a class skill, then the 
  character receives a +1 competence bonus on checks using 
  that skill.
  Each class skill the style adds to the character’s list of 
  class skills cost it one point.
  External Styles
  These styles are concerned with affecting the outer world, 
  and tend to be more focused on combat. External styles have 
  their attack rolls modiﬁed most often by Strength. However, 
  some of these styles focus more on speed to generate attack 
  power. These styles have their attacks modiﬁed by Dexterity. 
  If a style’s attacks are modiﬁed by Dexterity, this costs the 
  style one point. If the practitioner of the style has the ability 
  to choose whether to focus on power or speed (choosing 
  between Strength and Dexterity when the style is taken), this 
  costs the style two points.
  Internal Styles
  These styles are concerned with the inner spirit of the 
  student. Master yourself, and mastering the world will come 
  easily, say the practitioners of internal martial arts. Internal 
  styles have their attacks modiﬁed by Wisdom. This costs the 
  style one point.
  
  14 of 65
  Chapter 2: Martial Arts
  Adaptable Styles
  Three of the styles detailed below (Commando Training, 
  Jeet Kune Do, and Ninjutsu) are listed as adaptable styles. 
  An adaptable style sees no point in adhering to any speciﬁc 
  creed or philosophy and is capable of borrowing moves from 
  every style. Several factors balance this huge advantage: 
  being adaptable costs a style one point in its design, making 
  the basic style itself less attractive; adaptable styles have 
  only one Level 3 Mastery ability; and lastly, adaptable styles 
  gain no more bonus feats than any other style, and fewer 
  maneuvers as bonus feats than many styles. What these three 
  strictures combine to do is make adaptable styles a little less 
  attractive for Martial Arts Masters, especially if the style 
  is non-aesthetic Mastery refers to the Master Advanced 
  Classes.  Since non-aesthetic styles have no access to Ki, 
  fewer level 3 Masteries, and fewer maneuvers as bonus 
  feats, they are less attractive to those in the advanced classes 
  (see below). This is wholly intentional. Most characters 
  with Commando Training are likely to be soldiers, and 
  most Jeet Kune Do practitioners come to the style already 
  experienced in another Martial Art. Only Ninjutsu, which is 
  an aesthetic style, makes a strong case for true Mastery, but 
  it is still likely to be chosen by members of a broad range of 
  professions.
  Aesthetic and Non-Aesthetic 
  Styles
  Some styles are listed as being “non-aesthetic,” which is to 
  say, they disregard the “mystical” or spiritual aspects of the 
  martial arts in favor of good, old-fashioned combat. Most 
  adaptable styles are non-aesthetic. These styles gain an 
  extra point (meaning that if the style is both adaptable and 
  non-aesthetic, then the two offset one another). A student 
  of a non-aesthetic style cannot learn the Meditation or Zen 
  Mastery skills and cannot take the Bushido, Poise, or any 
  Ki feats. Also, a character cannot take the Contemplative 
  Master class for a non-aesthetic martial art. If the student 
  wishes to learn any of these abilities he must ﬁrst take a feat 
  in an aesthetic style.
  A Note about Animal Styles
  Martial Arts systems from around the world have been 
  formulated around the idea of imitating the way certain 
  animals ﬁght. Bando, a style from Burma, has many animal 
  forms, as do numerous African, Chinese, and Japanese 
  martial arts styles. Rather than make a separate style for each 
  of these national animal forms, Blood and Fists simply gives 
  you a style based on the animal itself. These styles will be 
  very close to any national version, and will provide enough 
  detail for most campaigns. GMs wishing to incorporate a 
  closer match to, say, White Crane Kung-Fu are encouraged 
  to do so.
  Aikido 
  Martial Arts Style
  Aikido’s founder, Morihei Ueshiba (1883-1969), was 
  affectionately called O Sensei (Great Teacher) by the 
  teachers and students who follow his teachings. Ueshiba 
  trained extensively in martial arts as a youth, mastering 
  Jujutsu, Kendo (Sword Fighting), and Sojitsu (Spear 
  Fighting), and was an instructor at Japanese military 
  academies. Ueshiba claimed Aikido came to him in a vision 
  in 1925 when he was 42 years old. Using this new style, 
  Ueshiba defeated a military ofﬁcer in a duel, without hurting 
  him, by evading his blows until he dropped unconscious 
  from exhaustion.
   Aikido means Blending (Ai) Energy (Ki) Way (Do), 
  thus, Aikido means The Way of Blending Force. Instead 
  of resisting blows and possibly taking injury, the defender 
  blends with the force of an attack, allowing it to harmlessly 
  pass him by. Others translate Aikido as The Way of 
  Harmony.
  “Those who seek competition are making a grave 
  mistake. To smash, injure or destroy is the worst sin a 
  human being can commit. The real way of a warrior is to 
  prevent slaughter— it is the art of peace, the power of love.” 
  –Morihei Ueshiba, 1942.
  Prerequisite: Defensive Martial Arts, Improved Disarm or 
  Improved Trip.
  Effect: You provoke no attacks of opportunity for 
  making Trip or Grapple attacks.  This feat adds Balance, 
  Concentration, and Tumble to your list of class skills. 
  Aikido is an internal style whose attacks are modiﬁed by the 
  character’s Wisdom.
  Arnis 
  (Escrima or Kali) 
  Weapon Style
  Arnis was developed by the settlers of the Philippine Islands, 
  many of them from China, India, Indonesia, and Southwest 
  Asia. When the Spanish invaded the islands, they dubbed the 
  ﬁerce stick-ﬁghting style of the natives “Escrima,” which 
  means “skirmish.” After conquering the island, the Spanish 
  outlawed the style, and it was forced underground. The style 
  was preserved through dances and mock battles, in which 
  the natives played the role of Spaniards, wearing the “arnes,” 
  or medieval armor. These plays used the same footwork as 
  Escrima and kept the techniques alive.
  Remy Amador Presas, who incorporated empty-hand 
  techniques, such as kicks and throws, into the style to make 
  it more rounded, and who blended more than 7,000 regional 
  styles into one national style, is considered the founder 
  of Modern Arnis. This updated style also has a mystical 
  side—dubbed “The Flow” by Presas himself—which 
  encourages each student to tailor the style to his body and 
  natural movements rather than conform himself to the style. 
  Arnis stylists refer to their greatest practitioners as “Grand 
  Masters.”
  
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  Prerequisite: Simple Weapon Proﬁciency.
  Effect: You are proﬁcient in punch attacks and are 
  considered armed when making such attacks. You also 
  provoke no attacks of opportunity when making Trip attacks. 
  This feat functions as the two-weapon-ﬁghting feat when 
  you use a Short Sword and Baton (“espada y daga”) or two 
  Batons (“Sinwali”).  This feat adds Concentration 
  and Pressure Points to you list of class skills. Arnis 
  is an external style whose attacks are modiﬁed by 
  Dexterity.
  Boar 
  Animal Style
  You have trained to imitate the deadly, charging, close-in 
  ﬁghting style of the Boar.
  Prerequisite: Combat Martial Arts.
  Effect: Boar practitioners are proﬁcient in punching and 
  head attacks, and are considered armed while making such 
  attacks. You suffer no attacks of opportunity when making 
  Grapple or Bull Rush attacks.  This feat adds Bluff and 
  Intimidate to your list of class skills. Boar is an external style 
  whose attacks are modiﬁed by Strength.
  Boxing 
  Martial Arts Style
  Boxing can be deﬁnitively traced to the Ancient Olympic 
  games as far back as 688 BCE, although its origins are 
  doubtless much older. As with wrestling, boxing appears 
  to be an almost universal activity in the ancient world for 
  both combat and sport. Modern competition boxing bears 
  little resemblance to these ancient matches, in which no 
  protective gear was worn, no time limit was imposed, no 
  score was kept, and matches sometimes lasted over twelve 
  hours, continuing until one combatant could no longer 
  stand or ﬁght. Boxing, in its modern form, dates back to the 
  1904 Olympic Games in St. Louis. Some Boxers refer to 
  themselves as “sluggers,” “dancers,” or “pugilists” and many 
  affectionately refer to their sport as “the sweet science.”
  Prerequisite: Combat Martial Arts or Brawling.
  Effect: You are proﬁcient in punch attacks and suffer 
  no attacks of opportunity when making such attacks. You 
  provoke no attacks of opportunity for Grapple attacks 
  and may feint as a Move action. This feat adds Bluff and 
  Intimidate to your list of class skills. Boxing is an external 
  style whose attacks are modiﬁed by either Strength or 
  Dexterity (chosen when you ﬁrst take this feat). Boxing is a 
  non-aesthetic martial art.
  Capoeira 
  Martial Arts Style
  Escaped Brazilian slaves developed Capoeira as a means 
  of self-defense. These slaves developed their ﬁghting 
  techniques right under the noses of their Portuguese masters, 
  disguising their training as a ritualistic dance in which the 
  dancers (called capoeiristas) threw spinning kicks and head 
  butts at opponents who performed acrobatics evasions, 
  causing the kicks to narrowly miss. All the while, their 
  fellow slaves played drums and sang songs about freedom. 
  When the Dutch invaded Brazil in the seventeenth century, 
  the slaves used the confusion created by these attacks to 
  escape. As the Portuguese expelled the Dutch and set about 
  attempting to recapture their erstwhile laborers, they learned 
  what their slaves had been practicing. The authorities 
  subsequently outlawed Capoeira, and it remained illegal 
  in Brazil until the mid-twentieth century. Capoeira stylists 
  refer to themselves as Capoeiristas and to their Masters as 
  “Mestres.”
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: You are proﬁcient in kick and head attacks and are 
  considered armed while making kick attacks. You may feint 
  as a Move action.  This feat adds Bluff, Perform (dance), and 
  Tumble to your list of class skills. Capoeira is an external 
  style whose attacks are modiﬁed by Dexterity.
  Cat 
  Animal Style
  You imitate the sleek grace of the cat when ﬁghting.
  Prerequisites: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: You are proﬁcient in kick attacks and are 
  considered armed while making these attacks.  This feat 
  adds Balance, Hide, Move Silently, and Tumble to your list 
  of class skills. Cat is an external style whose attacks are 
  modiﬁed by Dexterity.
  
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  Cobra 
  You imitate the deadly serpent when attacking. This style is 
  also one of the ﬁve animal styles associated with the Shao-
  Lin temple: Crane, Dragon, Leopard, Cobra, and Tiger. If 
  you wish to simulate one of these Shao-Lin animal styles, 
  you should take both the Shao-Lin Kung Fu and Dragon 
  Style feats and then take a mix of maneuvers from each 
  style.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: You are proﬁcient in punch attacks and are 
  considered armed while making such attacks. You may 
  feint as a Move action.  This feat adds Bluff, Intimidate, 
  and Pressure Points to your list of class skills. Cobra is an 
  external style whose attacks are modiﬁed by Dexterity.
  Note: This style is built on seven points. This is a rare 
  exception to the six points per style rule. Perform (Dance) 
  was included for free since it adds ﬂavor but does not make 
  the style better in combat. 
  Commando Training 
  Martial Arts Style
  This ﬁghting style represents the advanced combat training 
  given to Special Forces personnel around the world. There 
  are as many variations of this style as there are military 
  organizations to teach it.
  Prerequisite: Combat Martial Arts.
  Effect: Commando Training adheres to no ﬁxed style or 
  philosophy, except for the creed of putting your man down, 
  as quickly, efﬁciently, and silently as possible.  Commando 
  Training practitioners are proﬁcient in Head, Elbow, and 
  Kick attacks are considered armed while making such 
  attacks.  Characters with this feat add Hide, Knowledge 
  (Tactics) and Move Silently to their list of class skills.  
  Commando Training is an External Style whose attacks are 
  modiﬁed by Strength.  Commando Training is an adaptable, 
  non-aesthetic style.
  Dragon 
  Animal Style
  Many cultures revere the legendary power and majesty of the 
  Dragon and attempt to emulate it when ﬁghting. Dragon is a 
  difﬁcult style to master, because it requires power and grace 
  in equal measure. This style is also one of the ﬁve animal 
  styles associated with the Shao-Lin temple: Crane, Dragon, 
  Leopard, Cobra, and Tiger. If you wish to simulate one of 
  these Shao-Lin animal styles, you should take both the Shao-
  Lin Kung Fu and Dragon Style feats and then take a mix of 
  maneuvers from each style.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: Dragon practitioners are proﬁcient in Punching 
  and Kicking attacks and are considered armed while making 
  such attacks. You provoke no attacks of opportunity when 
  making Grapple attacks. This feat adds Balance, Escape 
  Artist, and Intimidate to the character’s list of class skills. 
  Dragon is an External Style whose attacks are modiﬁed by 
  Strength.
  Drunken Master 
  Martial Arts Style
  Like many ancient martial arts, the exact origin of Drunken 
  Master is hard to determine. There are many legends that 
  give possible origins for the style. The tale of the Eight 
  Drunken Immortals, who fought with their fellow gods while 
  drunk, and the tale of an intemperate Monk who defeated 
  thirty of his fellows while drunk, then ripped the doors off 
  the monastery, are only two of the mythological “origin 
  stories” for this martial art. Monkey, Eagle, and Shao-Lin 
  Kung Fu all have Drunken variants. If you wish to play 
  a Drunken Monkey, Drunken Eagle, or Drunken Shao-
  Lin martial artist, simply take both styles. There is also a 
  dedicated style, Shu-ju-chuan, which is the style presented 
  here. 
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: You are proﬁcient in kick and head attacks and are 
  considered armed while making such attacks. You can feint 
  as a move action with their Bluff skill. This feat adds Bluff 
  and Tumble to your list of class skills. Drunken Master is an 
  external style whose attacks are modiﬁed by Dexterity.
  Eagle 
  Animal Style
  You imitate the ﬁerce eagle when ﬁghting.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: Eagle practitioners are proﬁcient in Punching and 
  are considered armed when making such attacks.  Characters 
  with this style do not suffer attacks of opportunity when 
  attempting to Disarm an opponent.  Eagle practitioners add 
  Balance, Concentration, Pressure Points and Tumble to their 
  list of class skills.  Eagle is an External Style whose attacks 
  are modiﬁed by Strength.
  Fencing 
  Weapon Style
  The sword has been a staple of combat since ancient 
  Egyptian times. Fencing, however, might properly be 
  seen as rising from the death of the sword as a military 
  weapon rather than the ultimate expression of its use as 
  a military weapon. In the fourteenth century, the heyday 
  of the sword as a military weapon was brought to an end 
  by the emergence of two technologies: heavy plate armor 
  and gunpowder. However, the sword remained alive in the 
  imaginations of the people of Europe (and remains so to 
  this day, as a required part of many military dress uniforms 
  and military ceremonies), and the wearing of a light sword, 
  typically a rapier or épée, became a fashion-statement for 
  gentlemen. Unfortunately, this practice led to dueling as 
  method of settling disputes. It was out of an attempt to 
  systematize the training of young gentlemen in dueling that 
  
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  the ﬁrst fencing manuals were produced. Two schools of 
  fencing have been widely acknowledged since the sixteenth 
  century, with French fencing relying on speed, and Italian 
  fencing relying on power.
  Prerequisite: Archaic Weapons Proﬁciency.
  Effect: You are proﬁcient in punching attacks and are 
  considered armed when making such attacks. You provoke 
  no attacks of opportunity for Disarm attempts, and you may 
  feint as a move action. This feat adds Bluff to your list of 
  class skills. Fencing is an external style whose attacks are 
  modiﬁed by either Strength or Dexterity (chosen when you 
  ﬁrst select this feat).
  Gatka 
  Weapon Style
  Gatka is a Sikh weapon-oriented martial art with origins 
  in the Punjab region of India. Gatka has been used to great 
  effect on a number of occasions in recent history, from the 
  streets of Shanghai in the 1930’s (where Sikh Gatka warriors 
  were used as riot police) to Sikh regiments in World War II, 
  which were almost exclusively composed of Gatka warriors. 
  Gatka ﬁghting techniques are based on movements called 
  “Panthra,” which are initially practiced without weapons 
  to perfect the footwork and balance needed to function 
  effectively on the battleﬁeld. This practice technique is 
  analogous to the Kata of the eastern martial arts. Gatka 
  uses a number of traditional weapons, such as the Khanda 
  (an Indian Saber), the Kirpan (a dagger), and the Kaman 
  (a bow). However, this style also teaches the use of exotic 
  weapons such as the Katar (Indian punch-dagger) and the 
  Chakra (or Chakram), a circular weapon with a razor sharp 
  edge which is thrown at the enemy. This weapon has recently 
  become a part of popular culture and is known by millions 
  of television viewers as the favorite throwing implement of 
  Xena: Warrior Princess.
  Prerequisite: Archaic Weapons – Indian.
  Effect: When you take this style, choose one weapon from 
  the Archaic Weapons – Indian weapon group as your favored 
  weapon. Your damage with that weapon is increased by 
  one die size (e.g. from 2d6 to 2d8). This feat adds Balance, 
  Concentration, and Intimidate and Sense Motive to your list 
  of class skills. Gatka is an External Style whose attacks are 
  modiﬁed by Dexterity.
  Hapkido 
  Martial Arts Style
  Hapkido was created by Yong Shul Choi. In 1909, Korea 
  was conquered by Japan, and Choi, at the age of seven, was 
  sent to mainland Japan to serve as a laborer. Choi came to 
  serve Sokaku Takeda, who was an instructor of Daito Ryu 
  Aikijutsu, a more combative form of the art that became 
  Aikido. Yong Shul Choi spent thirty years of servitude in 
  Japan, under the inﬂuence of Aikijutsu. Upon his master’s 
  death, he returned to the country of his birth and soon took 
  on his ﬁrst students and opened a school to teach Aikijutsu. 
  In 1956, Ji Han Jae opened a school in Seoul, where he 
  began to teach his own style, mixing elements of Aikijutsu 
  he had learned from Yong Shul Choi, elements of Taoist 
  mysticism, and the offensive kicks of TaeKwonDo, which he 
  called Hapkido.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: You are proﬁcient in punch and kick attacks 
  and are considered armed while making such attacks. You 
  provoke no attacks of opportunity when making Trip attacks. 
  This feat adds Jump and Tumble to your list of class skills. 
  Hapkido is an external style whose attacks are modiﬁed by 
  Dexterity.
  Jeet Kune Do 
  Martial Arts Style
  “The way of the intercepting ﬁst” is perhaps best known 
  for its creator, the legendary “little dragon,” Bruce Lee. Lee 
  rejected all aesthetics, stances, and other “mumbo jumbo” 
  (as he called it), instead focusing on the reality of combat. 
  Jeet Kune Do focuses on ﬂuidity and attempts to emulate the 
  indestructibility of water. In the words of Bruce Lee, “Try to 
  ﬁnd a nicely-tied package of water.” Water will sometimes 
  ﬂow around you unimpeded, but it can destroy boulders.
   “When you ﬁght with a speciﬁc style, you are expressing 
  that style. You are not expressing yourself.”  
  –Bruce Lee.
  Prerequisites: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: You are proﬁcient in kick attacks and suffer no 
  attacks of opportunity when making such attacks. You 
  provoke no attacks of opportunity when making Trip attacks. 
  This feat add Balance, Jump, and Tumble to your list of class 
  skills. Jeet Kune Do is an adaptable, non-aesthetic style. Jeet 
  Kune Do is an external style whose attacks are modiﬁed by 
  Dexterity.
  Jujutsu 
  Martial Arts Style
  Jujutsu, which means “gentle art,” is anything but in 
  practice. Originally, this style was the preferred unarmed 
  style of the Samurai (one of the three major combat schools 
  of the Samurai, in conjunction with Kenjitsu and Sojitsu), 
  complimenting the swordsmanship learned through Kenjitsu 
  (known today as Kendo) and concentrating on simple, brutal, 
  yet effective kicks and bone-breaking locks. Classical Jujutsu 
  is the parent style of modern Aikido, Judo, and Karate. In 
  modern times, the philosophy of this art has changed from its 
  violent beginnings, and it now concentrates on a measured 
  response to an attack, applying enough force to discourage 
  an attacker. Obviously, however, this philosophy still 
  includes the possibility of killing a determined opponent. 
  Jujutsu practitioners call their most accomplished warriors 
  “Shihan.” A student who has mastered all the moves of the 
  style, to the point that he is considered ﬁt to teach Jujutsu to 
  other students, is called “Kaiden.”
  
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  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: You are proﬁcient in kick attacks and are 
  considered armed while making these attacks. You provoke 
  no attacks of opportunity when making Grapple attacks. This 
  feat adds Concentration, Pressure Points, and Tumble to your 
  list of class skills. Jujutsu is an external style whose attacks 
  are modiﬁed by Dexterity.
  Karate 
  Martial Arts Style
  Like Kung Fu, Karate’s history is complicated, because 
  there are in fact hundreds of varieties. Karate originated in 
  Okinawa but has seen its greatest advancement and growth 
  in mainland Japan. The ﬁve major styles are (in no particular 
  order): Shotokan, Ishin Ryu, Goju Ryu, Wado Ryu, and Shito 
  Ryu. The style listed here is a “middle of the road” form 
  of Karate, most closely related to Goju Ryu (Goju literally 
  means “hard-soft”).
  Prerequisite: Combat Martial Arts.
  Effect: You are proﬁcient in punch and kick attacks, and 
  are considered armed while making these attacks. This feat 
  adds Balance, Concentration, Pressure Points, and Tumble 
  to your list of class skills. Karate is an external style whose 
  attacks are modiﬁed by Strength.
  Kenjutsu 
  (also known as Wae Gum in Korea) 
  Weapon Style
  Kenjutsu is the central martial art of feudal Japan and 
  deﬁned the mentality of the Samurai warriors who served 
  during that time. Although these warriors were trained in a 
  dizzying array of ﬁghting techniques, from unarmed combat 
  techniques such as Jujutsu and Aikijutsu to horsemanship 
  and military tactics, the Katana was their symbol. Iaijutsu, 
  training in quickly drawing the Katana to gain and advantage 
  in combat, is an important related skill and is treated as a 
  maneuver of this style.  
  This martial arts style also covers Korean swordﬁghting 
  that is known as Wae Gum and dates to the 16th century. 
  Korean King Sukjong recognized that Japanese Kenjutsu 
  was superior to the swordﬁghting techniques of his soldiers 
  and had textbooks smuggled out of Japan.  
  Prerequisite:  Archaic Weapon Proﬁciency- Samurai or 
  Exotic Weapon proﬁciency Katana
  Effect:  When you wield a katana, you increase your 
  damage with that weapon to the next larger die (from 2d6 
  to 2d8). This alone makes you a deadly swordsman. You 
  are not able to wield the katana one-handed (something not 
  granted by Archaic Weapon Proﬁciency-Samurai) unless 
  you also take Exotic Weapon Proﬁciency- Katana. True 
  masters of Kendo sometimes wield the katana and wakizashi 
  simultaneously (as Musashi did), thus two-weapon ﬁghting 
  is one of the bonus feats this style grants the Kenjutsu 
  master. You add Balance, Concentration, and Intimidate, to 
  your list of class skills. Kenjutsu is an External Style whose 
  attacks are modiﬁed by Strength or Dexterity (chosen when 
  this style is taken).
  Kobujutsu 
  Weapon Style
  When Japan conquered Okinawa in the seventeenth century 
  the use of weapons was forbidden.  In response to this, the 
  Okinawans developed two ﬁghting styles: Te and Emono-
  jutsu.  Te is the precursor to modern Karate, and Emono-
  jutsu is the precursor of modern Kobujutsu.  Since swords 
  were forbidden, many farm implements were adapted 
  to serve as weapons, such as rice threshers (Nunchaku), 
  harvesting sickles (Kama), and so forth.  Kobujutsu 
  training begins with the Bo-staff, then the Sai (which are 
  used in pairs, although advanced practitioners carry a third 
  for throwing), then the Tonfa, the Kama, the Tekko, the 
  Nunchaku, and ﬁnally Tinbe-Rochin.  More information on 
  all these weapons can be found in the Martial Arts Weapons 
  section. 
  Prerequisite: Archaic Weapons – Japanese.
  Effect: You are proﬁcient in punch and kick attacks, and 
  are considered armed when making such attacks. Kobujutsu 
  weapon training involves extensive training in the use of 
  two weapons at once (Sai, Tonfa, Kama, and Nunchaku are 
  all used in pairs). When using a weapon from the Archaic 
  Weapons – Japanese list, you act as if you had the Two-
  Weapon Fighting feat (and this feat can substitute as the 
  prerequisite for any feat that has the Two-Weapon Fighting 
  feat as a prerequisite) (this counts as two points toward the 
  style since the practitioner effectively gains two-weapon 
  ﬁghting with an entire group of weapons).. This feat adds 
  Balance and Tumble to your list of class skills. Kobujutsu is 
  an external style whose attacks are modiﬁed by Strength.
  Kung Fu 
  Martial Arts Style
  Like many ancient ﬁghting styles, the origins of Kung Fu 
  are shrouded in mystery, legend, and misconception. Some 
  sources date the origins of Kung Fu as far back as 3,000 
  BCE. Others believe Alexander the Great, in his contact with 
  India, imparted the Pancratium (a combination of boxing and 
  wrestling used by soldiers and gladiators) to the Buddhist 
  monks, through whom it made its way to China. (This theory 
  is based on the similarities between ancient Kung Fu and the 
  boxing and wrestling maneuvers of Pancratium. However, 
  all ﬁghting styles seem to begin with these maneuvers, 
  which appear to be universal among unarmed combatants.) 
  Still others place the beginnings of Kung Fu as recently 
  as the founding of the Shao-Lin temple around 500 BCE, 
  when a Buddhist Monk arrived and imparted some of his 
  philosophy and Yoga techniques to the Chinese monastery. 
  Whatever its origins, there can be little doubt that the Shao-
  Lin temples and instructors aided the spread of Kung Fu to 
  Japan, Okinawa, Thailand, Korea and beyond. Today, there 
  
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  are more than 1,500 styles of Kung Fu worldwide, ranging 
  from combat styles to Taoist philosophies such as Tai Chi 
  that are more exercise forms than martial arts.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: You are proﬁcient in punch and kick attacks and 
  are considered armed while making such attacks. This feat 
  adds Balance, Concentration, and Tumble to your list of 
  class skills. Kung-Fu is an external style whose attacks are 
  modiﬁed by Dexterity.
  Kyudo 
  (also called Kuk Kung in Korea)
  Martial Arts Style
  Kyudo is a relatively recent term that means “way of the 
  bow.” Older forms of Japanese archery were called Kyujutsu 
  and simply Ryu. Kyudo is a highly philosophical style, 
  which focuses on attitude, movement, and technique, all 
  blending into harmony. Kyudo archers believe the accuracy 
  of a shot is determined by the mental state of the archer. 
  It is said that when a Kyudo practitioner’s arrow hits its 
  target, the student has found truth. In other words, whether a 
  shot is a hit or miss is determined before the arrow is ﬁred. 
  Although the inﬂuence of Zen on Kyudo is well known, 
  the form is also strongly inﬂuenced by Shintoism, the 
  indigenous religion and philosophy of Japan. Indeed, the use 
  of archery during Shinto ritual is a practice that extends back 
  over two thousand years. Kyudo students call their practice 
  halls “Kyudojos.”
  Prerequisite: Archaic Weapons – Japanese or Archaic 
  Weapons – Samurai.
  Effect: You are able to use the Zen Focus application of 
  the Concentration skill and apply it to attack rolls with a bow 
  rather than skill checks. An attack of opportunity is incurred 
  with this use of the Zen Focus skill specialization as normal. 
  This feat adds Balance, Diplomacy, Concentration, and 
  Sense Motive to your list of class skills. Kyudo is an internal 
  style whose attacks are modiﬁed by Wisdom.   
  Leopard 
  Animal Style
  You imitate one of the ﬁercest of jungle cats when ﬁghting. 
  This style is also one of the ﬁve animal styles associated 
  with the Shao-Lin temple: Crane, Dragon, Leopard, Cobra, 
  and Tiger. If you wish to simulate one of these Shao-Lin 
  animal styles, you should take both the Shao-Lin Kung Fu 
  and Dragon Style feats, then take a mix of maneuvers from 
  each style.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: You are proﬁcient in punch and kick attacks and 
  are considered armed while making such attacks. This feat 
  adds Jump and Tumble to your list of class skills. Leopard 
  is an external style whose attacks are modiﬁed by either 
  Strength or Dexterity (chosen when you ﬁrst select this feat).
  Lua 
  Martial Arts Style
  Lua is a native Hawaiian martial art that originated in the 
  time before Hawaii had any contact with the outside world. 
  Lua concentrates on techniques that would be familiar to 
  any practitioner of Jujutsu. In fact, the parallels between the 
  two styles are striking, considering that they developed (so 
  far as we know) completely independently. Lua concentrates 
  on joint-locks, punching, and the striking of nerve centers. 
  It is believed by some that the Hawaiian technique of 
  massage, lomi lomi, is related to these nerve attacks in the 
  same manner that acupuncture and acupressure are related to 
  pressure points.
  Prerequisite: Combat Martial Arts or Improved Trip.
  Effect: You provoke no attacks of opportunity when 
  making Grapple or Trip attacks. This feat adds Balance, 
  Intimidation, Escape Artist, and Pressure Points to your list 
  of class skills. Lua is an external style whose attacks are 
  modiﬁed by Strength.
  Monkey 
  Animal Style
  You use an acrobatic animal style, characterized by rolling 
  around on the ground like an angry monkey. Conventional 
  opponents ﬁnd it difﬁcult to ﬁght you. Variants of this style 
  exist in both Africa and the Orient.
  Prerequisite: Defensive Martial Arts.
  Effect: You are proﬁcient in punch attacks and are 
  considered armed when making such attacks. You may feint 
  as a Move action, and you provoke no attacks of opportunity 
  when making Trip attacks. This feat adds Bluff and Tumble 
  to your list of class skills. Monkey is an external style whose 
  attacks are modiﬁed by Dexterity.
  Naginata-jutsu 
  Weapon Style
  The Naginata is the traditional weapon of the Samurai 
  daughters, and the ﬂuid, spinning footwork taught by 
  this style for both attack and defense were considered 
  the epitome of beauty, grace, and femininity in medieval 
  Japan.  Practice of this art by women dates back to Japan’s 
  Tokugawa Period (1600-1867), but the form continues today 
  in a Kendo-like sport, still dominated by women. This style, 
  however, represents the older combative form of the art. 
  Prerequisite: Archaic Weapons – Samurai.
  Effect: When you use the Naginata, the damage is 
  increased by one die size (e.g. from 1d10 to 1d12). This feat 
  adds Balance, Concentration, Intimidate, and Pressure Points 
  to your list of class skills. Naginata-do is an external style 
  whose attacks are modiﬁed by Dexterity.
  Ninjutsu 
  Martial Arts Style
  The history of Ninjutsu and its practitioners, the Ninja, is 
  almost impossible to determine with any degree of accuracy. 
  
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  Every source seems to contradict every other source, and 
  all claim to be the “true descendants” of the “true art of 
  Ninjutsu.” The style detailed here is what d20 Modern 
  players and GMs will expect to ﬁnd in the hand-to-hand 
  arsenal of a Ninja from popular books, movies, and video 
  games.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: You are proﬁcient in kick attacks and are 
  considered armed while making such attacks. Ninjutsu, like 
  Commando Training is an adaptive style, able to “borrow” 
  moves from any other style. This feat adds Climb, Hide, 
  and Move Silently to your list of class skills. Ninjutsu is an 
  external style whose attacks are modiﬁed by Dexterity.
  Panther 
  Animal Style
  You emulate one of the great stalking cats of the animal 
  kingdom.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: You are proﬁcient in kick attacks and are 
  considered armed while making such attacks. This feat adds 
  Climb, Intimidate, and Jump to your list of class skills. 
  Panther is an external style whose attacks are modiﬁed by 
  either Strength or Dexterity (chosen when you ﬁrst select 
  this feat).
  Pentjak Silat 
  Martial Arts Style
  Pentjak Silat, which literally translates to “choreographed 
  ﬁghting,” is one of over two-hundred martial arts styles 
  found in Indonesia. Pentjak Silat has a mystical side to its 
  teachings, and it uses movements seen in Indonesian dance, 
  as well as animal movements, to create an acrobatic style 
  of kicking and punching. Many Pentjak Silat styles employ 
  what are known as “Binuntang Empat,” which means 
  “animal ﬁghting mannerisms.” These styles mimic the 
  ﬁghting movements of the monkey, the tiger, the crane, the 
  snake, the python, and the eagle. If you wish to mimic these 
  substyles of Silat, you should “cross-train” in two or more 
  of these styles. Pentjak Silat practitioners call their training 
  halls Kendang. Students are either Pelajarn (Student), or 
  for the slightly more advanced Murid (Disciple). They call 
  their teachers Gurus, Pendekhar (Spiritual Grandmaster), or 
  Dukun (Mystic).
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: You are proﬁcient in punch and kick attacks and 
  are considered armed while making such attacks. This feat 
  adds Balance, Jump, and Pressure Points to your list of class 
  skills. Pentjak Silat is an internal style whose attacks are 
  modiﬁed by Wisdom.
  Praying Mantis 
  Animal Style
  You imitate one of the most feared hunters in all of nature.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: You are proﬁcient in punch and kick attacks and 
  are considered armed while making such attacks. This feat 
  adds Balance, Pressure Points, and Tumble to your list of 
  class skills. Praying Mantis is an external style whose attacks 
  are modiﬁed by Dexterity.
  Python 
  Animal Style
  You imitate the powerful python, known for crushing the life 
  out of its opponents.
  Prerequisite: Combat Martial Arts 
  Effect: You are proﬁcient in punch attacks and are 
  considered armed while making such attacks. You provoke 
  no attacks of opportunity when making Grapple attacks. This 
  feat adds Balance, Climb, Escape Artist, and Pressure Points 
  to your list of class skills. Python is an external style whose 
  attacks are modiﬁed by Strength.
  ROSS 
  Martial Arts Style
  ROSS is a Russian Martial Art. The name is an acronym 
  which stands for Rossijskaya Otechestvennaya Sistema 
  Samozashchity (Russian Native System of Self-defense). 
  ROSS descends from an older form known as SAMBO (also 
  an acronym, standing for SAMozashchita Bez Oruzhiya 
  or Self-defense Without Weapons), which was taught to 
  Russian soldiers during World War II. SAMBO was a rough-
  and-tumble style of Streetﬁghting known to prisoners who 
  were released to ﬁght on the Russian front lines during the 
  darkest hours of the war. These prisoners taught what they 
  knew to their fellows. ROSS incorporates SAMBO, along 
  with techniques from boxing and modern biomechanics, and 
  was created by General Alexander Ivanovich Retuinskih. 
  In 1991, ROSS was recognized by the Russian Olympic 
  Committee as the representative Russian Martial Art.
  Prerequisite: Combat Martial Arts, Defensive Martial 
  Arts, or Improved Trip.
  Effect: You are proﬁcient in punch attacks and are 
  considered armed while making such attacks.You provoke 
  no attacks of opportunity when making Grapple or Trip 
  attacks. This style adds Balance, Bluff, and Intimidate to 
  your list of class skills. ROSS is an external style whose 
  attacks are modiﬁed by Strength.
  Savate 
  Martial Arts Style
  Savate is a French kickboxing style that began among French 
  sailors in the seventeenth century. Although this style’s exact 
  origins are unknown, it is believed that sailors who made 
  
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  frequent trips to Burma, China, and Thailand learned eastern 
  techniques, which soon began to ﬁnd their way into French 
  dockside bar ﬁghts. In the nineteenth century, Savate was 
  formalized, and a sport form of the art, Boxe Francaise was 
  born. Savate practitioners call themselves “Savateurs.”
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: You are proﬁcient in kick attacks and are 
  considered armed while making such attacks. Savate also 
  teaches the use of the Rapier, as this style is closely tied to 
  Fencing. This feat adds Balance, Jump, and Tumble to your 
  list of class skills. Savate is an external style whose attacks 
  are modiﬁed by either Strength or Dexterity (chosen when 
  you ﬁrst select this feat). Savate is a non-aesthetic Style.
  School of Hard 
  Knocks 
  Martial Arts Style
  This style has a long and colorful history, and it may be 
  described as the quintessential ﬁghting proto-martial art. 
  Basically, this style is Brawling taken to the point of science, 
  and it is seen in streetﬁghts and bar brawls around the world 
  every day.
  Prerequisite: Brawling, Combat Martial Arts.
  Effect: You are proﬁcient in punch, kick, and head attacks 
  and are considered armed when making such attacks. This 
  feat add Bluff, Knowledge (streetwise), and Intimidate to 
  your list of class skills. SOHK is an external style whose 
  attacks are based on Strength. SOHK is an adaptable, non-
  aesthetic style.
  Scorpion 
  Animal Style
  You imitates the poisonous, stealthy scorpion.
  Prerequisite: Combat Martial Arts, Defensive Martial 
  Arts, or Improved Trip.
  Effect: You are proﬁcient in punch attacks and are 
  considered armed when making such attacks. You provoke 
  no attacks of opportunity when making Grapple or Trip 
  attacks. This feat adds Escape Artist and Pressure Points to 
  your list of class skills. Scorpion is an external style whose 
  attacks are modiﬁed by Dexterity.
  Shao-Lin Kung Fu 
  Martial Arts Style
  The Shao-Lin temples are legendary schools for numerous 
  styles of Kung Fu, including Wing Chun and several animal 
  styles (including Dragon and Crane styles). In the history of 
  the Shao-Lin, it is difﬁcult to separate Chinese propaganda 
  from superstitious myth that has the students of the Shao-
  Lin able to perform almost superhuman feats (the television 
  show Kung Fu did much to spread the mythology of the 
  mystical Shao-Lin temple to America). What follows is as 
  unbiased an account of the Shao-Lin as could be culled from 
  various sources.
   Shao-Lin—Chinese for “young forest”—was originally 
  a sect of Chinese monks ordered by the emperor to translate 
  Buddhist texts. When a Buddhist Monk from India visited 
  this temple, he taught the monks, who were in poor physical 
  condition, movement exercises based on Indian yoga 
  and representative of the animals of Indian and Chinese 
  mythology (tiger, deer, leopard, cobra, dragon, and crane, 
  to name but a few). In time, Taoist philosophy merged with 
  Buddhist mysticism, and the exercise methods became 
  formalized forms of self-defense. Some of these Shao-Lin 
  monks—many of whom were politically active—became 
  rebels during the Boxer rebellion of 1901. The Boxer 
  Rebellion led to a period of anarchy within China, as rebels, 
  loyalists, Imperial Europeans, and Japanese all warred with 
  each other over the Middle Kingdom. In the 1930’s, with 
  almost all outsiders removed from China, the battle became 
  one of Nationalist vs. Communist, and although the Shao-
  Lin tried to remain neutral in this conﬂict, they were attacked 
  as potential enemies by soldiers of both sides. Their temples 
  were destroyed, and the few who survived ﬂed to avoid a 
  certain death.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: You are proﬁcient in punch and kick attacks and 
  are considered armed while making such attacks. This 
  feat adds Concentration, Jump, and Tumble to your list of 
  class skills. Shao-Lin is an external style whose attacks are 
  modiﬁed by Dexterity.
  Sojutsu 
  Weapon Style
  For the medieval Samurai, there were three major ﬁghting 
  styles: Jujutsu(Art of the Empty Hand), Kenjutsu (Art of the 
  Sword), and Sojutsu (Art of the Spear).  This ﬁghting style 
  was also widely used by the Sohei, Warrior Monks who 
  protected temples. This combat style is still in use today in 
  the Japanese military under the name Juken-jutsu (the art of 
  bayonet ﬁghting).
  Prerequisite: Archaic Weapons – Japanese or Archaic 
  Weapons – Samurai.
  Effect: When you are using the Yari, your damage with 
  that weapon is increased by one die size (e.g. from 1d8 to 
  1d10). This feat add Balance, Bluff, and Intimidate to your 
  list of class skills. Sojitsu is an external style whose attacks 
  are modiﬁed by Dexterity.
  Sumo Wrestling 
  Martial Arts Style
  The ﬁrst mention of Sumo wrestling is in a Japanese 
  document called the Kojiki, which dates from the year 
  712 CE. However, since the Kojiki is the earliest written 
  document in the Japanese language, it is arguable (indeed 
  likely), that the sport is much older. Mythological accounts 
  trace the origin of Sumo to two giants who fought for 
  possession of Japan, with the winner granting ancestral 
  claim of Japan to the Imperial Family that still rules (on an 
  
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  honorary basis at least) today. In 720 CE, the Nihon Shoki 
  relates a tale of a Sumo match fought for the Emperor in 23 
  BCE, which was a match to the death. The winner of this 
  legendary ﬁght, Nomi no Sekune, is today considered the 
  “father of Sumo.” Sumo wrestling today is an immensely 
  popular sport in Japan, Hawaii, and Samoa, and many Sumo 
  wrestlers retire fabulously wealthy. Sumo Wrestlers call 
  themselves “Sumotori.”
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: You do not provoke attacks of opportunity while 
  making Grapple or Trip attacks. You may use the Balance 
  skill to avoid being Tripped as a move action. This feat 
  adds Balance, Concentration, and Escape Artist to your list 
  of class skills. Sumo is an external style whose attacks are 
  modiﬁed by Strength.
  Special: You add 20-80 lbs to your weight, but you suffer 
  no negative effects because of this. (Sumo Wrestlers are 
  amazingly agile for their bulk).
  TaeKwonDo 
  Martial Arts Style
  TaeKwonDo can trace its philosophical background to 
  Korea’s “warring states” period, when three separate 
  kingdoms were combined into one in 670 CE.  One of the 
  forces that helped this happen were the Hwa Rang Do, 
  which translates as “ﬂowering youth”.  These men were 
  formidable warriors in the older styles of TaeKyon and Soo 
  Bakh, and their honor code could best be described as a 
  form of Southeast Asian chivalry.  This honor code is the 
  philosophical backbone of modern TaeKwonDo.  Japanese 
  martial arts also heavily inﬂuenced modern TaeKwonDo, 
  because the Japanese occupied Korea from 1910 until the 
  end of World War II.  Following the Japanese occupation, 
  native Korean Martial Arts began to reappear, including the 
  following eight major “kwans”: Chung Do Kwan, Moo Duk 
  Kwan, Yun Moo Kwan, Chang Moo Kwan, Oh Do Kwan, 
  Ji Do Kwan, Chi Do Kwan, and Sung Moo Kwan.  In 1955 
  these kwans united into Tae Soo Do, but by 1957 more and 
  more Koreans were calling this art TaeKwonDo to honor 
  TaeKyon, which they saw as the precursor for all Korean 
  Martial Arts. In the 2000 Olympic games, TaeKwonDo made 
  its debut as a full-ﬂedged Olympic event.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: You are proﬁcient in punch and kick attacks and 
  are considered armed while making such attacks. This 
  feat adds Balance, Jump, and Tumble to your list of class 
  skills. TaeKwonDo is an external style whose attacks are 
  modiﬁed by Dexterity.
  Thai Kickboxing 
  (also called Muay Thai; known as Lethwei in Burma)
  Martial Arts Style
  Thai Kickboxing, or Muay Thai, is both a brutal martial art 
  and the most popular spectator sport in Thailand. Because 
  this style uses the hands, elbows, knees and feet to strike, it 
  is sometimes called the “science of eight limbs.” Although 
  the modern sport requires the combatants to wear boxing 
  gloves, the knees and elbows are not padded, and these are 
  used to deliver devastating attacks that serve to make Thai 
  Kickboxers some of the toughest ﬁghters on Earth and the 
  careers of most Thai Kickboxers painfully short.
  Prerequisite: Combat Martial Arts.
  Effect: You are proﬁcient in punch, kick, and head attacks 
  and are considered armed with making such attacks. This 
  feat adds Balance, Intimidate, and Pressure Points to your 
  list of class skills. Thai Kickboxing attacks are modiﬁed by 
  Strength.
  Tiger 
  Animal Style
  You simulate the low, ﬁerce, slashing Tiger. This style is also 
  one of the ﬁve animal styles associated with the Shao-Lin 
  temple: Crane, Dragon, Leopard, Cobra, and Tiger. If you 
  wish to simulate one of these Shao-Lin animal styles, you 
  should take both the Shao-Lin Kung Fu and Dragon style 
  feats, then take a mix of maneuvers from each style. There 
  is also the Hung Gar style, which is a combination of Shao-
  Lin Crane and Shao-Lin Tiger styles. If you wish to simulate 
  that style, you should take Shao-Lin, White Crane, and Tiger 
  style feats, then take maneuvers from each.
  
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  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: You are proﬁcient in punch attacks and are 
  considered armed when making such attacks. You provoke 
  no attacks of opportunity when making Trip attacks. This 
  feat adds Balance and Tumble to your list of class skills. 
  Tiger is an external style whose attacks are modiﬁed by 
  either Strength or Dexterity (chosen when you ﬁrst select 
  this feat).
  White Crane 
  Animal Style
  You imitate the grace of the White Crane in combat. This 
  style is also one of the ﬁve animal styles associated with the 
  Shao-Lin temple: Crane, Dragon, Leopard, Cobra, and Tiger. 
  If you wish to simulate one of these Shao-Lin animal styles, 
  you should take both the Shao-Lin Kung Fu and Dragon 
  style feats, then take a mix of maneuvers from each style. 
  There is also the Hung Gar style, which is a combination of 
  Shao-Lin Crane and Shao-Lin Tiger styles. If you wish to 
  simulate that style, you should take Shao-Lin, White Crane, 
  and Tiger style feats, then take maneuvers from each.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: You are proﬁcient in kick attacks and are 
  considered armed when making such attacks. This feat adds 
  Balance, Jump, Pressure Points, and Tumble to your list of 
  class skills. White Crane is an external style whose attacks 
  are modiﬁed by Dexterity.
  Wing Chun 
  Martial Arts Style
  Wing Chun was developed approximately three-hundred 
  years ago in Southern China by a Buddhist Nun named Ng 
  Mui, and it is named after Ng Mui’s ﬁrst student, Yim Wing 
  Chun. Legend states that Ng Mui was ﬂeeing the destruction 
  of her Shao-Lin monastery and sought shelter at a monastery 
  in Yim Wing Chun’s town. The Nun took pity on the girl, 
  who was being harassed by a local rufﬁan that sought to 
  intimidate her into accepting his marriage proposal. After 
  training with Ng Mui, Yim Wing Chun eventually challenged 
  the rufﬁan and beat him. After she married, she taught the 
  style to her husband. For centuries, this art was taught in 
  secret to a select handful of students. In 1949, Yip Man 
  brought Wing Chun to Hong Kong, where the style quickly 
  spread to the rest of the world.
  Prerequisite: Combat Martial Arts or Defensive Martial 
  Arts.
  Effect: You are proﬁcient in kick attacks and are 
  considered armed while making such attacks. This feat adds 
  Balance, Concentration, and Tumble to your list of class 
  skills. Wing Chun is an external style whose attacks are 
  modiﬁed by Dexterity.
  Martial 
  Arts 
  Maneuvers
  Marcel came off the mat, snatching a towel and bottle of 
  mineral water from his gym bag.
  “I should’ve known I’d see you at this thing, Frenchie.”
  Marcel smiled. “It is good to see you, Max. At least I know 
  there will be some real competition in this tournament.”
  Max laughed as the smaller Frenchman hugged him. 
  “Whoa, Marcie, you’re scarin’ me again. You always were a 
  fruity little bubba.”
  Marcel laughed with him. “And I see you are still as 
  repressed and homophobic as ever, my big American friend. 
  Perhaps we will see each other on the mat, yes? I enjoyed 
  our last encounter.”
  Max playfully punched the man in the arm. “You know it.”
  The smile faded as soon as the Frenchman had turned 
  his back, and Max walked over to the stands where Bri was 
  sitting, watching the match.
  “Sure. Don’t introduce me or anything. Sexist jerk. Who 
  was that?”
  “Marcel.”
  Brianna frowned. Usually she couldn’t shut the lug up. 
  “And…?”
  “And nothing. Someone I knew when I was in the army. 
  Forget it. You don’t want to know him, trust me.”
  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.
  Designing your own maneuvers
  As with martial arts styles, it would be impossible for this 
  book (or any book) to describe every martial arts maneuver 
  throughout recorded history. Therefore, most GMs and 
  players will have at least one maneuver that they have 
  always wanted to see in their games but isn’t listed here, and 
  so they will want to design their own. To assist in this, the 
  
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  Chapter 2: Martial Arts
  maneuver design criteria are detailed below, so that players 
  and GMs will have an easier time balancing new maneuvers 
  with what is presented here and with each other.
  Accuracy, damage, and time
  In general, a maneuver that can be performed multiple times 
  within the same round should do one of the following: 
  grant a +2 bonus to hit, increase the damage of a certain 
  class of attacks by one die size (e.g. from 1d8 to 1d10), or 
  grant some other special effect (such as reducing defense 
  or stunning the target). If a maneuver does any more than 
  this, its use should be restricted to once per round. The most 
  potent maneuvers should be limited to full-round actions, 
  and these will usually have other side effects if the attack 
  does not hit. In general, any maneuver that allows a skill 
  to be added to an attack or increases the number of dice 
  of damage inﬂicted by an attack (as opposed to simply 
  making that die bigger), should take a full-round action to 
  perform. Another typical beneﬁt granted to such attacks is an 
  increased Strength modiﬁer to damage, raising the modiﬁer 
  to one-and-a-half times the Strength modiﬁer.
  Advanced Combination 
  You have learned how to link four maneuvers together, 
  making you a devastating opponent.
  Prerequisites: Combination, Improved Combination, 
  one martial arts style feat, four Martial Arts Maneuver feats, 
  BAB 9+, Dex 13+.
  Effect: When you take this feat, choose four Martial Arts 
  Maneuver feats, three of which must have previously been 
  taken with the Improved Combination feat. You may then 
  launch these maneuvers in combination. When you use 
  these maneuvers in the listed order and direct them at the 
  same target, you gain a +2 to hit and damage on the second 
  attack, +3 to hit and damage on the third attack, and +4 to 
  hit and damage on the fourth attack. For example, a Thai 
  Kickboxing Master takes Combination (Head Butt/Leg 
  Sweep/Snap Kick/Elbow Slam). Any time the character uses 
  a Head Butt, followed by a Leg Sweep, followed by a Snap 
  Kick, followed by an Elbow Slam, she gains +2 to hit and 
  damage on the Leg Sweep, +3 to hit and damage on the Snap 
  Kick, and +4 to hit and damage on the Elbow Slam.
  Special: For characters without the ability to make 
  multiple attacks, a combination may be executed over the 
  course of several consecutive rounds. However, the character 
  must make all attacks in the proper order, direct them at 
  the same target, and take no more than one ﬁve-foot step in 
  between them.
  Advanced Ground 
  Fighting 
  You have mastered the deadly art of ﬁghting while prone.
  Prerequisite: Ground Fighting.
  Effect: You suffer no penalties to attack or Defense while 
  prone. Also, you are not considered prone for attacks that 
  gain a damage bonus on a prone target, such as Elbow Slam 
  or Heel Kick.
  Advanced Rush 
  You rush into battle, attempting to drive your opponent back, 
  or kill him, with a sudden surge of attacking force.
  Prerequisite: Rush.
  Effect: If you perform a Rush attack on a prone or ﬂat-
  footed opponent, that opponent takes an extra +2d6 damage 
  from the attack. This damage bonus stacks with any Sneak 
  Attack or Cheap Shot damage you are entitled to.
  Axe Kick 
  An Axe Kick is a vicious kick in which you bring your leg 
  up above your head, then bring your heel down on your 
  target.
  Prerequisite: One of the following feats: Capoeira, 
  Dragon, Hapkido, Jujutsu, Karate, Kung Fu, Pentjak Silat, 
  Savate, TaeKwonDo.
  Effect: Your kick damage is increased by one die size 
  (e.g. from 1d6 to 1d8), and you add one-and-a-half times 
  your Strength modiﬁer to your damage. You may only use 
  this feat once per round, but you may make additional, non-
  Axe kick attacks, provided that you have the ability to make 
  multiple attacks.
  
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  Chapter 2: Martial Arts
  Back Kick 
  The Back Kick gives you the ability to kick an opponent 
  behind you, which is a very useful tool for deterring multiple 
  attackers.
  Prerequisite: One of the following: Capoeira, Cat, 
  Drunken Master, Hapkido, Jujutsu, Kung-Fu, Monkey, 
  Panther, Pentjak Silat, Praying Mantis, Savate, Shao-Lin, 
  TaeKwonDo, White Crane, Wing Chun.
  Effect: You cannot be ﬂanked.
  Bear Hug 
  You inﬂict increased damage on Grapple attacks.
  Prerequisite: One of the following: Boar, Lua, Python, 
  ROSS, Sumo Wrestling.
  Effect: Your Grapple damage is increased by one die size 
  (e.g. from 1d4 to 1d6), and you add one-and-a-half times 
  your Strength modiﬁer to the damage. You may only perform 
  this maneuver once per round, though you may make other 
  (non-Bear Hug) attacks, provided that you have the ability to 
  make multiple attacks.
  Block 
  You have mastered the basic art of intercepting incoming 
  melee attacks.
  Prerequisite: BAB 1+
  Effect:  You may block one attack each round as an attack 
  of opportunity. This allows you to block while taking a full 
  round of attacks and/or movement. This feat does not allow 
  you more attacks of opportunity than you are normally 
  entitled to, and you may only block one attack each round in 
  this fashion. If you wish to block multiple attacks you must 
  use a full-round action as described in the normal blocking 
  rules. 
  Normal:  Characters may normally only block attacks as 
  an attack or full-round action.
  Block, Disarm 
  You are trained to disarm in conjunction with a block.
  Prerequisite:  Block- Improved, Improved Disarm, BAB 
  8+
  Effect:  If you successfully block an attack with either an 
  attack or full-round action, you may make a disarm attack as 
  an attack of opportunity. You may not use this feat to make 
  disarm attacks when you block with attacks of opportunity, 
  and this feat does not allow you to make more attacks of 
  opportunity than you are normally entitled to.
  Block, Improved
  You are quite adept at blocking attacks.
  Prerequisite:  Block, BAB 5+
  Effect:  You may block multiple attacks with an attack of 
  opportunity, as described under the blocking rules. You may 
  also block armed attacks while unarmed. However, each 
  armed attack you block still inﬂicts minimum damage. 
  Normal:  Characters without this feat may only block 
  multiple attacks as a full-round action and 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, Combat Reﬂexes, BAB 
  8+
  Effect:  If you successfully block an attack with an attack 
  or full-round action, you may make a grapple attack as an 
  attack of opportunity.  You may not use this feat to make 
  grapple attacks when you block with attacks of opportunity, 
  and this feat does not allow you to make more attacks of 
  opportunity than you are normally entitled to.
  Note: If you have both this feat and Block- Disarm you 
  must choose whether to disarm or grapple an attacker after a 
  successful block, you may not attempt to do both.
  Body Blow 
  You can attack your target’s midsection repeatedly, gradually 
  tiring her out.
  Prerequisite: One of the following feats: Arnis, Boar, 
  Boxing, Cobra, Eagle, Jujutsu, Karate, Kendo, Kobujutsu, 
  Leopard, ROSS, Scorpion, Sumo Wrestling, Thai 
  Kickboxing, Tiger.
  Effect: Each time you hit with this attack, the target 
  suffers normal punch damage and must make a Fortitude 
  save (DC 15 + your strength modiﬁer). Failure means the 
  target takes a –1 Dodge penalty to her 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. 
  The target’s Defense may not be reduced below her ﬂat-
  footed value by this feat. However, if the target’s Defense 
  is reduced to its ﬂat-footed value, she is ﬂat-footed for all 
  combat purposes until she manages to recover at least one 
  point of Defense. You may only use this feat once per round, 
  but you may make additional, non-Body Blow attacks, 
  provided that 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.
  Box Ears 
  With this dirty tactic, you slap your target’s ears, causing 
  damage by forcing air into the fragile inner ear.
  Prerequisite: One of the following feats: Cobra, 
  Eagle, Kobujutsu, Monkey, Scorpion, Sumo Wrestling, 
  Streetﬁghting.One of the following feats:  Cobra, 
  Eagle, Kobujutsu, Monkey, Scorpion, Sumo Wrestling, 
  Streetﬁghting
  Effect:  This attack only inﬂicts 1-2 points of damage 
  plus your Strength modiﬁer.  The target of this attack must 
  also succeed at a Fortitude Save (DC 15 + your Strength 
  modiﬁer). If this save is successful, the target is dazed; 
  otherwise, the target is deafened for 1-4 rounds. If you 
  spend an action point when making an attack roll with this 
  maneuver, your target is ﬂat-footed against this attack.
  
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  Choke Hold 
  You have advanced training in choking your target, either as 
  a means of subduing him, or quietly eliminating him.
  Prerequisite: One of the following feats: Aikido, Jujutsu, 
  Kung Fu, Lua, Python, ROSS, Scorpion, Sumo Wrestling.
  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, you may immediately 
  begin strangling him, without ﬁrst having to engage in a 
  Grapple attack.
  Special: Choke Hold is a “submission hold.” If you use 
  this maneuver against an ordinary (i.e. non-heroic, non-
  player, supporting character) in tournament combat, the 
  ordinary must make a Will save (DC 15) or submit, tapping 
  out and ceding the match to you.
  Circle Kick 
  By spinning your entire body, you increase the damage from 
  your kick attacks.
  Prerequisite: One of the following: Capoeira, Cat, 
  Dragon, Drunken Master, Hapkido, Jujutsu, Karate, Kung 
  Fu, Panther, Pentjak Silat, Praying Mantis, Savate, Shao-Lin, 
  TaeKwonDo, Thai Kickboxing, White Crane, Wing Chun.
  Effect: Your kick damage is increased by one die size (e.g. 
  from 1d4 to 1d6). You may perform this maneuver multiple 
  times per round.
  Combination 
  You have learned how to use one attack to set up another, 
  ﬁring in combinations for greater effect.
  Prerequisites: One martial arts style feat, two Martial Arts 
  Maneuver feats, BAB 1+.
  Effect: When you take this feat, choose two Martial Arts 
  Maneuver feats. You may then launch these maneuvers in 
  combination. Whenever you use these maneuvers in the 
  listed order and direct them at the same target, you gain 
  +2 to hit and damage on the second attack. For example, a 
  character with Boxing takes Combination (Jab/Hook). Any 
  time the character uses a Jab Maneuver followed by a Hook 
  maneuver, the character gains a +2 to hit and damage with 
  the Hook.
  Special: For characters without the ability to make 
  multiple attacks, a combination may be executed over the 
  course of several consecutive rounds. However, the character 
  must make both attacks in the proper order, direct both at 
  the same target, and take no more than one ﬁve-foot step in 
  between them.
  Counterstrike 
  You are trained to use a moment of weakness during an 
  attack to launch a counterattack.
  Prerequisite:  Block- Improved, Combat Reﬂexes
  Effect:  If you successfully block an attack with either an 
  attack or full-round action you may immediately make an 
  attack of opportunity against your opponent with either a 
  melee weapon in hand, or an unarmed attack. You may only 
  make one such attack of opportunity each round, and may 
  not counterstrike if you blocked the attack with an attack of 
  opportunity.
  Counterstrike, 
  Improved 
  You are a master of the counterstrike.
  Prerequisite:  Counterstrike, BAB 9+
  Effect:  This feat functions as Counterstrike, except that 
  you may make an attack of opportunity for each attack you 
  successfully block with a full-round action. This feat does 
  not allow you to make more attacks of opportunity than you 
  are normally entitled to, however.
  Deceptive Attack 
  You disguise the time and direction of your attack, confusing 
  your opponent.
  Prerequisite: Bluff 5 Ranks and one of the following: 
  Cobra, Drunken Master, Scorpion.
  Effect: If you use Deceptive Attack with a normal attack, 
  you add your Charisma modiﬁer to your attack roll. If you 
  use it in conjunction with a feint attack, you may add your 
  Charisma modiﬁer to either the attack roll or the damage 
  roll.
  Disarm Block 
  You are trained to disarm in conjunction with a block.
  Prerequisite: Improved Block, BAB 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.
  Dodge Roll 
  Your mobility and agility make you hard to hit in combat.
  Prerequisite: Tumble 5 Ranks and one of the following: 
  Aikido, Capoeira, Cat, Drunken Master, Monkey, Naginata-
  do, White Crane.
  Effect: Make a Tumble check (DC 15) and gain a +2 
  Dodge bonus to Defense. For every ﬁve points by which 
  your Tumble check exceeds the DC, you gain an extra +1 
  Dodge bonus to your Defense. This maneuver is a move 
  action.
  Elbow Slam 
  You can drive your elbow into your target with your full 
  weight behind it for a devastating attack.
  Prerequisite: One of the following: Leopard, Pentjak 
  Silat, Praying Mantis, Streetﬁghting, Thai Kickboxing.
  Effect: Your elbow damage is increased by one die size 
  (e.g. from 1d4 to 1d6). If the target of this attack is prone, 
  your elbow damage is improved by three die sizes (e.g. from 
  1d4 to 1d10), but you are rendered prone as well, whether 
  
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  Chapter 2: Martial Arts
  the attack succeeds or fails. You may only used this feat once 
  per round, but you may make additional, non-Elbow Slam 
  attacks, provided that you have the ability to make multiple 
  attacks.
   
  Eye Gouge 
  You go after your target’s eyes.
  Prerequisite: One of the following: Cat, Drunken Master, 
  Eagle, Kung Fu, Python, School of Hard Knocks, Tiger.
  Effect: The target of your attack suffers normal punch 
  damage and must make a Fortitude save (DC 15 + your 
  strength modiﬁer) or be Blinded for 1–4 rounds.
  Flying Kick 
  You can make one of the most spectacular, and lethal, 
  martial arts attacks.
  Prerequisite: Jump Kick and one of the following: 
  Capoeira, Dragon, Hapkido, Kung Fu, Savate, Shao-Lin, 
  TaeKwonDo, White Crane.
  Effect: This maneuver may only be used in conjunction 
  with a charge.  Your kick damage is increased by one die 
  size (e.g. from 1d8 to 1d10). You add one-half the number 
  of ranks you have in the Jump skill to the damage inﬂicted 
  by any kick attack made in conjunction with a charge. 
  Furthermore, you add one-and-a-half times your Strength 
  modiﬁer to the damage from this attack. If you miss with this 
  attack, you must make a Tumble check (DC 15), or be prone. 
  If you succeed at this Tumble check, you are ﬂat-footed until 
  the start of your next action.
  Ground Fighting 
  You are adept at ﬁghting while prone.
  Prerequisite: One of the following: Aikido, Capoeira, 
  Drunken Master, Leopard, Lua, Monkey, Panther, Python, 
  Tiger.
  Effect: You suffer no penalties to Defense for being prone.
  Haymaker 
  You can put everything you have into one lethal, reckless 
  punch.
  Prerequisite: Hook and one of the following: Boxing, 
  Leopard, ROSS, School of Hard Knocks, Streetﬁghting, Thai 
  KickBoxing.
  Effect: This attack is a full-round action. Your punch 
  damage is increased by two die sizes (e.g. from 1d4 to 1d8 
  or from 1d6 to 1d10). 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 your discretion) and also suffers the 
  effects of a Knockout blow. If you miss with this attack, you 
  are ﬂat-footed until the start of your next action.
  Head Butt 
  You lead with your head.
  Prerequisites: One of the following: Boar, Boxing, 
  Drunken Master, Streetﬁghting, Thai Kickboxing
  Effect:  This feat raises your Head attack by 2 dice (from 
  1d3 to 1d6, and so on).  If the target of this attack is caught 
  ﬂat-footed, he must make a Fortitude save (DC 15+ your 
  Strength modiﬁer) or be stunned for 1 round. If you spend an 
  action point when making an attack roll with this maneuver, 
  your target is ﬂat-footed against this attack.
  Heart Punch 
  You strike your target right over the heart, an attack that 
  inﬂicts a great deal of pain and shock.
  Prerequisite: One of the following:  Boar, Cobra, Eagle, 
  Jujutsu, Karate, Kung Fu, Leopard, ROSS, Scorpion, Sumo 
  Wrestling, Thai Kickboxing, Tiger 
  Effect:  This feat raises your punch damage by one die 
  (from 1d6 to 1d8, and so on).  If the target of this attack is 
  caught ﬂat-footed, he must make a Fortitude save (DC 15+ 
  your Strength modiﬁer) or be stunned for 1 round. If you 
  spend an action point when making an attack roll with this 
  maneuver, your target is ﬂat-footed against this attack.
  Heel Kick 
  You bring your heel straight down on your opponent. If he is 
  standing, this attack is inﬂicted on his foot, but if he is prone, 
  the attack can be inﬂicted on any part of his body, making it 
  especially deadly.
  Prerequisite: One of the following: Dragon, Hapkido, 
  Jujutsu, Karate, Kung Fu, Panther, Pentjak Silat, Praying 
  Mantis, Savate, Shao-Lin, TaeKwonDo, Thai Kickboxing, 
  White Crane, Wing Chun.
  Effect: You increase your kick damage by one die size 
  (e.g. from 1d4 to 1d6). If the target of this attack is prone, 
  you increase your kick damage by three die sizes (e.g. from 
  1d4 to 1d10). You may only perform this maneuver once per 
  round.
  Hip Throw 
  You throw your opponent to the ground, inﬂicting some 
  minor damage and rendering her prone.
  Prerequisite: One of the following: Aikido, Hapkido, Lua, 
  ROSS, Scorpion, Sumo Wrestling.
  Effect: When you make a Trip attack, you also inﬂict 1d4 
  Throw damage to the target if successful.
  Hook 
  The Hook is a fast, powerful swing that has ended many 
  ﬁghts. By pivoting your hips while swinging your ﬁst, you 
  gain greater force.
  Prerequisite: Arnis, Boxing, Cobra, Eagle, Kobujutsu, 
  Leopard, Monkey, Panther, ROSS, Streetﬁghting, Sumo 
  Wrestling, Thai Kickboxing, Tiger.
  Effect: Your punch damage is increased by one die size 
  (e.g. from 1d6 to 1d8). You may perform this maneuver 
  more than once per round.
   
  
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  Chapter 2: Martial Arts
  Iaijutsu 
  By becoming one with your weapon, you act and react with 
  blinding speed.
  Prerequisites: Quick Draw.
  Effect: You gain a +4 Initiative bonus with one melee 
  weapon (chosen when you ﬁrst select this feat). This 
  initiative bonus stacks with any gained from Improved 
  Initiative.
  Immovable 
  You are extremely adept at avoiding Throw and Grapple 
  attacks.
  Prerequisite: Any one martial arts style feat.
  Effect: You gain a +2 on any opposed check to resist 
  being grappled or thrown. This bonus stacks with any other 
  such bonus to resist being grappled or thrown, such as that 
  provided by Combat Throw. In addition, you may resist 
  grapples with your Escape Artist skill or throws with your 
  Balance skill as a Move action.
  Normal: Normally, using the Balance or Escape Artist 
  skills to resist throws and grapples is an attack action.
  Improved Block 
  You are quite adept at blocking attacks.
  Prerequisite: Block, BAB 5+.
  Effect: This feat gives you a chance to Block attacks 
  made by melee weapons even when you are unarmed. If 
  your opposed attack roll is 5 higher than the weapon melee 
  attack roll made against you, you suffer no damage. If the 
  roll is 4 or less higher than the weapon attack roll, you suffer 
  minimum damage from the attack.
  Normal: Characters without this feat may only block 
  melee weapon attacks when they are also armed.
  Improved Combination 
  By combining three attacks together, you gain even more of 
  an advantage in combat.
  Prerequisites: Combination, One martial arts style feat, 
  three Martial Arts Maneuver feats, BAB 4+, Dex 13+.
  Effect: When you take this feat, choose three Martial Arts 
  Maneuver feats, two of which must have previously been 
  taken with the Combination feat. You may then launch these 
  maneuvers in combination. When you use these maneuvers 
  in the listed order and direct them at the same target, you 
  gain +2 to hit and damage on the second attack and +3 to hit 
  and damage on the third attack. For example, a TaeKwonDo 
  Master takes Combination (Flying Kick/Snap Kick/Circle 
  Kick). Any time the character uses a Flying Kick, followed 
  by a Snap Kick, followed by a Circle Kick, he gains +2 to hit 
  and damage on the Snap Kick, and +3 to hit and damage on 
  the Circle Kick.
  Special: For characters without the ability to make 
  multiple attacks, a combination may be executed over the 
  course of several consecutive rounds. However, the character 
  must make all attacks in the proper order, direct them at 
  the same target, and take no more than one ﬁve-foot step in 
  between them.
  Improved 
  Counterstrike 
  You are a master of the counterstrike.
  Prerequisite: Counterstrike, BAB 9+.
  Effect: If you successfully block an attack and 
  successfully hit with your counterstrike, you may make an 
  additional block/counterstrike attempt. If that block and 
  counterstrike are successful, you may try again, up to the 
  maximum number of attacks and/or attacks of opportunity 
  you are normally allowed.
  Normal: Characters with the normal Counterstrike feat 
  may only make one counterstrike attempt per round, no 
  matter how many attacks and/or attacks of opportunity they 
  are allowed to make.
  Instant Stand 
  Your body control and athletic ability are so ﬁnely attuned 
  that you can instantly recover from a fall or throw.
  Prerequisite: Tumble 8 Ranks and any one of the 
  following: Aikido, Cat, Drunken Master, Eagle, Hapkido, 
  Jujutsu, Karate, Kobujutsu, Kung Fu, Leopard, Monkey, 
  Naginata-do, Praying Mantis, Savate, TaeKwonDo, Thai 
  Kickboxing, White Crane, Wing Chun.
  Effect: Once per round, you may instantly stand from any 
  attack that renders you prone (e.g. Leg Sweep, Trip, Combat 
  Throw).
  Jab 
  The Jab is a fast punch that is extremely hard to block. It is 
  used as a bread-and-butter punch by many boxers 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 
  you gain a +2 bonus to hit. This maneuver may be used more 
  than once per round.
  Jump Kick 
  You can execute a deadly, beautiful jumping attack.
  Prerequisite: Jump 5 ranks and one of the following: 
  Capoeira, Cat, Dragon, Drunken Master, Hapkido, Jujutsu, 
  Kung-Fu, Panther, Pentjak Silat, Savate, Shao-Lin, 
  TaeKwonDo, White Crane, Wing Chun.
  Effect: You increase your kick damage by one die size 
  (e.g. from 1d6 to 1d8) and add +1 damage per 5 ranks in 
  the Jump skill. You may only use this maneuver once per 
  round, but you may make additional, non-Jump kick attacks, 
  provided that you have the ability to make multiple attacks.
  Kidney Punch 
  This is an extremely painful and dangerous attack, illegal 
  even in most full-combat ﬁghting sports.
  Prerequisite: One of the following: Boxing, Cobra, Eagle, 
  
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  Chapter 2: Martial Arts
  Jujutsu, Karate, Kung Fu, Leopard, ROSS, Streetﬁghting, 
  Thai Kickboxing, Tiger.
  Effect: This feat increases your punch damage by one die 
  size (e.g. from 1d6 to 1d8). In addition to suffering normal 
  punching damage, the target of this attack must succeed 
  at a Fortitude save (DC 15 + your strength modiﬁer) or be 
  stunned for 1 round. You may only use this feat once per 
  combat.
  Leg Sweep 
  You have learned how to deprive your opponent of his 
  footing.
  Prerequisite: One of the following: Capoeira, Drunken 
  Master, Hapkido, Jujutsu, Karate, Kung-Fu, Monkey, 
  Panther, Pentjak Silat, Savate, Shao-Lin, TaeKwonDo, Thai 
  Kickboxing, White Crane, Wing Chun.
  Effect: You make a normal kick attack. If this attack hits, 
  you get to make a Trip attack against the target as an attack 
  of opportunity in addition to inﬂicting normal kick damage 
  on him. You may only perform this maneuver once per 
  round.
  Lock Block 
  You are trained to grapple in conjunction with a block.
  Prerequisite: Improved Block, BAB 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.
  Momentum Throw 
  You use your opponent’s momentum against him.
  Prerequisite: Unbalance Opponent, Improved Combat 
  Throw, and one of the Following: Aikido, Hapkido, Monkey, 
  Ninjutsu.
  Effect: If your opponent misses you in combat, you 
  gain a Trip attack as an attack of opportunity against him, 
  inﬂicting your Throw damage plus an amount equal to your 
  opponent’s melee damage bonus, in addition to rendering 
  him prone. Momentum Throw takes the place of the attack 
  of opportunity granted by Improved Combat Throw.
  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 one of the 
  following: Arnis, Cobra, Eagle, Jujutsu, Kyudo, Lua, Pentjak 
  Silat, Praying Mantis, Scorpion, White Crane
  Effect: You increase the damage inﬂicted by the Pressure 
  Points skill by +1d6. This bonus is cumulative with any 
  bonuses gained from the Pressure Points Mastery ability. 
  This feat does not allow Pressure Points to be used any more 
  often than normal.
  Numbing Strike 
  You actually numb one your target’s limbs with a precision 
  strike.
  Prerequisite: Pressure Points 10 Ranks, Nerve Strike.
  Effect: This attack inﬂicts no added damage from the 
  Pressure Points skill. Rather, if the skill check is made 
  (DC equal to the target’s Defense), the target must make a 
  Fortitude save (DC 15 + your Wisdom modiﬁer) or suffer 
  one of the following penalties: a –2 to attack rolls if you 
  choose to numb one of the target’s hands, a –2 to melee 
  damage rolls if you choose to numb one of the target’s arms, 
  or a –2 to Defense if you choose to numb one of the target’s 
  legs.
  If you have the ability to use Pressure Points more than 
  once per combat (from the Pressure Points Mastery ability), 
  this attack may be performed more than once, but it must be 
  used on a different body part each time.
  Ridgehand 
  This is 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: One of the following: Jujutsu, Karate, 
  Kung-Fu, Shao-Lin, Wing Chun.
  Effect: Your punch damage is increased by one die size 
  (e.g. from 1d6 to 1d8), and you add one-and-a-half times 
  your Strength modiﬁer to the damage. You may only use 
  this feat once per round, but you may make additional, non-
  Ridgehand attacks provided that you have the ability to make 
  multiple attacks.
  Rush 
  You charge into battle with great ferocity.
  Prerequisite: One of the following: Boar, Leopard, 
  Monkey, Panther.
  Effect: You gain an additional +1 to both hit and damage 
  bonuses on charge attacks.
  Short Power 
  This is a powerful, focused attack, whose force is generated 
  from within and which comes without any warning.
  Prerequisite: Strength 13+, Wisdom 13+, and one of the 
  following: Jeet Kune Do, Kung Fu, Shao-Lin Kung Fu.
  Effect: You gain one-and-a-half times your normal 
  Strength modiﬁer on punch attacks. Short Power attack rolls 
  are modiﬁed by the character’s Wisdom.  You may only use 
  this maneuver once per round.
  Silencing Strike 
  This is a signature move of the Ninja. The target of this 
  attack will have a hard time summoning aid.
  Prerequisite: Cobra.
  Effect: If you make a successful hit with this maneuver, 
  your target takes punching damage and must make a 
  
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  Chapter 2: Martial Arts
  Fortitude save (DC 15 + your Dexterity modiﬁer) or be 
  unable to speak above a whisper for 1–4 rounds.
  Snap Kick 
  You have learned how to snap your leg forward with 
  blinding speed in a kick that is very hard to block or evade.
  Prerequisite: One of the following: Capoeira, Dragon, 
  Drunken Master, Hapkido, Jujutsu, Karate, Kung-Fu, 
  Leopard, Panther, Pentjak Silat, Praying Mantis, Savate, 
  Shao-Lin, TaeKwonDo, Thai Kickboxing, White Crane, 
  Wing Chun.
  Effect: You make a kick attack at normal damage, but you 
  gain a +2 bonus to hit. You may perform this maneuver more 
  than once per round.
  Thigh Kick 
  You kick your target’s thigh, gradually whittling away at her 
  mobility.
  Prerequisite: One of the following: Capoeira, Dragon, 
  Hapkido, Jujutsu, Karate, Kung Fu, Panther, Savate, Shao-
  Lin, TaeKwonDo, Thai Kickboxing, White Crane, Wing 
  Chun.
  Effect: Each time you hit with this attack, your target 
  suffers normal kick damage and must make a Fortitude save 
  (DC 15 + your Strength modiﬁer). Failure means the target 
  takes a –1 Dodge penalty to her 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. The target’s 
  Defense may not be reduced below her ﬂat-footed value, but 
  if her Defense is reduced to her ﬂat-footed value, then she 
  is ﬂat-footed for all combat purposes until she manages to 
  recover at least one point of Defense. You may only use this 
  feat once per round, but you may make additional, non-Body 
  Blow attacks, provided that 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.
  Uppercut 
  By bringing your ﬁst up directly under the chin of your 
  opponent, snapping his head back with the blow, you can 
  often fell a formidable opponent in one swift, unexpected 
  punch.
  Prerequisite: One of the following: Boxing, Drunken 
  Master, Jujutsu, Leopard, ROSS, Thai Kickboxing, Tiger.
  Effect: Your punch damage is increased by one die 
  size (e.g. from 1d6 to 1d8) when using this maneuver. If 
  a character makes a critical hit with an uppercut, then the 
  attack is treated as a Knockout Blow in addition to inﬂicting 
  normal damage on the target. You may only use this feat 
  once per round, but you may make additional, non-Uppercut 
  attacks, provided that you have the ability to make multiple 
  attacks.
  Signature 
  Maneuvers
  “Oto… Oto…”
  Katsumoto rolled to the side, barely avoiding 
  the huge Sumotori as he made yet another clumsy grab for 
  him. This was the third of these warehouses, and always it 
  was the same. No sign of his daughter, and although he had 
  no desire to ﬁght, he was told again and again that the only 
  way to be given the next location was to step out onto the 
  mat.
  Suddenly, Oto had the old man’s shirt. A smack to the face 
  stunned him, and Katsumoto barely managed to shrug his 
  shirt off, escaping the grip that would have broken his arm 
  and ended the match.
  Old fool. Center. Brianna is not here, the Sumotori is. Do 
  not underestimate him again. Focus on the moment before 
  you or you will go to the hospital and your daughter will be 
  alone.
  Suddenly, the relaxed triangular Hanmi stance 
  characteristic of Aikido was gone, and the old man was 
  standing on one leg.
  The change in stance seemed to momentarily confuse the 
  enormous Sumotori, but, seeing that his target had ﬁnally 
  stopped moving, he charged in for the kill.
  Katsumoto shifted position, suddenly kicking OtoOto in 
  the face, catching himself on the opposite leg. The crowd 
  roared. The Sumotori’s nose exploded in a shower of blood, 
  and the huge man shook his head, his face a mask of red 
  rage.
  He wasn’t down yet, not by a long shot. Backing off to 
  recover, he pumped his arms several times, and the crowd 
  responded, roaring their approval. The sight of blood seemed 
  to have driven them into a frenzy, and the enormous wrestler 
  seemed to feed off that manic energy.
  Katsumoto hadn’t moved. He watched his opponent 
  impassively, waiting for OtoOto to charge again. Katsumoto 
  could almost read the young man’s mind through his eyes. 
  I’m ready for the Crane Kick this time, you skinny old man.
  Katsumoto moved suddenly, letting the Sumotori go by. As 
  he passed, rigid hands held like beaks stabbed the huge man 
  in his neck, his side, and his armpit.
  The Sumotori went down like he had hit a brick wall, 
  gasping for air. He twitched as the nerve spasms rocked his 
  enormous body.
  Katsumoto dropped both feet to the mat and walked away 
  as the medical team attempted to wrestle the twitching mass 
  onto a stretcher, and the roar of the crowd washed over the 
  combatants like a surging ocean tide.
  The old man’s indifference to the crowd’s praise only 
  seemed to drive it into a fever pitch.
  He walked off the mat and down the tunnel without 
  looking back.
  “Moto… Moto…”
  
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  Chapter 2: Martial Arts
  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. 
  Some of these maneuvers (such as the various style stances), 
  are taught early in the study of the style, while others 
  (such as Zen Archery) are the pinnacle of achievement for 
  practitioners of that style. Many of these maneuvers have a 
  touch of whimsy and have never existed outside of popular 
  myth and legend (including martial arts cinema), so a GM 
  running a strictly “realistic” or “gritty” campaign, with no 
  FX or superhuman abilities of any kind, may disallow some 
  of these maneuvers.
  Stances
  Many of the maneuvers listed in this section are “stances.” 
  A stance is a special way of standing developed by 
  practitioners of various ﬁghting styles to enhance the goals 
  of that style. As long as a character is not ﬂat-footed, he 
  may gain the beneﬁts of his stance, but characters that are 
  proﬁcient in more than one style may not gain the beneﬁts 
  of multiple stances. These characters are more versatile, 
  however, as they can change stances from round to round to 
  gain different beneﬁts and to throw off their opponents. Once 
  per round, as a free action, a character may adopt or change 
  his stance during his action.
  Abaniko 
  Arnis Signature Maneuver
  The “fan attack,” a signature maneuver of Arnis.
  Prerequisite: Arnis.
  Effect: Your damage with Escrima sticks is increased by 
  one die size (e.g. from 1d8 to 1d10).
  Achilles Lock
  Thai Kickboxing Signature Maneuver
  You execute a leg-lock on an opponent that places 
  extreme stress on the Achilles tendon. This is a dangerous 
  “submission hold” illegal in most matches.
  Prerequisite: Thai Kickboxing, BAB 5+.
  Effect: In addition to normal grapple damage, this 
  maneuver inﬂicts a –2 Defense penalty on the target for 
  1–4 rounds after it is applied, unless the target succeeds at a 
  Fortitude save (DC 10 + your Strength modiﬁer + your level 
  – target’s level).
  Special: Achilles Lock is a “submission hold.” If you use 
  this maneuver against an ordinary in tournament combat, the 
  ordinary must make a Will save (DC 15) or submit, tapping 
  out and ceding the match to you.
  Angry Monkey 
  Monkey Signature Maneuver
  You roll around on the ground like an angry monkey.
  Prerequisite: Monkey, Ground Fighting, Advanced 
  Ground Fighting.
  Effect: You gain a +2 Dodge bonus to Defense and a +2 
  bonus on Tumble skill checks when ﬁghting prone.
  Antari 
  Hapkido Signature Maneuver
  The inside crescent kick is one of Hapkido’s signatures.
  Prerequisites: Hapkido, Snap Kick.
  Effect: Your Snap kick attacks are increased by one die 
  size (e.g. from 1d6 to 1d8). You may perform this maneuver 
  multiple times per round, provided that you have the ability 
  to make multiple attacks.
  Ashi-Sokuto 
  Jujutsu Signature Maneuver
  You kick your opponent with the “blade edge” of your foot.
  Prerequisite: Jujutsu, Circle Kick.
  Effect: Your kick attacks have their threat range increased 
  by 1, and they inﬂict triple damage on a successful critical 
  hit.
  Ashi-Tori 
  Sumo Wrestling Signature Maneuver
  The leg takedown is a popular Sumo wrestling maneuver.
  Prerequisite: Sumo Wrestling.
  Effect: You gain a +4 bonus to a trip attack roll. You may 
  use this maneuver once per combat, but on a ﬂat-footed 
  target you may use it at will.
  Balestra 
  Fencing Signature Maneuver
  You execute a short hop followed by a lunging stab with 
  your sword.
  Prerequisite: Fencing, Rush, Advanced Rush.
  Effect: Any hit you make on a charge attack while using 
  this feat is automatically a critical hit. If you use this feat 
  in conjunction with a charge, and your attack misses (or 
  is blocked), you are ﬂat-footed until the start of your next 
  action.
  Broken Time 
  Fencing Signature Maneuver
  By suddenly changing the tempo of your attacks, you seek to 
  gain the upper hand in a duel.
  Prerequisite: Fencing.
  Effect: Once per battle you may use this feat to reroll 
  your Initiative at a +2 bonus (you still gain any other normal 
  Initiative bonuses to this roll).
  Chan Si Bong 
  Shao-Lin Signature Maneuver
  Chan Si Bong means “silk reeling practice” and is a Shao-
  Lin exercise to develop internal strength.
  Prerequisite: Shao-Lin Kung Fu, Ki.
  Effect: You may call on your Ki as a free action (normally 
  calling on Ki is a move action).
  
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  Chapter 2: Martial Arts
  Chasse Tournant 
  (sha-SEY tour-NONH) 
  Savate Signature Maneuver
  This is a blindingly fast spinning kick.
  Prerequisites: Savate, Circle Kick.
  Effect: Your Circle Kick attacks are +2 to hit. You may 
  perform this maneuver multiple times per round, provided 
  that you have the ability to make multiple attacks.
  Cradle Pin 
  Aikido Signature Maneuver
  You grab your opponent’s arm in a lock that can drive him to 
  the ground—or break his arm if necessary.
  Prerequisite: Aikido, Concentration 5 Ranks.
  Effect: On a successful Grapple check, you may either 
  inﬂict an extra die of grappling damage or attempt a Trip 
  attack with a +4 bonus on your opponent as an attack of 
  opportunity.
  Special: Cradle Pin is a “submission hold.” If you use this 
  maneuver against an ordinary in tournament combat, the 
  ordinary must make a Will save (DC 15) or submit, tapping 
  out and ceding the match to you.
  Crane Kick 
  White Crane Signature Maneuver
  You deliver a devastating kick out of your Crane Stance, 
  kicking with the leg being used for support while shifting 
  position from one foot to the other.
  Prerequisites: White Crane, Crane Stance, Snap Kick
  Effect: The damage from your Snap Kick is increased to 
  the second larger die (from 1d4 to 1d8, and so forth). This 
  maneuver may be used once per round. If you spend an 
  action point when making an attack roll with this maneuver, 
  your target is ﬂat-footed against this attack.
  Crane Stance 
  White Crane Signature Stance
  You ﬁght in the classic one-foot stance of the Crane.
  Prerequisite: Balance 5 ranks, White Crane Style Feat.
  Effect: You gain a +1 Dodge bonus to Defense as well as 
  a +2 bonus on any check to avoid being tripped.
  Daisan 
  Kyudo Signature Stance
  This is the art of nocking and drawing an arrow, an action 
  studied meticulously by Kyudo practitioners.
  Prerequisite: Kyudo.
  Effect: You gain a +1 to hit on all bow attacks.
  Deai 
  Aikido Signature Maneuver
  Deai means “the moment of truth” and is the spiritual 
  meeting of two opposing forces.
  Prerequisite: Aikido, Ki, Inner Peace.
  Effect: This ability allows you to move with great speed 
  and decision, adding your remaining Ki (your Wisdom 
  modiﬁer minus any Ki abilities used previously that day) 
  to your Initiative and Defense for one minute per level. If 
  Initiative is only rolled once per combat, you may reroll with 
  the increased bonus. This ability exhausts your Ki for the rest 
  of the day. After you use this ability, you must make a Will 
  save (DC 20). If you fail this save, you become fatigued.
  Dojukiri 
  Kyudo Signature Stance
  This is the set stance adopted just prior to ﬁring.
  Prerequisite: Kyudo, Daisan.
  Effect: You gain a +2 damage bonus on all bow attacks. 
  If this stance is adopted after Daisan, you also gain the 
  +1 to hit bonus from that feat and a +4 attack bonus for 
  the purpose of offsetting range penalties only. This is an 
  exception to the normal rule that a character can only gain 
  the beneﬁts of one stance at a time.
  
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  Chapter 2: Martial Arts
  Double Eagle 
  Eagle Signature Maneuver
  By using both hands in the Eagle Claw style, you are better 
  able to disarm an opponent.
  Prerequisite: Eagle.
  Effect: You gain a +2 to hit on disarm attacks and opposed 
  attack rolls.
  Eagle Claw 
  Eagle Signature Maneuver
  You hold your hand like a claw and attack with the points of 
  your ﬁngers.
  Prerequisite: Pressure Points 5 Ranks, Eagle, Double 
  Eagle.
  Effect: You gain a +2 bonus to Pressure Points skill 
  checks and a +2 bonus to damage on a successful Pressure 
  Points check.
  Eight-Limbed Attack 
  Thai Kickboxing Signature Maneuver
  You appear to attack your opponent from all directions.
  Prerequisite: Thai Kickboxing, Elbow Slam, Head Butt.
  Effect: By taking a –2 penalty to all attacks made this 
  round, you may make an Elbow Slam as an additional attack 
  at your highest base attack bonus (-2). By taking a –4 penalty 
  to all attacks made this round, you may make an Elbow Slam 
  and a Head Butt attack at your base attack bonus (-4).
  Fall-Down Drunk 
  Drunken Master Signature Maneuver
  You literally fall down, either to Dodge an attack or deliver a 
  surprise attack—your opponent can never be sure.
  Prerequisite: Drunken Master, Stagger, any other 
  Drunken Master Maneuver.
  Effect: You may make a Bluff check (vs. your opponent’s 
  Sense Motive) to gain a +1 Dodge bonus to Defense by 
  “falling” out of the way of an attack. Alternately, you 
  can “fall” but roll out of it immediately and attack your 
  opponent. This use of the Fall-Down Drunk feat grants the 
  character a +1 to hit and a +2 circumstance bonus to the 
  Bluff skill for feinting.
  Fajing 
  Shao-Lin Signature Maneuver
  You release your inner strength in an explosive burst of 
  power.
  Prerequisites: Shao-Lin Kung Fu, Ki, Inner Strength, 
  Chan Si Bong.
  Effect: When you use your Inner Strength feat, you gain a 
  bonus to your Strength equal to your Wisdom modiﬁer +4.
  Float Like a 
  Butterfly 
  Boxing Signature Maneuver
  You dance around your opponent, raining fast punches from 
  seemingly every direction.
  Prerequisite: Boxing, Jab, Dodge.
  Effect: You gain a +2 Dodge bonus to Defense. As long 
  as you use maneuvers that may be used more than once 
  per round, you may make an extra boxing attack at your 
  highest base attack bonus. However, this extra attack and all 
  subsequent attacks you make this round suffer a –2 penalty 
  to hit.
  Fouette Figure (fwey-
  TEY fee-GURE) 
  Savate Signature Maneuver
  You deliver a Circle Kick to your opponent’s temple.
  Prerequisites: Savate, Circle Kick.
  Effect: If you score a critical hit on a Circle Kick attack, 
  the attack is treated as a Knockout Blow in addition to 
  inﬂicting normal damage.
  Ginga 
  Capoeira Signature Stance
  The “stance” of Capoeira is a continuous motion, ﬂowing 
  from the art’s dance origins. This motion can easily bring the 
  Capoeirista into attack or defense posture.
  Prerequisite: Capoeira, Perform (dance) 5 Ranks.
  Effect: This stance grants you a +1 Dodge bonus to Defense 
  and a +2 bonus to Initiative.
  Iaijutsu Strike 
  Kendo Signature Maneuver
  Your ﬁrst attack is deadly; it is often the only attack.
  Prerequisite: Kendo, Iaijutsu, BAB 4+.
  Effect: If you hit an opponent ﬂat-footed because he has 
  not acted yet in combat (in other words, only in the ﬁrst 
  round of combat), you gain +2d6 bonus damage to your 
  attack. This bonus does not stack with any sneak-attack 
  ability you may have.
  Improved Iaijutsu 
  Strike 
  Kendo Signature Maneuver
  You have mastered the art of Iaijutsu, becoming one with 
  your weapon.
  Prerequisite: Kendo, Iaijutsu Strike, BAB 9+.
  Effect: If you hit an opponent ﬂat-footed because he has 
  not acted yet in combat (in other words, only in the ﬁrst 
  round of combat), you gain +2d6 bonus damage to your 
  attack. This bonus stacks with the bonus from Iaijutsu Strike 
  but not with any sneak-attack bonus you may have.
  
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  Chapter 2: Martial Arts
  Leopard Crouch 
  Leopard Signature Stance
  You crouch and then spring forward to attack.
  Prerequisite: Leopard.
  Effect: You gain a +2 bonus to initiative and a +2 bonus to 
  your Jump skill.
  Leopard Punch 
  Leopard Signature Maneuver
  You punch with your hand held like a paw (with the ﬁngers 
  bent at the middle joint rather than the third and striking with 
  the foreknuckles) for greater effect.
  Prerequisites: Leopard, Jab.
  Effect: Your punch damage is increased by one die size 
  (e.g. from 1d4 to 1d6). Unlike most maneuvers, the Leopard 
  Punch may be combined with any Punch maneuver (so 
  you can “Leopard Jab,” gaining +2 to hit, with your punch 
  damage increased by one die size).
  Meia Lua de Frente 
  Capoeira Signature Maneuver
  The “front half moon” is a deadly spinning kick 
  characteristic of the beautiful acrobatic style of the 
  Capoeirista.
  Prerequisites: Capoeira, Ginga, Circle Kick.
  Effect: Your Circle Kick inﬂicts an extra die of damage 
  (e.g. if your kick damage with a Circle Kick is 1d8, this 
  attack inﬂicts 2d8 points of damage). You may only perform 
  this maneuver once per round.
  No Holds Barred 
  School of Hard Knocks Signature Maneuver
  You don’t believe in rules when it comes to ﬁghting.
  Prerequisites: School of Hard Knocks.
  Effect: Once per round, you may make a Cheap Shot 
  attack at your opponent, inﬂicting +1d6 damage. If you are a 
  Bad-Ass Barroom Brawler, this damage adds to your Cheap 
  Shot damage.
  Nukite Zuki 
  Karate Signature Maneuver
  Also called “the spear-hand,” this is a dangerous variation of 
  the Ridgehand technique.
  Prerequisites: Karate, Ridgehand.
  Effect: Your Ridgehand attacks have their threat range 
  increased by one and inﬂict triple damage on a critical hit.
  One Inch Punch 
  Jeet Kune Do Signature Maneuver
  This is an explosive attack generated without drawing back 
  the ﬁst at all.
  Prerequisite: Jeet Kune Do, Short Power.
  Effect: This maneuver causes your Short Power attack to 
  inﬂict an extra die of damage.
  Pak Antari 
  Hapkido Signature Maneuver
  The outside crescent kick is a signature Hapkido attack.
  Prerequisite: Hapkido, Circle Kick.
  Effect: Your Circle Kick attacks are +2 to hit, and their 
  damage is increased by one die size (e.g. from 1d8 to 1d10). 
  You may only perform this maneuver once per round.
  Pounce 
  Panther Signature Maneuver
  Your charge attacks also have a chance to put your opponent 
  on the ground.
  Prerequisite: Panther Style Feat, Advanced Rush.
  Effect: You gain a Trip attack as an attack of opportunity 
  on any target you successfully hit with a charge attack.
  Pyong-Hi-Sogi 
  TaeKwonDo Signature Stance
  The “ready stance” of TaeKwonDo.
  Prerequisite: TaeKwonDo.
  Effect: You gain a +2 bonus to Defense and a +1 to hit on 
  all kick attacks.
  Sahblet 
  Pentjak Silat Signature Maneuver
  This is the dreaded “torture strike,” a maneuver that makes 
  many fear the Silat Guru in battle.
  Prerequisites: Pressure Points 5 ranks, Ki.
  Effect: You may add a damage bonus to Pressure Points 
  damage equal to your Wisdom bonus.
  Shadow 
  Ninjutsu Signature Maneuver
  The Ninja is able to vanish as though he were never there.
  Prerequisite: Ninjutsu, Hide 6 Ranks, Move Silently 6 
  Ranks.
  Effect: You may hide in plain sight at will.
  Shadow Warrior 
  Ninjutsu Signature Maneuver
  The Ninja leaves no trace; he becomes rumor incarnate.
  Prerequisite: Ninjutsu, 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 Investigate 
  check to ﬁnd ﬁngerprints or trace evidence of your presence 
  have their DC increased by 10 (so if an Investigate check 
  of 15 was needed to ﬁnd evidence you were there, the DC 
  becomes 25).
  Shuto-Uchi
  Karate Signature Maneuver
  This is a knife hand strike, a very potent and dangerous 
  maneuver.
  
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  Chapter 2: Martial Arts
  Prerequisites: Karate, Ridgehand.
  Effect: Your Ridgehand attacks inﬂict an extra die of 
  damage. You may only use this maneuver once per round.
  Siku Perisai 
  Pentjak Silat Signature Maneuver
  The Siku Perisai is a hard elbow block, combining attack and 
  defense. You literally intercept the incoming attack on your 
  elbow.
  Prerequisites: Block, Block-Improved, Pentjak Silat
  Effect: If you successfully block an attack with an attack 
  or full-round action you may make an elbow attack against 
  your opponent as an attack of opportunity for each attack 
  you successfully block. Further, all elbow attacks made with 
  this feat inﬂict an extra die of damage. This feat does not 
  allow you to make more attacks of opportunity than you are 
  normally entitled to.
  Stagger 
  Drunken Master Signature Stance
  By appearing to weave and stagger in an unpredictable 
  fashion, you make yourself a very difﬁcult target and make 
  your attacks harder to predict.
  Prerequisite: Bluff 5 Ranks, Drunken Master.
  Effect: You gain a +1 Dodge bonus to you Defense and 
  a +2 competence bonus to your Bluff skill for feinting 
  purposes.
  Stalking Panther 
  Panther Signature Stance
  You circle your prey like a stalking cat, suddenly rushing 
  forward to attack when you see an opening, then resuming 
  your circling.
  Prerequisite: Panther, Sense Motive 5 Ranks.
  Effect: While circling (a Move action), you gain a +2 
  Dodge bonus to Defense. When you attack by making a 
  charge, you gain a +2 bonus to hit. Each round, you may 
  only gain one of these bonuses, but as long as you are using 
  this stance, you may freely switch from one bonus to the 
  other as a free action once during your turn.
  Sting Like a Bee 
  Boxing Signature Maneuver
  You close on your target and test his chin.
  Prerequisite: Boxing, Haymaker, Power Attack, Float 
  Like a Butterﬂy.
  Effect: Every blow you land that may only be used once 
  per round (e.g. Uppercut, Haymaker) acts like a Knockout 
  blow in addition to inﬂicting normal damage. If you make 
  a critical on an attack with this maneuver while using 
  Power Attack to increase your damage, the damage bonus 
  from Power Attack is added to the DC to save against the 
  Knockout effect.
  Tall Monkey 
  Monkey Signature Stance
  You stand tall (unusual for the Monkey Style) to make 
  powerful, long range punch attacks.
  Prerequisite: Monkey, Jab.
  Effect: You gain a +2 to hit on Jab and Hook attacks. If 
  you adopt this stance after the Angry Monkey stance, your 
  opponent is ﬂat-footed for one round unless he succeeds at 
  a Sense Motive check (opposed by your Bluff check). You 
  may only use this tactic once per battle. This special feint is 
  a free action for the attacker.
  Teisho 
  Jujutsu Signature Maneuver
  You strike your opponent with the heel of your palm.
  Prerequisite: Jujutsu, Jab.
  Effect: Your Jab attacks inﬂict an extra die of damage. 
  You may only perform this maneuver once per round.
  Tiger Claw 
  Tiger Signature Maneuver
  You rake and scratch like an attacking tiger.
  Prerequisites: Tiger.
  Effect: Anytime you score a critical hit with a punch 
  attack, the target must succeed at a Fortitude save (DC 15 + 
  your Strength modiﬁer) or be blinded for 1-4 rounds.
  Tiger Stance 
  Tiger Signature Stance
  You are more at home ﬁghting down low than standing 
  upright.
  Prerequisite: Tiger, Ground Fighting, Advanced Ground 
  Fighting.
  Effect: You gain a +1 to hit and a +2 Defense bonus when 
  prone.
  Twi O-Cha-Gi 
  TaeKwonDo Signature Maneuver
  This is a devastating jump kick.
  Prerequisite: TaeKwonDo, Jump Kick.
  Effect: You gain a +2 attack and damage bonus to all 
  Jump and Flying Kick attacks.
  Vale Tudo 
  School of Hard Knocks Signature Maneuver
  Brazilian for “anything goes,” this type of ﬁghting is even 
  more extreme than No Holds Barred ﬁghting.
  Prerequisites: School of Hard Knocks, No Holds Barred.
  Effect: Your Cheap Shot damage is increased an extra 
  +1d6. This ability adds to the Cheap Shot damage of the 
  Bad-Ass Barroom Brawler.
  
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  Chapter 2: Martial Arts
  Zen Archery 
  Kyudo Signature Maneuver
  One of the most amazing expressions of the art of Zen is the 
  ability to strike the bull’s-eye of a target while blindfolded.
  Prerequisite: Kyudo, Zen, Blind-Fight, Concentration 8 
  ranks
  Effect: This feat allows the Blind-ﬁght feat to apply 
  to bow attacks, also all concealment percentages due to 
  blindness or darkness are reduced by 20%.
  Normal: Blind-ﬁght normally only aids melee attacks.
  Ki Feats
  “What in God’s name did you think you 
  were doing? Do you have any idea what this 
  thing you’ve gotten yourself into is?”
  Brianna stood on the balcony, staring 
  out at the sunset, enjoying the beautiful smell of the 
  cherry blossoms after so many nights in stinking, sweaty 
  gymnasiums. “I think I’m doing my job, Father, and I know 
  exactly what I’m involved in. Maybe more than you do.”
  She turned suddenly, her gray eyes ﬂashing. “You know. 
  My work, my job. Your job was always pretty damned 
  important to you. With that ‘company,’ First America, that 
  sent you to the States, where you married a sweet southern 
  belle and dragged her off to Japan, where she didn’t even 
  speak the language. And then you let her have a half-breed, 
  mutt girl who couldn’t make a friend because she’s a freak 
  with blonde hair. And then, just when your wife and kid start 
  ﬁtting in, you drag them to Korea. And then back to America, 
  where they’re as much freaks now as they were in Japan.”
  “Well, we’re leaving. This is barbaric. It is not the way of 
  ...”
  Brianna laughed, and turned her back on her father. 
  “Right, Dad. The way of the warrior is the way of love. I 
  know. Too bad you never treated Mom with the same love as 
  you did that company or those Aikido seminars.”
  “Is that what this is about? You seek to punish me? To get 
  the ‘revenge’ you think your mother is due?”
  Brianna’s shoulders shook silently. “No. I think it’s about 
  exposing a barbaric little spectacle to the world. I didn’t 
  want you involved in this. Hell, I didn’t even think you’d 
  know about it. But I’m not leaving until this is ﬁnished.”
  “Then I am not leaving, either.”
  Brianna turned again. “You still have that whole Japanese 
  thing goin’ on, don’t you. I’m the little lady, and you have to 
  protect me from the evils of the world, just like with Mom. So 
  you chase me halfway around the world and drag that idiot 
  Max into this, all because li’l innocent Bri is in trouble.”
  Katsumoto smiled, ignoring her sarcastic mocking. She 
  knows I hate that accent of hers. Mostly fake, anyway. “That 
  was his idea, actually. I called him, thinking he might know 
  where you were.”
  “What would make you think that?”
  The old man just laughed, seeing the color rise to 
  her cheeks, though he couldn’t tell if it was anger or 
  embarrassment.
  Looking over at the gym bag on the bed next to Brianna’s, 
  Katsumoto suddenly turned serious. “Just a feeling I had, 
  young lady. But there is something about this little ‘barbaric 
  spectacle,’ as you call it, that you need to be aware of. You 
  might know what you were getting into, but others here 
  do not, and we will all bear the responsibility if anyone is 
  killed.”
  The feats in this chapter should be considered a form of FX, 
  and will not be allowed in all campaigns. Characters wishing 
  to take one of these feats should consult with their GM. 
  Characters may call on their Ki a number of times per day 
  equal to their Wisdom modiﬁer. Contemplative Masters and 
  Martial Arts Masters with Ki Masteries may be able to call 
  on Ki more often. Any character with the Ki feat may spend 
  an Action Point to call on his Ki more than the prescribed 
  number of times each day (each Action Point allows Ki to be 
  tapped one additional time).
  Bushido 
  You are willing to die. Literally. Since the most dangerous 
  opponent is the man with nothing to lose and nothing to 
  fear, You are one of the most dangerous opponents on any 
  battleﬁeld, past or present.
  Prerequisite: BAB 10+, Ki, Inner Strength, Inner Power.
  Effect: You may voluntarily lower your Defense and add 
  those points to one of the following: your Initiative, Attack, 
  or Damage rolls. The maximum amount you can subtract 
  from your Defense is an amount equal to your BAB.
  Special: Bushido cannot be learned by characters whose 
  only martial arts style is a non-aesthetic style.
  Great Kiai 
  Your inner spirit has a devastating effect on a weak-minded 
  enemy.
  Prerequisites: Ki, Kiai.
  Effect: Great Kiai has the same effect as Kiai, with one 
  additional element: if your opponent fails his save, he is ﬂat-
  footed for a number of rounds equal to 1 plus your Charisma 
  modiﬁer. This ability counts against your Ki. You may only 
  call on your Ki (for any purpose) a number of times per day 
  equal to your Wisdom modiﬁer. Calling on Ki is a move-
  equivalent action.
  Special: Great Kiai cannot be learned by characters whose 
  only martial arts style is a non-aesthetic style.
  Hypnotic Gestures 
  By weaving your hands or weapons in intricate patterns, you 
  fascinate your opponent, rendering him vulnerable.
  Prerequisites: Ki and one of the following: Arnis, Cobra, 
  Ninjutsu.
  Effect: You fascinate up to 2d4 HD of creatures for as 
  long as you maintain your gestures. Once you stop making 
  hypnotic gestures, the effects wear off in two rounds, giving 
  you time to either attack your foes or make a Hide check. 
  
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  This ability counts against your Ki. You may only call on 
  your Ki (for any purpose) a number of times per day equal to 
  your Wisdom modiﬁer.
  Special: Hypnotic Gestures cannot be learned by 
  characters whose only martial arts style is a non-aesthetic 
  style.
  Inner Peace 
  Your inner strength allows you to ignore fatigue, hunger, 
  thirst, and other deprivations of the body.
  Prerequisite: Ki, Inner Strength, Wisdom 15+.
  Effect: Anytime you would take damage from the 
  environment (starvation, thirst, heat, cold, etc.), you may 
  call on your Ki to ignore that damage. The effect of using 
  this ability while you are fatigued or exhausted is equivalent 
  resting a number of hours equal to your Wisdom modiﬁer. 
  You can still only use your Ki (for any purpose) a number of 
  times per day equal to your Wisdom modiﬁer.
  Normal: See “The Environment” and “Starvation and 
  Thirst” on page 213 of the d20 Modern Roleplaying Game 
  for information on the normal effects of the environment on 
  characters.
  Special: Inner Peace cannot be learned by characters 
  whose only martial arts style is a non-aesthetic style.
  Inner Power 
  Your inner strength allows you to perform feats of strength 
  an ordinary man would ﬁnd impossible.
  Prerequisite: Ki, Inner Strength, Concentration 5 ranks.
  Effect: You may add your Wisdom modiﬁer to your 
  Strength. This duration is equal to your concentration skill. 
  This ability counts against your Ki. You may only call on 
  your Ki (for any purpose) a number of times per day equal to 
  your Wisdom modiﬁer.
  Special: Inner Power cannot be learned by characters 
  whose only martial arts style is a non-aesthetic style.
  Inner Strength 
  Your mastery of Ki makes it very difﬁcult to rattle or 
  manipulate you.
  Prerequisite: Ki
  Effect: You may reroll any Will saving throw and take 
  the best result. This ability also allows you to reroll a Level 
  check to resist Intimidation. This ability counts against your 
  Ki. You may only call on your Ki (for any purpose) a number 
  of times per day equal to your Wisdom modiﬁer.
  Special: Inner Strength cannot be learned by characters 
  whose only martial arts style is a non-aesthetic style.
  Ki 
  You have begun to explore the mysteries of your inner 
  power.
  Prerequisites: Wisdom 13+.
  Effect: You may call on your Ki for calm while under 
  stress. This allows you to respond to changing conditions 
  on the battleﬁeld more quickly than those who lose their 
  composure. You may add your Wisdom modiﬁer to any 
  attack, initiative, or skill check. You may call on your Ki a 
  number of times per day equal to your Wisdom modiﬁer. 
  Calling on Ki is a move-equivalent action.
  Special: Ki cannot be learned by characters whose only 
  martial arts style is a non-aesthetic style.
  Kiai 
  You can emit a startling war-cry in combat to rattle your 
  opponent and gain an advantage.
  Prerequisites: Ki.
  Effect: Once per battle, you may emit a Kiai Shout, 
  which renders your target ﬂat-footed for one round unless he 
  succeeds in a Will save (DC 15 + your Charisma modiﬁer). 
  This ability counts against your Ki. You may only call on 
  your Ki (for any purpose) a number of times per day equal to 
  
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  Chapter 2: Martial Arts
  your Wisdom modiﬁer. Calling on Ki is a move-equivalent 
  action.
  Special: Kiai cannot be learned by characters whose only 
  martial arts style is a non-aesthetic style.
  Wuxia 
  You are capable of tremendous leaps that can approach 
  ﬂight.
  Prerequisite: Ki, Inner Strength, Concentration 8 ranks.
  Effect: You add your Concentration skill to your Jump 
  skill.  This ability has a duration in rounds equal to your 
  concentration skill. Also, your maximum jumping distance 
  is not limited by your speed or height.  Furthermore, your 
  jumping distance is not counted against your speed moved 
  for the round, allowing you to cover a tremendous amount of 
  ground in a short period of time with this ability.  Each use 
  of this ability counts against your Ki. You may only call on 
  your Ki (for any purpose) a number of times per day equal to 
  your Wisdom modiﬁer.  Calling on Ki is a move-equivalent 
  action.
  Special: Wuxia may not be learned by characters whose 
  only martial arts style is a non-aesthetic style.
  Martial 
  Arts 
  Mastery
  “Well, you know how Japanese men are.”
  Both women laughed, “Darlin’, I think I know more about 
  them than you do, but yeah, I know exactly what you mean.”
  Kimmy blushed, then laughed again, “So that big guy 
  followed you all the way here, huh? He seems crazy, but 
  neat.”
  Now it was Brianna’s turn to blush, but she hid it behind 
  a veil of cigarette smoke, exhaling and handing it back to 
  Kimmy, “Neat, huh? He can be that. But there’s more to him 
  than meets the eye. Still, there’s nothing between him and me 
  anymore. Ancient history.”
  “Ancient history, huh? Maybe I should go see him, then.”
  Brianna laughed as the girl got up to leave. “You stay put, 
  darlin’. He’s not your type, anyway.”
  Kimmy sat back down and, after one last drag, put the 
  cigarette out. “So, when are they going to announce the ﬁnal 
  order, anyway?”
  Brianna sobered suddenly, remembering what her father 
  had said to her. “Early. Like they do everything else in this 
  country. Nervous?”
  “Shimatta!”
  Brianna smiled, “Well then, don’t worry about it. Get some 
  sleep.”
  Minutes later, Bri was snoring ﬁtfully. But Kimiko was still 
  awake. Staring up at the ceiling in the darkness.
  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. These are the Martial Arts 
  Masters. They study in dojos and gymnasiums across the 
  world, always seeking perfection. There are as many types 
  of Martial Arts Masters as there are martial arts. The list 
  of styles below is by no means exhaustive, and GMs are 
  encouraged to design new styles based on their own research 
  and personal experience.
  Each style mastery has two lists: Mastery Abilities and 
  Bonus Feats. These are the abilities gained by Martial 
  Arts Masters as they rise in level. Also included is the 
  Contemplative Mastery “style.” This notes the additional 
  abilities available to the Contemplative Master advanced 
  class as the character rises in level.
  Aikido
  Mastery: Accurate Grapple 1, Accurate Grapple 2, 
  Acrobatics Mastery 1, Block Mastery 1, Block Mastery 
  2, Block Mastery 3, Dodge Mastery 1, Dodge Mastery 2, 
  Dodge Mastery 3.
  Bonus Feats: Acrobatic, Alertness, Athletic, Block, 
  Disarm Block, Improved Block, Lock Block, Choke Hold, 
  Combat Expertise, Combat Reﬂexes, Combat Throw, 
  Dodge, Elusive Target, Hip Throw, Improved Combat 
  Throw, Improved Initiative, Instant Stand, Lightning 
  Reﬂexes, Mobility, Momentum Throw, Spring Attack, Poise, 
  Unbalance Opponent.
  Arnis
  Mastery: Block Mastery 1, Block Mastery 2, Hard 
  Escrima Stick 1, Pressure Points 1, Pressure Points 2, 
  Pressure Points 3, Weapon Mastery 1, Weapon Mastery 2, 
  Weapon Mastery 3.
  Bonus Feats: Advanced Two-Weapon Fighting, Athletic, 
  Blind-ﬁght, Block, Improved Block, Body Blow, Cleave, 
  Combat Expertise, Combat Reﬂexes, Dodge, Hook, 
  Improved Initiative, Jab, Mobility, Nerve Strike, Numbing 
  Strike, Power Attack, Spring Attack, Weapon Focus.
  Boar
  Mastery: Accurate Grapple 1, Accurate Grapple 2, 
  Accurate Grapple 3, Block Mastery 1, Hard Grapple 1, Hard 
  Grapple 2, Hard Grapple 3, Hard Head 1, Hard Head 2.
  Bonus Feats: Advanced Rush, Athletic, Bear Hug, Block, 
  Improved Block, Lock Block, Body Blow, Combat Reﬂexes, 
  Combat Throw, Great Fortitude, Head Butt, Heart Punch, 
  Improved Combat Throw, Improved Damage Threshold, Jab, 
  Poise, Power Attack, Rush.
  Boxing
  Mastery: Accurate Punch 1, Accurate Punch 2, Accurate 
  Punch 3, Block Mastery 1, Block Mastery 2, Hard Punch 1, 
  
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  Hard Punch 2, Hard Punch 3, Stunning Punch 1.
  Bonus Feats: Athletic, Banter, Block, Improved Block, 
  Body Blow, Combat Reﬂexes, Counterstrike, Endurance, 
  Great Fortitude, Haymaker, Head Butt, Hook, Improved 
  Damage Threshold, Improved Feint, Improved Knockout 
  Punch, Jab, Kidney Punch, Knockout Punch, Power Attack, 
  Renown, Toughness, Uppercut, Windfall.
  Capoeira
  Mastery: Acrobatics Mastery 1, Acrobatics Mastery 2, 
  Acrobatics Mastery 3, Accurate Kick 1, Accurate Kick 2, 
  Dodge Mastery 1, Dodge Mastery 2, Dodge Mastery 3, Hard 
  Kick 1.
  Bonus Feats: Acrobatic, Alertness, Archaic Weapons 
  Proﬁciency, Athletic, Axe Kick, Back Kick, Block, Improved 
  Block, Circle Kick, Combat Expertise, Combat Reﬂexes, 
  Dodge, Dodge Roll, Flying Kick, Jab, Jump Kick, Leg 
  Sweep, Lightning Reﬂexes, Mobility, Poise, Snap Kick, 
  Spring Attack, Weapon Focus (knife, machete, or staff).
  Cat
  Mastery: Accurate Punch 1, Acrobatics Mastery 1, 
  Acrobatics Mastery 2, Acrobatics Mastery 3, Block Mastery 
  1, Dodge Mastery 1, Dodge Mastery 2, Dodge Mastery 3, 
  Shadow Mastery 1.
  Bonus Feats: Acrobatic, Alertness, Athletic, Attentive, 
  Back Kick, Blind-Fight, Block, Improved Block, Circle 
  Kick, Combat Expertise, Combat Reﬂexes, Dodge, Dodge 
  Roll, Elusive Target, Improved Initiative, Instant Stand, Jab, 
  Jump Kick, Mobility, Nimble, Poise, Spring Attack, Stealthy, 
  Unbalance Opponent.
  Cobra
  Mastery: Accurate Punch 1, Accurate Punch 2, Accurate 
  Punch 3, Hard Punch 1, Pressure Points 1, Pressure Points 2, 
  Pressure Points 3, Stunning Punch 1, Stunning Punch 2.
  Bonus Feats: Alertness, Athletic, Block, Disarm Block, 
  Improved Block, Lock Block, Body Blow, Box Ears, 
  Combat Expertise, Combat Reﬂexes, Deceptive, Heart 
  Punch, Hook, Hypnotic Gestures, Improved Initiative, Jab, 
  Kidney Punch, Nimble, Poise, Silencing Strike, Stealthy.
  Commando Training
  Mastery: Accurate Kick 1, Accurate Punch 1, Accurate 
  Punch 2, Block Mastery 1, Dirty Tricks 1, Dirty Tricks 2, 
  Dirty Tricks 3, Hard Kick 1, Hard Punch 1
  Bonus Feats: Advanced Firearms, Alertness, Armor 
  Proﬁciency (light), Athletic, Burst Fire, Choke Hold, Combat 
  Expertise, Combat Reﬂexes, Combat Throw, Double Tap, 
  Far Shot, Heart Punch, Hip Throw, Hook, Jab, Kidney 
  Punch, Point Blank Shot, Precise Shot, Quick Draw, Quick 
  Reload, Rush, Silencing Strike, Stealthy, Weapon Focus.
  Contemplative
  Mastery: Acrobatics Mastery 1, Ki Mastery 1, Ki Mastery 
  2, Ki Mastery 3, Pressure Points 1, Pressure Points 2, 
  Pressure Points 3, Shadow Mastery 1, Shadow Mastery 2.
  Bonus Feats: Animal Afﬁnity, Attentive, Blind-Fight, 
  Disarm Block, Lock Block, Focused, Hypnotic Gestures, 
  Inner Peace, Inner Power, Inner Strength, Instant Stand, Iron 
  Will, Ki, Kiai, Great Kiai, Surgery, Zen Archery.
  Dragon
  Mastery: Accurate Kick 1, Accurate Kick 2, Accurate 
  Kick 3, Acrobatics Mastery 1, Block Mastery 1, Block 
  Mastery 2, Block Mastery 3, Hard Kick 1, Hard Kick 2.
  Bonus Feats: Acrobatic, Archaic Weapons – Chinese, 
  Archaic Weapons – Japanese, Axe Kick, Block, Improved 
  Block, Circle Kick, Combat Expertise, Combat Reﬂexes, 
  Flying Kick, Heel Kick, Jab, Jump Kick, Poise, Power 
  Attack, Snap Kick, Thigh Kick, Toughness, Weapon Focus.
  Drunken Master
  Mastery: Acrobatics Mastery 1, Acrobatics Mastery 2, 
  Dirty Tricks 1, Dirty Tricks 2, Dirty Tricks 3, Dodge Mastery 
  1, Dodge Mastery 2, Dodge Mastery 3, Hard Kick 1.
  Bonus Feats: Acrobatic, Alertness, Athletic, Back Kick, 
  Block, Improved Block, Circle Kick, Combat Expertise, 
  Combat Reﬂexes, Deceptive, Dodge, Dodge Roll, Elusive 
  Target, Endurance, Eye Gouge, Ground Fighting, Advanced 
  Ground Fighting, Head Butt, Immovable, Instant Stand, Jab, 
  Jump Kick, Leg Sweep, Mobility, Snap Kick, Spring Attack, 
  Unbalance Opponent, Uppercut.
  Eagle
  Mastery: Accurate Disarm 1, Accurate Disarm 2, 
  Accurate Disarm 3, Block Mastery 1, Block Mastery 2, 
  Pressure Points 1, Pressure Points 2, Pressure Points 3, 
  Stunning Punch 1.
  Bonus Feats: Alertness, Athletic, Block, Disarm Block, 
  Improved Block, Body Blow, Box Ears, Combat Expertise, 
  Combat Reﬂexes, Dodge, Heart Punch, Hook, Improved 
  Initiative, Improved Knockout Punch, Instant Stand, Jab, 
  Kidney Punch, Knockout Punch, Poise, Power Attack.
  Fencing
  Mastery: Block Mastery 1, Block Mastery 2, Block 
  Mastery 3, Dodge Mastery 1, Dodge Mastery 2, Hard Rapier 
  1, Weapon Master 1, Weapon Master 2, Weapon Master 3.
  Bonus Feats: Agile Riposte, Block, Improved Block, 
  Disarm Block, Cleave, Combat Expertise, Combat Reﬂexes, 
  Dodge, Improved Initiative, Improved Feint, Mobility, Poise, 
  Power Attack, Rush, Advanced Rush, Two-Weapon Fighting, 
  Weapon Focus.
  
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  Chapter 2: Martial Arts
  Gatka
  Mastery: Block Mastery 1, Block Mastery 2, Dodge 
  Mastery 1, Dodge Mastery 2, Dodge Mastery 3, Hard 
  Weapon 1, Weapon Master 1, Weapon Master 2, Weapon 
  Master 3.
  Bonus Feats: Block, Improved Block, Poise, Advanced 
  Two-Weapon Fighting, Blind-Fight, Cleave, Combat 
  Expertise, Combat Reﬂexes, Improved Feint, Improved 
  Initiative, Power Attack, Toughness, Two-Weapon Fighting, 
  Weapon Finesse.
  Hapkido
  Mastery: Accurate Kick 1, Accurate Kick 2, Accurate 
  Kick 3, Accurate Throw 1, Acrobatics Mastery 1, Acrobatics 
  Mastery 2, Hard Kick 1, Hard Kick 2, Hard Kick 3.
  Bonus Feats: Acrobatic, Athletic, Axe Kick, Back Kick, 
  Block, Improved Block, Circle Kick, Combat Expertise, 
  Combat Reﬂexes, Combat Throw, Dodge, Flying Kick, Hip 
  Throw, Instant Stand, Jab, Jump Kick, Leg Sweep, Lightning 
  Reﬂexes, Mobility, Momentum Throw, Poise, Snap Kick, 
  Spring Attack.
  Jeet Kune Do
  Mastery: Accurate Kick 1, Accurate Kick 2, Accurate 
  Punch 1, Accurate Punch 2, Block Mastery 1, Block Mastery 
  2, Block Mastery 3, Hard Punch 1, Hard Kick 1.
  Bonus Feats: Acrobatic, Athletic, Back Kick, Banter, 
  Block, Disarm Block, Improved Block, Combat Expertise, 
  Combat Reﬂexes, Counterstrike, Improved Counterstrike, 
  Dodge, Improved Initiative, Instant Stand, Jab, Jump Kick, 
  Kidney Punch, Leg Sweep, Lightning Reﬂexes, Mobility, 
  Ridgehand, Snap Kick, Spring Attack, Uppercut.
  Jujutsu
  Mastery: Accurate Kick 1, Accurate Kick 2, Accurate 
  Grapple 1, Accurate Grapple 2, Accurate Grapple 3, Hard 
  Kick 1, Hard Kick 2, Hard Kick 3, Hard Grapple 1.
  Bonus Feats: Alertness, Athletic, Axe Kick, Back Kick, 
  Block, Improved Block, Lock Block, Body Blow, Choke 
  Hold, Circle Kick, Combat Expertise, Combat Reﬂexes, 
  Dodge, Heart Punch, Instant Stand, Jab, Jump Kick, Kidney 
  Punch, Knockout Punch, Leg Sweep, Lightning Reﬂexes, 
  Mobility, Poise, Power Attack, Ridgehand, Snap Kick, 
  Uppercut.
  Karate
  Mastery: Accurate Kick 1, Accurate Punch 1, Accurate 
  Punch 2, Accurate Punch 3, Block Mastery 1, Hard Kick 1, 
  Hard Punch 1, Hard Punch 2, Hard Punch 3.
  Bonus Feats: Acrobatic, Alertness, Archaic Weapons – 
  Japanese, Athletic, Axe Kick, Block, Improved Block, Body 
  Blow, Circle Kick, Combat Expertise, Combat Reﬂexes, 
  Dodge, Great Fortitude, Heart Punch, Immovable, Instant 
  Stand, Jab, Kidney Punch, Leg Sweep, Poise, Power Attack, 
  Ridgehand, Snap Kick, Sunder, Toughness.
  Kendo
  Mastery: Block Mastery 1, Block Mastery 2, Block 
  Mastery 3, Dodge Mastery 1, Hard Katana 1, Stunning 
  Strike 1, Weapon Mastery 1, Weapon Mastery 2, Weapon 
  Mastery 3.
  Bonus Feats: Agile Riposte, Athletic, Blind-Fight, Block, 
  Improved Block, Bushido, Cleave, Combat Expertise, 
  Combat Reﬂexes, Counterstrike, Dodge, Great Cleave, 
  Iaijutsu, Improved Two-Weapon Fighting, Poise, Power 
  Attack, Quick Draw, Toughness, Two-Weapon Fighting, 
  Weapon Focus.
  Kobujutsu
  Mastery: Block Mastery 1, Dirty Tricks 1, Disarm 
  Mastery 1, Disarm Mastery 2, Disarm Mastery 3, Stunning 
  Attack 1, Weapon Mastery 1, Weapon Mastery 2, Weapon 
  Mastery 3.
  Bonus Feats: Advanced Two-Weapon Fighting, Agile 
  Riposte, Alertness, Athletic, Blind-Fight, Block, Improved 
  Block, Disarm Block, Body Blow, Combat Expertise, 
  Combat Reﬂexes, Dodge, Improved Disarm, Improved Two-
  Weapon Fighting, Jab, Karate, Mobility, Poise, Snap Kick, 
  Stealthy, Weapon Focus.
  Kung Fu
  Mastery: Accurate Punch 1, Accurate Punch 2, Accurate 
  Kick 1, Accurate Kick 2, Accurate Kick 3, Acrobatics 
  Mastery 1, Hard Kick 1, Hard Kick 2, Hard Kick 3.
  Bonus Feats: Acrobatic, Alertness, Athletic, Axe Kick, 
  Back Kick, Blind-Fight, Block, Improved Block, Choke 
  Hold, Circle Kick, Cobra, Combat Expertise, Combat 
  Reﬂexes, Dragon, Drunken Master, Flying Kick, Heart 
  Punch, Heel Kick, Instant Stand, Jab, Jump Kick, Leopard, 
  Power Attack, Ridgehand, Snap Kick, Tiger, White Crane.
  Kyudo
  Mastery: Dodge Mastery 1, Dodge Mastery 2, Pressure 
  Points 1, Pressure Points 2, Pressure Points 3, Shadow 
  Mastery 1, Weapon Mastery 1, Weapon Mastery 2, Weapon 
  Mastery 3.
  Bonus Feats: Alertness, Athletic, Blind-Fight, Block, 
  Improved Block, Combat Expertise, Dead Aim, Far Shot, 
  Iaijutsu, Nerve Strike, Numbing Strike, Point Blank Shot, 
  Precise Shot, Weapon Focus.
  Leopard
  Mastery: Accurate Punch 1, Accurate Punch 2, Accurate 
  Punch 3, Accurate Kick 1, Block Mastery 1, Block Mastery 
  2, Hard Punch 1, Hard Punch 2, Hard Punch 3.
  Bonus Feats: Acrobatic, Advanced Rush, Alertness, 
  Athletic, Back Kick, Block, Improved Block, Circle Kick, 
  Combat Expertise, Combat Reﬂexes, Dodge, Flying Kick, 
  Great Fortitude, Immovable, Instant Stand, Jab, Jump Kick, 
  Mobility, Poise, Power Attack, Rush, Snap Kick, Stealthy.
  
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  Lua
  Mastery: Accurate Grapple 1, Accurate Grapple 2, 
  Accurate Grapple 3, Block Mastery 1, Hard Grapple 1, Hard 
  Grapple 2, Pressure Points 1, Pressure Points 2, Pressure 
  Points 3.
  Bonus Feats: Alertness, Athletic, Bear Hug, Block, 
  Improved Block, Lock Block, Choke Hold, Combat 
  Expertise, Combat Reﬂexes, Combat Throw, Ground 
  Fighting, Hip Throw, Immovable, Improved Combat Throw, 
  Nerve Strike, Numbing Strike, Power Attack.
  Monkey
  Mastery: Accurate Kick 1, Accurate Punch 1, Acrobatics 
  Mastery 1, Acrobatics Mastery 2, Acrobatics Mastery 3, 
  Dirty Tricks 1, Dodge Mastery 1, Dodge Mastery 2, Dodge 
  Mastery 3.
  Bonus Feats: Acrobatic, Advanced Rush, Alertness, 
  Athletic, Back Kick, Block, Improved Block, Box Ears, 
  Combat Expertise, Combat Reﬂexes, Dodge, Dodge Roll, 
  Drunken Master, Elusive Target, Immovable, Improved 
  Initiative, Instant Stand, Jab, Leg Sweep, Mobility, 
  Momentum Throw, Poise, Rush, Spring Attack, Stagger, 
  Stealthy, Unbalance Opponent.
  Naginata-do
  Mastery: Block Mastery 1, Block Mastery 2, Dodge 
  Mastery 1, Dodge Mastery 2, Dodge Mastery 3, Hard 
  Naginata 1, Weapon Mastery 1, Weapon Mastery 2, Weapon 
  Mastery 3.
  Bonus Feats: Acrobatic, Agile Riposte, Alertness, 
  Athletic, Blind-Fight, Block, Improved Block, Cleave, 
  Combat Expertise, Combat Reﬂexes, Dodge, Dodge Roll, 
  Instant Stand, Mobility, Spring Attack, Power Attack.
  Ninjutsu
  Mastery: Accurate Kick 1, Accurate Kick 2, Accurate 
  Punch 1, Dirty Tricks 1, Dirty Tricks 2, Dodge Mastery 1, 
  Dodge Mastery 2, Shadow Mastery 1, Shadow Mastery 2.
  Bonus Feats: Acrobatic, Alertness, Archaic Weapons 
  – Japanese, Athletic, Blind-Fight, Box Ears, Choke Hold, 
  Combat Expertise, Combat Reﬂexes, Combat Throw, 
  Deceptive, Dodge, Frightful Presence, Head Butt, Heart 
  Punch, Improved Initiative, Instant Stand, Kidney Punch, 
  Low Proﬁle, Mobility, Nimble, Poise, Silencing Strike, 
  Stealthy.
  Panther
  Mastery: Accurate Kick 1, Accurate Kick 2, Accurate 
  Kick 3, Accurate Punch 1, Hard Kick 1, Hard Kick 2, 
  Shadow Mastery 1, Shadow Mastery 2, Shadow Mastery 3.
  Bonus Feats: Alertness, Athletic, Back Kick, Blind-Fight, 
  Block, Improved Block, Circle Kick, Combat Expertise, 
  Combat Reﬂexes, Dodge, Ground Fighting, Advanced 
  Ground Fighting, Heel Kick, Hook, Improved Damage 
  Threshold, Improved Initiative, Jab, Jump Kick, Leg Sweep, 
  Poise, Power Attack, Rush, Advanced Rush, Snap Kick, 
  Stealthy, Thigh Kick, Toughness, Track.
  Pentjak Silat
  Mastery: Accurate Kick 1, Accurate Kick 2, Accurate 
  Kick 3, Pressure Points 1, Pressure Points 2, Pressure Points 
  3, Stunning Strike 1, Stunning Strike 2, Weapon Mastery 1 
  (Weapons from Indonesian weapons group only).
  Bonus Feats: Acrobatic, Alertness, Archaic Weapons – 
  Indonesian, Athletic, Axe Kick, Back Kick, Block, Improved 
  Block, Circle Kick, Combat Expertise, Combat Reﬂexes, 
  Dodge, Elbow Slam, Heel Kick, Immovable, Jab, Jump 
  Kick, Leg Sweep, Nerve Strike, Poise, Snap Kick, Two-
  Weapon Fighting, Weapon Focus, Weapon Finesse.
  Praying Mantis
  Mastery: Accurate Elbow 1, Accurate Kick 1, Accurate 
  Kick 2, Accurate Kick 3, Hard Kick 1, Hard Kick 2, Pressure 
  Points 1, Pressure Points 2, Pressure Points 3.
  Bonus Feats: Alertness, Athletic, Back Kick, Block, 
  Improved Block, Circle Kick, Combat Expertise, Combat 
  Reﬂexes, Dodge, Elbow Slam, Heel Kick, Immovable, 
  Improved Initiative, Instant Stand, Jab, Mobility, Nerve 
  Strike, Numbing Strike, Poise, Power Attack, Shao-Lin 
  Kung Fu, Snap Kick, Stealthy.
  Python
  Mastery: Accurate Grapple 1, Accurate Grapple 2, 
  Accurate Grapple 3, Block Mastery 1, Block Mastery 2, 
  Hard Grapple 1, Hard Grapple 2, Hard Grapple 3, Shadow 
  Mastery 1.
  Bonus Feats: Alertness, Athletic, Bear Hug, Block, 
  Improved Block, Lock Block, Choke Hold, Combat 
  Expertise, Combat Reﬂexes, Dodge, Endurance, Eye Gouge, 
  Ground Fighting, Advanced Ground Fighting, Immovable, 
  Improved Damage Threshold, Jab, Nimble, Pentjak Silat, 
  Poise, Shao-Lin Kung Fu, Stealthy, Toughness.
  ROSS
  Mastery: Accurate Grapple 1, Accurate Grapple 2, 
  Accurate Punch 1, Accurate Punch 2, Accurate Punch 3, 
  Hard Grapple 1, Hard Punch 1, Hard Punch 2, Hard Punch 3.
  Bonus Feats: Athletic, Bear Hug, Block, Improved 
  Block, Body Blow, Choke Hold, Combat Expertise, Combat 
  Reﬂexes, Combat Throw, Haymaker, Hip Throw, Hook, 
  Improved Combat Throw, Jab, Power Attack, Toughness, 
  Uppercut.
  Savate
  Mastery: Accurate Kick 1, Accurate Kick 2, Accurate 
  Kick 3, Acrobatics Mastery 1, Acrobatics Mastery 2, Block 
  Mastery 1, Hard Kick 1, Hard Kick 2, Hard Kick 3.
  Bonus Feats: Acrobatic, Archaic Weapons Proﬁciency, 
  Athletic, Axe Kick, Back Kick, Block, Improved Block, 
  Circle Kick, Combat Expertise, Combat Reﬂexes, Dodge, 
  
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  Chapter 2: Martial Arts
  Flying Kick, Heel Kick, Immovable, Instant Stand, Jab, 
  Jump Kick, Leg Sweep, Power Attack, Snap Kick, Thigh 
  Kick.
  School of Hard 
  Knocks
  Mastery: Accurate Punch 1, Accurate Kick 1, Block 
  Mastery 1, Dirty Tricks 1, Dirty Tricks 2, Dirty Tricks 3, 
  Dodge Mastery 1, Hard Punch 1, Hard Kick 1.
  Bonus Feats: Athletic, Bear Hug, Box Ears, Choke Hold, 
  Combat Reﬂexes, Eye Gouge, Haymaker, Hook, Improved 
  Brawl, Improved Damage Threshold, Improvised Weapon 
  Proﬁciency, Kidney Punch, Toughness, Uppercut.
  Scorpion
  Mastery: Accurate Punch 1, Accurate Punch 2, Accurate 
  Punch 3, Hard Punch 1, Pressure Points 1, Pressure Points 2, 
  Pressure Points 3, Stunning Attack 1, Stunning Attack 2.
  Bonus Feats: Alertness, Athletic, Block, Improved Block, 
  Body Blow, Box Ears, Choke Hold, Combat Expertise, 
  Combat Reﬂexes, Combat Throw, Dodge, Heart Punch, Hip 
  Throw, Immovable, Improved Combat Throw, Jab, Mobility, 
  Nerve Strike, Nimble, Numbing Strike, Spring Attack.
  Shao-Lin
  Mastery: Accurate Kick 1, Accurate Kick 2, Accurate 
  Kick 3, Dodge Mastery 1, Hard Kick 1, Hard Kick 2, 
  Shadow Mastery 1, Shadow Mastery 2, Shadow Mastery 3.
  Bonus Feats: Acrobatic, Archaic Weapons – Chinese, 
  Athletic, Back Kick, Block, Improved Block, Circle Kick, 
  Combat Expertise, Combat Reﬂexes, Dodge, Improved 
  Initiative, Flying Kick, Heel Kick, Immovable, Jab, Jump 
  Kick, Leg Sweep, Ridgehand, Snap Kick, Stealthy, Thigh 
  Kick.
  Sojitsu
  Mastery: Block Mastery 1, Block Mastery 2, Block 
  Mastery 3, Dodge Mastery 1, Hard Spear 1, Weapon Mastery 
  1, Weapon Mastery 2, Weapon Mastery 3.
  Bonus Feats: Agile Riposte, Alertness, Athletic, Block, 
  Improved Block, Cleave, Combat Expertise, Combat 
  Reﬂexes, Dodge, Great Cleave, Power Attack, Weapon 
  Focus.
  Sumo Wrestling
  Mastery: Accurate Grapple 1, Accurate Grapple 2, 
  Accurate Grapple 3, Accurate Punch 1, Accurate Punch 
  2, Hard Grapple 1, Hard Grapple 2, Hard Grapple 3, Hard 
  Punch 1.
  Bonus Feats: Bear Hug, Block, Improved Block, Lock 
  Block, Box Ears, Choke Hold, Combat Expertise, Combat 
  Reﬂexes, Combat Throw, Heart Punch, Hip Throw, Hook, 
  Immovable, Improved Combat Throw, Improved Damage 
  Threshold, Jab, Power Attack, Renown, Toughness, 
  Windfall.
  TaeKwonDo
  Mastery: Accurate Kick 1, Accurate Kick 2, Accurate 
  Kick 3, Acrobatics Mastery 1, Acrobatics Mastery 2, Dodge 
  Mastery 1, Hard Kick 1, Hard Kick 2, Hard Kick 3.
  Bonus Feats: Acrobatic, Archaic Weapons – Korean, 
  Athletic, Axe Kick, Back Kick, Block, Improved Block, 
  Circle Kick, Combat Expertise, Combat Reﬂexes, Flying 
  Kick, Hapkido, Heel Kick, Immovable, Improved Initiative, 
  Instant Stand, Jump Kick, Leg Sweep, Snap Kick, Thigh 
  Kick.
  Thai Kickboxing
  Mastery: Accurate Kick 1, Accurate Kick 2, Accurate 
  Kick 3, Block Mastery 1, Hard Kick 1, Hard Kick 2, Hard 
  Kick 3, Hard Punch 1, Hard Punch 2.
  Bonus Feats: Block, Improved Block, Body Blow, Circle 
  Kick, Elbow Slam, Haymaker, Head Butt, Heart Punch, Heel 
  Kick, Hook, Instant Stand, Jab, Kidney Punch, Leg Sweep, 
  Snap Kick, Thigh Kick, Uppercut.
  Tiger
  Mastery: Accurate Punch 1, Accurate Punch 2, Accurate 
  Punch 3, Acrobatics Mastery 1, Block Mastery 1, Block 
  Mastery 2, Hard Punch 1, Hard Punch 2, Hard Punch 3.
  Bonus Feats: Acrobatic, Alertness, Athletic, Block, 
  Improved Block, Body Blow, Combat Expertise, Combat 
  Reﬂexes, Elusive Target, Eye Gouge, Ground Fighting, 
  Haymaker, Heart Punch, Hook, Jab, Kidney Punch, Power 
  Attack, Stealthy, Unbalance Opponent, Uppercut.
  White Crane
  Mastery: Accurate Kick 1, Accurate Kick 2, Accurate 
  Kick 3, Acrobatics Mastery 1, Hard Kick 1, Hard Kick 2, 
  Pressure Points 1, Pressure Points 2, Pressure Points 3.
  Bonus Feats: Acrobatic, Alertness, Athletic, Back Kick, 
  Block, Improved Block, Circle Kick, Combat Expertise, 
  Combat Reﬂexes, Dodge, Dodge Roll, Flying Kick, Heel 
  Kick, Immovable, Improved Initiative, Instant Stand, Jump 
  Kick, Leg Sweep, Mobility, Snap Kick, Spring Attack, Thigh 
  Kick.
  Wing Chun
  Mastery: Accurate Kick 1, Accurate Kick 2, Accurate 
  Kick 3, Block Mastery 1, Hard Kick 1, Hard Kick 2, Hard 
  Kick 3, Weapon Mastery 1, Weapon Mastery 2.
  Bonus Feats: Acrobatic, Archaic Weapons – Chinese, 
  Athletic, Back Kick, Block, Improved Block, Circle Kick, 
  Cleave, Combat Expertise, Combat Reﬂexes, Great Cleave, 
  Heel Kick, Immovable, Improved Two-Weapon Fighting, 
  Instant Stand, Jab, Jump Kick, Leg Sweep, Ridgehand, Snap 
  Kick, Thigh Kick, Two-Weapon Fighting, Weapon Focus, 
  Weapon Finesse.
  
  43 of 65
  Chapter 2: Martial Arts
  Mastery 
  Definitions
  Mastery abilities are the most advanced 
  techniques available to students of the martial 
  arts. They allow practitioners 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.
  Level 3 Mastery abilities are the most potent abilities 
  of all. At ﬁrst glance, it might seem that these abilities are 
  not balanced. However, keep in mind that since a Martial 
  Arts Master only gains ﬁve Mastery abilities, (see the 
  Contemplative Master and Martial Arts Master Advanced 
  Classes) no character can ever have more than one level 3.
  Accurate Strike 1
  You gain a +1 Base Attack Bonus to the designated attack. 
  If you apply this ability to Grapple or Trip attacks, then the 
  bonus also applies to any opposed check you is required to 
  make.
  Accurate Strike 2
  You gain a +1 Base Attack Bonus to the designated attack.
  Accurate Strike 3
  You 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
  You gain a +1 to all Balance, Climb, Escape Artist, Jump, 
  and Tumble skill checks.
  Acrobatics Mastery 2
  You gain a +1 to all Balance, Climb, Escape Artist, Jump, 
  and Tumble skill checks.
  Acrobatics Mastery 3
  You may take 20 on Balance, Climb, Escape Artist, Jump, or 
  Tumble checks once per round, even while under stress, and 
  without taking any extra time (taking 20 normally takes 20 
  times as long).
  Block Mastery 1
  You gain a +1 Base Attack Bonus for blocking.
  Block Mastery 2
  You gain a +1 Base Attack Bonus for blocking.
  Block Mastery 3
  You may automatically Block one attack of your choice 
  each round. This ability will even affect True Strike attacks 
  granted by Accurate Strike Mastery.
  Dirty Tricks 1
  You render your target ﬂat-footed for one attack per day.
  Dirty Tricks 2
  As above, except you may use the ability one additional time 
  per day.
  Dirty Tricks 3
   One attack per day against a ﬂat-footed opponent is 
  automatically a critical.
  Dodge Mastery 1
  You gain a +1 Dodge bonus to Defense against melee 
  attacks.
  Dodge Mastery 2
  You gain a +1 Dodge bonus to Defense against melee 
  attacks.
  Dodge Mastery 3
  Once per round, you may attempt to roll with a blow, making 
  a Tumble check against any successful attack. If this Tumble 
  check exceeds the attack roll, you only suffer minimum 
  damage from this attack.
  Hard Strike 1
  The damage from the designated attack increases by one die 
  size (e.g. from 1d4 to 1d6).
  Hard Strike 2
  The damage from the designated attack increases by one die 
  size (e.g. from 1d4 to 1d6).
  Hard Strike 3
  Your attacks deal an extra die of damage (e.g. if your kick 
  attacks deal 1d8, they now deal 2d8).
  Ki Mastery 1
  You may use your Ki one additional time per day.
  Ki Mastery 2
  You may use your Ki one additional time per day.
  Ki Mastery 3
  You may use your Ki to heal yourself of 1d4 points of 
  damage plus an amount equal to
  your Wisdom modiﬁer.
  
  44 of 65
  Chapter 2: Martial Arts
  Pressure Points 1
  This ability allows you to use the Pressure Points skill an 
  additional time per combat.
  Pressure Points 2
  This ability increases the damage bonus granted by Pressure 
  Points by +1d6.
  Pressure Points 3
  You may use Pressure Points to blind or paralyze an 
  opponent who fails a Fortitude save (DC 10 + your skill 
  ranks in Pressure Points – target’s level) for 1–4 rounds plus 
  1 round for every 5 ranks you have in the Pressure Points 
  skill.
  Shadow Mastery 1
   You gain a +2 bonus to Hide and Move Silently skill checks.
  Shadow Mastery 2
  You gain a +2 bonus to Hide and Move Silently skill checks.
  Shadow Mastery 3
  You gain the Light Walk ability, which adds your ranks in 
  the Hide skill to the DC of any tracking check made against 
  you.
  Stunning Strike 1
  Once per day, you can force an opponent hit by a Punch to 
  make a Fortitude save (DC 10 + your Strength modiﬁer + 
  your level – target’s level) or be stunned for 1–4 rounds.
  Stunning Strike 2
  You may use your Stunning Strike one additional time per 
  day.
  Weapon Mastery 1
  You gain a +1 to hit and damage with one melee weapon. 
  Depending upon the style through which you gain this 
  mastery, it may apply to one speciﬁc weapon or to a weapon 
  of your choice (within the list of weapons taught by that 
  speciﬁc martial arts style).
  Weapon Mastery 2
  You gain a +1 threat modiﬁer with one melee weapon. 
  Depending upon the style through which you gain this 
  mastery, it may apply to one speciﬁc weapon or to a weapon 
  of your choice (within the list of weapons taught by that 
  speciﬁc martial arts style). However, this modiﬁer must 
  apply to the same weapon you chose for Weapon Mastery 1.
  Weapon Mastery 3
  Once per day, you may add your Martial Arts Master class 
  level to one attack or damage roll with your chosen weapon.
  
  45 of 65
  Chapter 3: Martial Arts weapons
  Chapter: 3 Martial Arts 
  Weapons
  Both men spoke in unison, then downed 
  their shot glasses. “Banzai!”
  Max slammed his ﬁst on the table as he 
  bit down on the lime in his other hand. “God damn that’s 
  awful.”
  Katsumoto laughed, leaning back in his chair and 
  propping his feet up on the table. “Well, this is Japan. What 
  did you expect? Don’t look at me, I suggested the rice wine.”
  Max had ﬁlled the shot glasses again, muttering under his 
  breath. “You would. That shit has no taste. No wonder you 
  guys lost the war.”
  Katsumoto just smiled, “You always seek the advantage in 
  every encounter. Even here, you see if you can anger me by 
  mentioning the war. I wonder what would happen if we ever 
  fought, you and I. You play the brawler, the ‘hick,’ but I know 
  better. Just like I know better when it comes to you and my 
  daughter.”
  Seeing the old man wave off the tequila, Max shrugged 
  and downed that too. “Well, we might just get to see. They 
  post in what, three hours?”
  Katsumoto stretched, sitting up and pouring himself 
  another. “Oyaoya! Is it that early? This is what I get for 
  drinking with a barbarian.”
  Max laughed and toasted the old man. “See, we’re not so 
  different you and I. I think Bri sees it too.”
  Katsumoto just nodded. “She hates us both.”
  Max laughed, but he noticed the old man had no 
  inclination to sleep, despite his bitching, and poured two 
  more shots. The only one who could sleep on a night like 
  this, with the ﬁnal ﬁghting order being announced tomorrow, 
  was Bri.
  “Banzai!”
  Rather than placing all weapons of non-Western cultures 
  into the exotic weapons category, Blood and Fists groups the 
  weapons of different cultures along broad lines, simulating 
  the grouping found in the Archaic Weapons group in the 
  d20 Modern Roleplaying Game, but with a different cultural 
  slant. Consider the d20 Modern Archaic Weapons to be the 
  “Western European” Archaic Weapons group. In some cases, 
  the weapons of a land are broken down into slightly smaller 
  categories, thus the weapons of Kobujutsu are separated 
  from the weapons of the Samurai in the case of Japanese 
  weapons.
  Ashiko
  The Ashiko were worn on the feet by Ninja, both as a 
  climbing aid and as a weapon if needed. The wielder adds 
  +2 to her Kick damage, and gains a +2 equipment bonus on 
  Climb checks.
  Balisong
  The so-called “butterﬂy knife” is extremely easy to conceal, 
  the entire blade ﬁtting into the handle.
  Bo Staff
  (also on the Chinese list as the Pam)
  The Bo Staff is typically six feet long (common practice is to 
  cut the staff the same height as the wielder), and is used two-
  handed like a sword rather than like a traditional staff. Since 
  the Bo is used two-handed, the wielder gains one-and-a-half 
  times his Strength modiﬁer when using it.
  Chain
  (also called Manriki-Gusari)
  This weapon is one of the most difﬁcult martial arts 
  weapons to learn, but it is also one of the most powerful 
  in the hands of the skilled user. The Chain may either be 
  used as a reach weapon (with a reach of 10 feet) or a double 
  weapon, and it grants the wielder a +2 equipment bonus on 
  Trip and Disarm attacks.
  Kyoketsu-Shogi: This variation on the Chain is closely 
  associated with the ninja. Rather than simply a weighted 
  chain at each end, the Kyoketsu-Shogi has a hooked blade at 
  one end, which not only allows the wielder to stab with the 
  weapon (inﬂicting piercing damage rather than bludgeoning 
  damage if desired), but also acts as a grappling hook, 
  granting the user a +2 bonus on Climb checks.
  Kusari-Gama: This variation on the Chain has a Kama at 
  one end, and the regular weighted chain at the other. It grants 
  the climbing bonus of the Kyoketsu-Shogi.
  Chut Gieh: This is the Chinese Chain, typically composed 
  of seven sections of metal linked with chain. It is otherwise 
  identical to the standard Chain described above.
  Buddhist Prayer Beads: These weapons were so often 
  used as concealed weapons that their use (with statistics 
  identical to the standard chain) is taught in many American 
  Kung Fu dojos to this day.
  Chakra
  (also called the Chakram)
  The Chakra is a ﬂat steel ring that measures 6 to 12 inches 
  in diameter and has a razor-sharp outer edge. With sufﬁcient 
  training, a Sikh warrior can cut a green bamboo pole three-
  quarters of an inch wide at a range of thirty yards or more 
  with this weapon. In recent years, the Chakra has become 
  a part of popular culture and is known by millions of 
  television viewers as the favorite throwing implement of 
  Xena: Warrior Princess.
  
  46 of 65
  Chapter 3: Martial Arts weapons
  Table 3-1: Chinese Weapons 
  Weapon
  Damage
  Critical
  Type
  Range
  Size
  Weight
  Cost
  Check
  1d4
  20
  Piercing
  10 ft.
  Tiny
  1 lb.
  8
  Do
  1d8
  19-20
  Slashing
  ---
  Med.
  4 lbs.
  11
  Fu
  1d8
  20
  Slashing
  ---
  Med.
  5 lbs.
  8
  Gou
  1d6
  20
  Slashing
  ---
  Med.
  4 lbs.
  12
  Kung Gsin
  1d8
  20
  Piercing
  40 ft.
  Large
  3 lbs.
  10
  Pam
  1d6
  20
  Bludgeoning
  ---
  Med
  2 lbs.
  5
  Woo Dip Do
  1d8/1d6
  20
  Slashing
  ---
  Med.
  5 lbs.
  13
  Woo Diep Do
  1d6/1d4
  20
  Slashing
  10 ft.
  Small
  2 lbs.
  11
  Table 3-2: Gatka Weapons 
  Weapon
  Damage
  Critical
  Type
  Range 
  Size
  Weight
  Cost
  Chakra
  1d6
  20
  Slashing
  30 ft.
  Tiny
  2 lbs.
  15
  Gurj
  1d6
  20
  Bludgeoning
  ---
  Small
  6 lbs.
  7
  Kaman
  1d8
  20
  Piercing
  40 ft.
  Large
  3 lbs.
  10
  Katar
  1d4
  18-20
  Piercing
  ---
  Tiny
  2 lbs.
  10
  Tabar
  1d10
  20
  Slashing
  ---
  Large
  7 lbs.
  8
  Tulwar
  1d8
  19-20
  Slashing
  ---
  Med.
  4 lbs.
  11
  Table 3-3: Indonesian Weapons 
  Weapon
  Damage
  Critical
  Type
  Range 
  Size
  Weight
  Cost
  Balisong
  1d4
  20
  Piercing
  ---
  Tiny
  1 lb.
  5
  Karambit
  1d4
  19-20
  Slashing
  ---
  Tiny
  1 lb.
  8
  Kujang
  1d4
  19-20
  Slashing
  ---
  Tiny
  1 lb.
  8
  Kris
  1d6
  19-20
  Piercing
  ---
  Small
  4 lbs.
  10
  Pedang
  1d8
  20
  Slashing
  ---
  Med
  3 lbs.
  11
  Table 3-4: Japanese Weapons 
  Weapon
  Damage
  Critical
  Type
  Range 
  Size
  Weight
  Cost
  Ashiko
  +2
  *
  Piercing
  ---
  Tiny
  1 lb.
  7
  Bo Staff
  1d6
  20
  Bludgeoning
  ---
  Med
  2 lbs.
  5
  Kama
  1d6
  20
  Piercing
  ---
  Med.
  2 lbs.
  8
  Nunchaku
  1d6
  20
  Bludgeoning
  ---
  Small
  2 lb.
  3
  Rochin
  1d4
  19-20
  Piercing
  ---
  Small
  1 lb.
  5
  Sai
  1d4
  19-20
  Piercing
  10 ft.
  Tiny
  1 lb.
  8
  Shuriken
  1d4
  20
  Piercing
  20 ft.
  Tiny
  .5 lb.
  3
  Tekko
  +2
  *
  Bludgeoning
  ---
  Tiny
  1 lb.
  5
  Tonfa
  1d4
  20
  Bludgeoning
  ---
  Med
  2 lbs.
  6
  Yari
  1d8
  19-20
  Piercing
  20 ft.
  Med.
  5 lbs.
  7
  Yumi
  1d8
  20
  Piercing
  40 ft.
  Large
  3 lbs.
  10
  Table 3-5: Samurai Weapons 
  Weapon
  Damage
  Critical
  Type
  Range 
  Size
  Weight
  Cost
  Jutte
  1d4
  20
  Bludgeoning
  ---
  Med
  2 lbs.
  6
  Katana
  2d6
  19-20
  Slashing
  ---
  Large
  6 lbs.
  12
  Naginata
  1d10
  20
  Slashing
  ---
  Large
  4 lbs.
  10
  Tanto
  1d4
  19-20
  Piercing
  10 ft.
  Tiny
  1 lb.
  7
  Wakizashi
  1d6
  19-20
  Slashing
  ---
  Large
  4 lbs.
  10
  Yari
  1d8
  19-20
  Piercing
  20 ft.
  Med.
  5 lbs.
  7
  Yumi
  1d8
  20
  Piercing
  40 ft.
  Large
  3 lbs.
  10
  Table 3-6: Exotic Weapons 
  Weapon
  Damage
  Critical
  Type
  Range 
  Size
  Weight
  Cost
  Chain
  1d6/1d6
  20
  Bludgeoning
  ---
  Large
  5 lb.
  5
  Sin
  1d3
  20
  Slashing
  ---
  Tiny
  1 lb
  8
  Fukiya
  1
  20
  Piercing
  ---
  Small
  1 lb
  5
  Rencong
  1d4*
  20
  Slashing
  ---
  Small
  1 lb.
  10
  
  47 of 65
  Chapter 3: Martial Arts weapons
  Check
  The Check is the Chinese version of the Sai and is identical 
  to its Japanese counterpart in every respect, including dual-
  use (use of a Check in each hand is known as the Shan 
  Check).
  Do
  The Chinese broadsword is identical to other similar swords 
  from cultures around the world. Chinese warriors often dual-
  wielded these weapons, a technique known as Shang Do.
  Fu
  The Fu is the Chinese Battle Axe. Because it is often dual-
  wielded—a technique known as Shang Fu—it is smaller than 
  similar battle axes from other cultures.
  Fukiya
  The Fukiya, or blowgun, was a favored Ninja weapon. 
  Typically, the small darts used were poisoned, but Ninja also 
  used them as a distraction (this grants a +2 bonus on Bluff 
  checks to create a diversion to hide). The Ninja also liked 
  this item because it could double as a snorkel, helping the 
  Ninja foster the legend that they could hold their breath for 
  hours if necessary.
  Gou
  The Gou is a Chinese hook sword. These weapons were 
  curved into a hook at the end, and thus were useless for 
  thrusting attacks. However, the curved end of the Gou is 
  ideal for catching an opponent’s weapon. The hilt of the Gou 
  is protected and is also hook shaped, increasing the weapon’s 
  ability to both block and disarm. The Gou grants a +1 
  equipment bonus for Block and Disarm opposed attack rolls.
  Gurj
  The Gurj, an Indian Mace, can be found in a wide variety of 
  sizes, shapes, and conﬁgurations. Many of these weapons 
  have guarded hilts to protect the hand from being struck, and 
  some of the more exotic varieties have holes in the head so 
  they whistle as they rain blows down on the enemy.
  Jutte
  The Jutte was a weapon used by the both Samurai and feudal 
  police forces of Japan. The Jutte is a baton with one curved 
  hook projecting just above the handle. This makes the Jutte 
  useful for blocking, disarming, and pinning an opponent’s 
  hand. Wielders proﬁcient in the Jutte gain a +1 equipment 
  bonus to Block, Disarm, and Grapple opposed rolls.
  Kama
  A farming sickle adapted to warfare, these weapons are 
  traditionally used in pairs. The inner hook of the Kama is 
  typically grooved, allowing the wielder to better catch an 
  opponent’s weapon and disarm her. This weapon grants a 
  +1 equipment bonus on opposed attack rolls to disarm an 
  opponent.
  Kaman
  The Indian compound bow was recurved and could be made 
  of as many as nine layers of wood and horn.
  Katana
  The soul of the Samurai, this weapon is to this day 
  synonymous with Japan’s warrior elite, and it is still 
  a symbol of great importance to the Japanese people. 
  Traditionally, Katanas were all Masterwork weapons, but 
  today, average and even low-quality versions are available in 
  stores and magazine mail-order catalogues.
  Katar
  The famed Indian “punch-dagger” was useful both for 
  close-quarters ﬁghting, where a sword or axe would be 
  impractical, and for ﬁghting heavily-armored opponents, 
  because of its excellent armor-piercing capabilities.
  Karambit
  (also called the Kerambit)
  The Karambit, or “tiger claw,” is a weapon most commonly 
  associated with the Tiger substyles of Pentjak Silat. It is 
  much like the Kujang, only with the blade curving out 
  toward the target rather than back toward the wielder. It is 
  wielded in much the same fashion as the Kujang, with the 
  wielder slashing the arms and wrists of an attacker as he 
  thrusts with a ﬁst or weapon.
  Kris
  (also called the Keris)
  The famed “wavy blade” weapon of Indonesia is a stabbing 
  weapon rather than a slashing one. As the blade enters 
  the body, the waves on the blade increase the damage 
  tremendously. Kris blades come in sizes ranging from small 
  knives to swords. The version represented by the statistics 
  above would be a medium-sized Kris, akin to a short sword. 
  For smaller weapons, use the statistics for the Kujang.
  Kujang
  (also called the Kucang)
  This Indonesian weapon is a highly curved knife, sometimes 
  so curved that it would be more accurately described as 
  a sickle. The Kujang is used in close combat, and most 
  maneuvers involve slashing motions on the exposed 
  forearms and wrists of an attacker as he attempts to strike the 
  wielder.
  Kung Gsin
  This Chinese compound bow is identical to those found in 
  other cultures.
  
  48 of 65
  Chapter 3: Martial Arts weapons
  Naginata
  The Naginata is a pole arm with a long, slashing blade at 
  the end. This weapon is wielded in a sweeping motion that 
  is considered the embodiment of precision and beauty by 
  the Japanese people. In ancient times, this was the preferred 
  weapon of the Samurai women, who developed the use 
  of this weapon into an art called Naginata-do, which was 
  comparable to Sojitsu.
  Nunchaku
  Another example of farming implements adapted to combat, 
  Nunchaku are traditionally used in pairs.
  Pedang
  The Pedang is an Indonesian saber, almost identical to 
  Western European sabers, lacking only the hilt guard of its 
  western counterpart.
  Rencong
  The Rencong is one of the most bizarre weapons ever 
  invented. An Indonesian weapon associated with Pentjak 
  Silat, the Rencong is a knife meant to be held with the feet. 
  The weapon adds to kicking damage, and if the wielder also 
  uses a weapon in his hand, then all the normal penalties 
  for two weapon ﬁghting apply. Traditional use involves 
  wielding a Kujang with one hand and the Rencong with 
  the opposite foot, which allows the wielder to surprise his 
  opponent with the Rencong. Trained practitioners can slash 
  with the Rencong (which is held between the toes, the blade 
  extending up parallel to the calf) and still kick with the 
  heel, while also wielding a weapon in the hands!
  Rochin
  The Rochin is a very short spear (typically cut 
  the length of the wielder’s forearm), which is 
  used in classical Kobujutsu in conjunction 
  with the Tinbe, a shield made from a turtle’s 
  shell.
  Sai
  There is actually some debate among 
  experts as to whether or not this weapon 
  is actually descended from the digging 
  tools of the Okinawan farmers, as 
  versions of this weapon that greatly 
  predate the Okinawan development of 
  Kobujutsu have been found in China. 
  Regardless of its origins, the Sai is a 
  fearsome weapon in the hands of the 
  properly trained wielder, granting a +2 
  equipment bonus on opposed attack rolls to 
  disarm an opponent. Although Sai are typically 
  used in pairs, advanced wielders of this weapon 
  often carry a third, speciﬁcally for throwing.
  Shuriken
  The word Shuriken means “dagger hidden in palm.” Thus, 
  any dagger small enough to be concealed in the hand was 
  referred to by this name. Some Shuriken were star-shaped 
  and thrown with a spin, and others were spike-shaped and 
  thrown like a dagger. According to legend, Ninja favored 
  throwing Shuriken at a wall to create a noise and distract 
  guards. Since the Shuriken would bounce away out of sight, 
  they would usually not be found. Characters may use the 
  Shuriken to create a diversion with the Bluff skill.
  Sin
  Sin is the Chinese word for the war fan, although Japanese 
  variations of this weapon also exist. This weapon grants a 
  +2 equipment bonus to Block and Disarm opposed attack 
  rolls. A skilled practitioner may use any oriental fan to gain 
  the Block and Disarm bonus, however, the damage listed for 
  this weapon may only be inﬂicted if the character is wielding 
  a fan speciﬁcally designed for combat (with a sharp metal 
  outside edge, at least).
   
  Tabar
  The Tabar is the Indian battleaxe. The weapon comes in a 
  wide range of sizes, from hand axe to poleaxe, but the one 
  represented here is of a medium size. Indians from the age 
  of gunpowder were fond of combining the axe with a pistol, 
  making it an interesting variation of the Bayonet. The barrel 
  
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  Chapter 3: Martial Arts weapons
  of the pistol becomes the handle of the axe, and the axe 
  blade protrudes from the handle. Obviously, this leads to a 
  nasty surprise for anyone pistol-whipped by one of these 
  weapons! GMs may allow characters to have a weapon of 
  this kind custom made. Treat the weapon as a hand axe, but 
  increase pistol whip damage to 1d6 as well.
  Tanto
  The Tanto is a small dagger made of the same steel as the 
  Katana and Wakizashi in ancient times. This weapon was 
  sometimes worn by Samurai in preference to the Wakizashi.
  Tekko
  The Tekko is a spiked iron device worn over the knuckles, 
  much as brass knuckles are worn. This device increases the 
  punching damage of the wielder and allows anyone using 
  it to inﬂict lethal damage with a punch attack. However, 
  the wielder is only considered armed if his punch attacks 
  are normally considered armed attacks (in other words, the 
  Tekko does not count as a “weapon” unless the wielder is 
  considered armed when making punch attacks).
  Tonfa
  The Tonfa’s usefulness has been recognized by law-
  enforcement agencies around the world. Kobujutsu 
  practitioners typically wield Tonfa in pairs, and the weapons 
  grant the wielder a +2 equipment bonus on opposed 
  attack rolls when blocking. The Tonfa can also be used 
  in conjunction with an unarmed attack, adding +2 to the 
  wielder’s punch damage.
  Tulwar
  The Tulwar is an Indian Saber, typically wielded along with 
  either a Dahl (a small steel shield) or a Katar. The Tulwar 
  and Kaman were the battleﬁeld mainstays of the Gatka 
  Sikhs.
  Wakizashi
  Although not as important to the Samurai as the Katana, 
  the Wakizashi was carried by the Samurai in case they were 
  disarmed or had to ﬁght in close quarters. Some Samurai 
  mastered the art of ﬁghting with the Katana and Wakizashi at 
  the same time.
  Woo Dip Do
  This Chinese weapon is popularly known as the “butterﬂy 
  sword.” It was given the appellation “butterﬂy” because it 
  is actually two weapons that join side by side. It can thus be 
  used as a single heavy sword, or split into two swords for 
  dual-wielding. When this weapon is split, it can be used for 
  two-weapon ﬁghting and is considered a light weapon. The 
  ﬁrst damage value for the Woo Dip Do in the table above 
  is for the joined weapon; the second value is for one of the 
  parts of the split weapon.
  Woo Diep Do
  Known as the “butterﬂy knife,” this is a smaller version 
  of the Woo Dip Do. Again, the larger damage value in the 
  table above is used when the weapon is joined. As with its 
  larger brother, the Woo Diep Do can be used for two-weapon 
  ﬁghting when split. It is considered a light weapon whether 
  when joined or split. This weapon may only be thrown when 
  separated.
  Yari
  The Yari is the Japanese spear. Along with the Yumi, it was 
  the preferred battleﬁeld weapon of the Japanese feudal era, 
  whether the wielder was a commoner or Samurai. This 
  should come as no surprise, as the adoption of the spear and 
  longbow seem almost universal in medieval warfare.
  Yumi
  The Yumi is the Japanese compound bow, traditionally made 
  of bamboo and sporting a silk string. Almost as powerful 
  and accurate as modern compound bows, the Yumi was the 
  premiere missile weapon of Japan until the introduction of 
  the musket. As the Yumi was the preferred battleﬁeld weapon 
  of both the Samurai and the common Bushi, this weapon is 
  in both the Japanese and Samurai Archaic weapons groups.
  
  50 of 65
  Chapter 4: Martial Arts Campaigns
  Chapter 4: The Martial 
  Arts Campaign
  The Bad Seed
  In this theme, the main character has a rival, trained in the 
  same techniques by the same master. However, whereas the 
  character honors his master’s peaceful nature, using what 
  he has been taught for enlightenment and defense, his rival 
  uses his training to seek power and wealth. Often, when this 
  theme is introduced into the campaign, the character will not 
  have seen his rival for many years, and may only vaguely 
  remember him. The rival, however, knows the character 
  all too well, and has been nursing a hatred for slights, both 
  real and imagined, the character committed against him 
  while they were in training together. Often these slights will 
  center around a perceived preference by the Master for the 
  character over his rival.
  This theme can mesh well with the Legendary Master 
  theme (where the character and his rival both seek a new, 
  powerful master), and with the Revenge theme (where 
  the rival kills someone close to the character) or Revenge 
  Tragedy theme. GMs with a comics jones (and a good source 
  for old comics) should check out the classic Master of Kung 
  Fu series for an interesting variation on this theme. In that 
  comic, our hero, Shang Chi, is the son of Fu Manchu and is 
  raised to be his personal assassin. In this case, Shang Chi is 
  the good seed.
  Common Skills and Abilities: The rival should have the 
  same styles and be of the same general skill level as the 
  character. However, the rival should also have the Know 
  Your Enemy and Knowledge is Power Feats, both directed at 
  the character’s style, giving him an edge over the character 
  because he knows how the character thinks and ﬁghts.
  The Evil Twin
  In this variation on the Bad Seed, the character’s rival is 
  the character’s identical twin. This can cause all sorts of 
  lovely problems for the character, as his rival goes about 
  committing crimes and starting ﬁghts for which the character 
  gets blamed. At ﬁrst, the character should be unaware that he 
  has an evil twin running around. It would be quite plausible, 
  in fact, for him to remain unaware for some time, as he’ll 
  be too busy fending off those “he” has wronged to do much 
  investigating.
  Meet the new boss, same as 
  the old boss
  Martial arts have always had a strong afﬁnity for the 
  underdog. Many martial arts styles have been developed 
  to help unarmed peasants combat armed conquerors. In 
  martial arts movies, this is often depicted by a variation 
  of the Bad Seed, the Bad Boss. This isn’t the kind of boss 
  who just won’t give you the day off you want; the Bad Boss 
  sells his workers into slavery, works them to death, and 
  Marcel looked around the small 
  conference room, annoyed. This was 
  where and when the list was supposed to be 
  posted, and it wasn’t like these people to be late.
  Suddenly, the door to the room ﬂew open. Marcel rolled 
  out of his chair on instinct, wincing as a splinter of the 
  chair’s wood buried itself in his cheek.
  In a low crouch, Marcel took stock of his situation, his 
  tongue snaking out to taste the blood running in a small 
  river down his cheek. It was the bloody Jap, the huge Sumo, 
  Oto.
  Marcel rolled again, avoiding the enormous man’s clumsy 
  lunge. “I thought you were out of the Hanmei, my friend.”
  The enormous wrestler just growled, lunging again. This 
  time Marcel grabbed his hair and smashed his face into the 
  large table that dominated the small room, splitting it in two 
  and turning Oto’s already taped and packed nose into an 
  even bloodier mess.
  While the man was trying to get up, Marcel broke both his 
  legs at the knee, then rolled him over.
  “Today’s lesson is: Don’t lead with your head, my friend.”
  Oto just looked at him, unable to speak, blood gurgling 
  from his throat with each breath.
  Marcel shook his head. “Well, that certainly was a bust.”
  Marcel whirled, ready for another go as the island’s head 
  of “security” walked into the room, ruefully shaking his 
  head at the mess of blood and exposed bone that had once 
  been the Sumotori.
  As Marcel moved toward him, the small Japanese man 
  held his hand up. “I mean you no harm, Mister Bontecou. 
  Otojiro there was simply exercising his last chance to redeem 
  the money he lost gambling to Mister Qi.”
  Marcel arched an eyebrow. “So you sent him here to kill 
  me. You’re taking your life in your hands, coming into this 
  room and telling me a story like that.”
  “You expressed interest in obtaining a position with my 
  employer. This was the ﬁrst step in determining if you were 
  worthy of that position.”
  Marcel smiled, idly ending Oto’s life with a well-placed 
  kick to the throat, “And the second step?”
  Although the rules presented here will be of use to any d20 
  Modern campaign, the martial arts genre is a world unto 
  itself, with its own quirks and conventions. Some GMs 
  and players may wish to bring martial arts to the forefront 
  of their campaigns. The sections below will help the GM 
  with adventure ideas and campaign themes. Example genre 
  movies are provided for each theme where appropriate. I 
  have tried to make these example movies as easy to ﬁnd, as 
  modern, and as un-dubbed as possible. True rabid fans of 
  the genre (like yours truly) will likely have seen many more 
  obscure titles that also represent the themes below.
  
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  Chapter 4: Martial Arts Campaigns
  is generally increasingly heinous to them until one of his 
  workers (usually a PC) or a friend of one of these workers 
  (again a PC) takes matters into his own hands. At this point, 
  the character will ﬁnd out that this boss is either a fearsome 
  martial artist in his own right or has a henchman who is. 
  Fists of Fury (a Bruce Lee classic), and The Legend of 
  Drunken Master (a Jackie Chan classic) have this theme, 
  as do numerous (and I mean numerous) other martial arts 
  movies.
  The Competition
  The character pits his skills against other martial artists, all 
  in an attempt to see who really is the best. This competition 
  can take many forms, and it can make for an enjoyable few 
  game sessions, especially in a campaign where many player 
  characters are skilled in hand to hand combat. A non-lethal 
  competition can even give two PC martial artists a chance 
  to really see who is the best. Fight Club, Enter the Dragon, 
  and Bloodsport are but a few (a very small few) of the ﬁlms 
  of this genre that you can check out for inspiration on this 
  campaign theme.
  Fight Club
  Back-alley, illegal, and dangerous, these makeshift arenas 
  will often move from place to place, one step ahead of the 
  law. These competitions usually have no rules, being full 
  contact ﬁghts that don’t end until one combatant gives up… 
  or dies.
  Formal Competition
  These competitions tend to be structured and formal, 
  with prize money offered to the winner (a wealth award 
  determined by the GM, but usually at least +4). Combat in 
  formal competitions tends not to be full contact. Damage 
  is non-lethal, and dangerous maneuvers like Kidney 
  Punch result in disqualiﬁcation if they are used. In some 
  tournaments of this type, victory will be declared when one 
  combatant is pushed or thrown from the ring (as in modern 
  Sumo matches). In others, victory might go to the combatant 
  who makes the ﬁrst successful hit (as in modern Fencing). 
  Although legal and respectable, many martial artists disdain 
  these types of “show tournaments,” feeling that they do not 
  represent the real world of martial arts combat.
  Full Contact
  These competitions also tend to be structured and formal, 
  but they also tend to be quasi-legal. They are usually 
  organized by underworld types for the purposes of betting 
  and entertainment, but there may be even darker motives 
  involved. These competitions are usually held in areas where 
  the authorities can be bribed to look the other way or where 
  the law holds little sway over the criminal element. Such 
  tournaments offer either a cash award (a Wealth Award of at 
  least +6) or a Reputation bonus among the character’s peers. 
  Damage in these contests is lethal, and moves like Kidney 
  Punch are allowed. Losing a match does not necessarily 
  mean that the character will die, as medical attention will be 
  available, but with lethal damage involved, death is always a 
  possibility.
  Death Match
  These competitions are never legal. As a result, they move 
  from location to location each year. Discovering where these 
  competitions are being held will, at the very least, require 
  a good information source (Gather Information DC 25) or 
  a hefty bribe. Finding the competitions could even be an 
  adventure in itself. These competitions offer a substantial 
  monetary award to the winner (a Wealth Award of at least 
  +10), and they do not end until one of the combatants has 
  killed the other.
  Games of Deceit and 
  Death
  In this campaign theme, the character is inducted into the 
  spy game, probably because of her martial arts abilities. The 
  character may be asked to inﬁltrate an illegal competition 
  (especially a Death Match competition), or she may be 
  recruited because she is a living weapon and can succeed 
  at an assassination or abduction in a situation where no 
  weapons can be smuggled close to the target. GMs seeking 
  inspiration for this campaign theme can watch Enter the 
  Dragon (yeah, I know, but there is a reason why that movie 
  is so highly regarded), and the classic Master of Kung Fu 
  comic (the entire original series was about this).
   
  The Legendary 
  Master
  There is a Master, a man of great wisdom and battle prowess. 
  This Master can teach the character things no one else can. 
  Often, these “secret teachings” involve feats in the Ki tree, 
  but they could also be extremely powerful Signature Moves 
  or an entirely new style the GM wishes to introduce into the 
  campaign. Perhaps the character seeks the Legendary Master 
  for advice on solving a speciﬁc problem or dealing with a 
  speciﬁc opponent.
  Whatever his motivation, the character will ﬁnd that this 
  Master lives in a remote location and that ﬁnding him and 
  getting to him will involve several dangerous adventures. 
  Often, these adventures will entail fending off rivals (see the 
  Bad Seed) or solving various “moral dilemmas” posed by the 
  Master himself. As the character nears his goal, he will often 
  encounter the Master himself in disguise. The Master will 
  question the character, attempting to discern his motives, and 
  perhaps even challenge the character to see what his skill 
  level is.
  The classic comic Iron Fist uses this theme, and a minor 
  representation of it (a good example of how to use this theme 
  as a subplot rather than the main plot) can be seen in The 
  Legend of Drunken Master, in which Jackie Chan meets 
  
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  Chapter 4: Martial Arts Campaigns
  the mysterious Man Chu Minister early in the movie and 
  ﬁghts him, only to meet him again later in the movie and be 
  recruited by him. For an excellent example of how to make 
  this campaign theme thoroughly modern (and decidedly 
  less mystical), rent The Karate Kid. Mister Miyagi puts his 
  prospective student through hell but eventually rewards him 
  with both martial arts training and spiritual harmony. This 
  is the essence of the Legendary Master. Another example 
  of this theme in a science ﬁction setting is Obi-Wan Kenobi 
  from Star Wars. In Star Wars, this theme is blended with the 
  Fallen Master as well (see Revenge below).
  Rite of Passage
  Every year, the character’s martial arts school hosts a 
  tournament, and the winner embarks on a mysterious 
  journey. Sometimes, this winner returns right away with a 
  tale of a harrowing trek through the wilderness, unsuccessful 
  in his journey. Sometimes, the winner of this tournament 
  might return with new powerful knowledge, and a new 
  sense of enlightenment. Other times, the winner might not 
  return at all. The character, as he learns and grows in ability 
  as a martial arts master might see this cycle repeated many 
  times, before ﬁnally winning the tournament himself and 
  embarking on this rite of passage. Obviously, this campaign 
  theme meshes with the Competition theme.
  Hand Off
  In this theme, the character loses one Legendary Master, 
  only to have him replaced by an even more Legendary 
  Master! George Lucas didn’t invent this theme in Empire 
  Strikes Back, but he did play it to perfection like no one 
  since Kurasawa. Often, as seen in Empire, this theme follows 
  on the heels of the Fallen Master. If someone was bad 
  enough to kill a Legendary Master and you want revenge 
  (but don’t think you’re quite ready for the job), what do you 
  do? Go ﬁnd a more Legendary Master that’s what.
  Revenge
  In this campaign theme, the character is out to avenge some 
  wrong that has been committed against him. If the person 
  or group who has wronged the character is sufﬁciently 
  powerful, this could be the focus of an entire campaign, 
  as the character and his companions, all seeking revenge, 
  work their way closer and closer, through more powerful 
  opponents, to the person who wronged them.
  The Fallen Master
  In this campaign theme, the character’s master has been 
  slain, and she seeks to avenge him. This is an excellent 
  campaign theme for a d20 Modern game, since the entire 
  party could be seeking to avenge their Master (they don’t 
  even need to all be martial artists per se; they just need to 
  have similar enough style feats to justify all having studied 
  under the same master). This is often an excellent segue out 
  of the Legendary Master theme and can even work with the 
  Bad Seed, with the character beating out his rival to study 
  with the Legendary Master, only to have the rival return 
  (perhaps with some Tong ﬂunkies) to kill the Master. This 
  turns what the character might have regarded as mere rivalry 
  into something a lot more personal. For a mystical take on 
  this campaign theme, see the classic Sons of the Tiger comic 
  (very hard to ﬁnd, but worth the effort).
  Revenge Tragedy
  This variation on the Revenge theme can include any of 
  the elements listed above. The only difference between 
  this theme and the others is that the tale is destined to end 
  unhappily. GMs who plan from the very beginning for their 
  campaign to have an unhappy ending, no matter what actions 
  the PCs take, should discuss it with the players before the 
  campaign begins. Some players might occasionally enjoy 
  playing  characters they know are doomed to die at the 
  completion of their missions, but in general this campaign 
  theme is best left in the “accidental” category. 
  Japanese ﬁlm has explored this dramatic genre more 
  thoroughly than anyone this side of Shakespeare.
  Rival School
  In this campaign theme, the characters have rivals from 
  another martial arts school. Their Masters, teachers of 
  philosophically different styles, have been rivals for many 
  years and now ﬁght through their students. This campaign 
  theme blends well with a number of the other themes 
  discussed elsewhere in this section. In the case of the Bad 
  Seed, the character’s rival might start out studying alongside 
  him, and when it becomes clear that the character will be 
  the “chosen one,” the rival defects to the “other side.” If the 
  GM wishes to blend this theme with the Legendary Master, 
  the character can discover, when he is ﬁnally accepted into 
  the Master’s tutelage, that there is a rival master with a rival 
  school. The Karate Kid is an excellent example of how these 
  elements can blend together.
  Common Skills and Abilities: Often, the rivals are much 
  lower level than the PC but come at him in waves. See The 
  Chinese Connection for an example of this theme at its 
  ﬁnest. If the characters and their rivals are to be the same 
  level, then Know Your Enemy and Knowledge is Power 
  would be appropriate feats for both sides.
  
  53 of 65
  Chapter 5: The Hanmei
  Max looked at the ﬁnal order and 
  laughed. “Looks like it’s boys vs. girls in 
  round one, hmm? This is like intramurals 
  in school.”
  Katsumoto looked critically at the board, 
  noting that he was to ﬁght Max ﬁrst, and then Kimmy and 
  Brianna would ﬁght. “But why isn’t Mister Bontecou on the 
  list?”
  Max looked at the Frenchman, then down to the bandage 
  on his knee. “Looks like he didn’t fare as well against the 
  fat-boy as you, old man.”
  Max and Marcel exchanged a look, then Max turned to 
  where Kimmy was chattering with Bri. “Well, since this 
  place seems to be turning into a sorority party anyway, I’m 
  going to go outside and have a smoke.”
  Only Katsumoto noticed Marcel follow Max out into the 
  garden.
  Max reached into his pocket as he watched the Frenchman 
  approach. “Looks like that limp is getting better by the 
  minute. Sure you couldn’t ﬁght if you had to?”
  “Mr. Qi thought it best for me to sit this one out. He has 
  offered me a place in his employ. And you, too, Max. Seems 
  he likes men with a military background.”
  Max smiled and ﬂipped his cigarette down onto the 
  ground, crushing it beneath the heel of his boot. “And what 
  do I have to do to get this job?”
  Marcel’s face split in a devilish grin. “Kill the old man 
  during your match tomorrow.”
  “See, Frenchie, that’s a problem. The girl, the old man’s 
  daughter…”
  Marcel nodded. “She used to be your woman. Is that a 
  problem?”
  “The fact is that she’s a reporter who’s been taping all 
  these matches. That’s the problem.”
  Marcel’s smile broadened. “Don’t worry my friend. Mr. Qi 
  has known that since a long time before she set foot on this 
  island. It’s all been arranged. You kill the old man, the girls 
  are never seen again, and you and I are set for life.”
  Max took a long drag off his cigarette, deep in thought.
  “All right, Frenchie. I’m in.”
  Origins
  Hanmei is Japanese for “the Proving.” The origins of this 
  full-contact competition are shrouded in the mists of the 
  tournament’s Yakuza past. Ancient documents obtained by 
  a raid on a Hong Kong warehouse by Communist Chinese 
  Internal Security forces suggest that, in medieval Japan, this 
  kind of tournament was a way of choosing the warriors most 
  worthy of being the Oyabun’s personal guard. However, 
  some Japanese scholars dispute the original interpretation of 
  these documents, which have since disappeared.
  Modern History
  Whatever the origins of this tournament, its more recent 
  history can be brought into slightly sharper focus. The 
  following information comes from British Intelligence, by 
  way of a source in the Hong Kong police, who spoke on 
  condition of anonymity. The Hanmei is held in three stages. 
  The ﬁrst stage is held in the backstreets of Japan and (in 
  recent years) the West Coast of America, the second stage is 
  held in secret locations in Hong Kong and Okinawa, and the 
  ﬁnal stage is held in the same location every year, but that 
  location remains unknown at the present time.
  Stage 1: Street 
  Level
  Entry into the Hanmei requires both money and knowledge. 
  A Wealth check (DC 20) is required to enter the tournament. 
  However, a Gather Information check (DC 15) is required 
  to get that money into the right hands. Many people claim to 
  have knowledge of the Hanmei, but most are just looking to 
  pocket some cash.
  Stage 1 bouts are informal affairs, taking place in back 
  alleys with only a few spectators, who form an impromptu 
  ring around the combatants. Combat is lethal and continues 
  until one combatant gives up or can no longer continue. 
  If a combatant begins to die, he’s on his own, although a 
  spectator might render aid or call 911.
  Most combatants at this stage of the Hanmei are 4th to 6th 
  level characters.
  If a combatant loses this stage of the Hanmei, he will 
  never again be allowed to compete. This stage is designed to 
  separate the worthy from the amateur.
  Stage 2: Hong Kong 
  and Okinawa
  Many law-enforcement ofﬁcers who have pursued the 
  Hanmei believe it is Stage 2 that fuels the entire enterprise. 
  Great sums of money are wagered on secret bouts fought in 
  many different locations during Stage 2 of the Hanmei.
  Combat in Stage 2 is still lethal, but the combatants can 
  expect expert medical care if they are seriously injured. 
  Assume a three-man medical team is present, each with a 
  Treat Injury skill of 12-18 (10 + 2d4).
  Combatants in Stage 2 are much more dangerous than 
  those typically encountered in Stage 1. Three matches are 
  fought, each more difﬁcult than the last. First-round match 
  opponents are 5th to 7th level, second-round opponents are 6th 
  to 8th, and ﬁnal-round opponents are 6th to 11th level.
  Stage 2 combatants receive a wealth award of +4 for 
  winning the ﬁrst round, +6 for winning the second round, 
  Chapter 5: The Hanmei
  
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  Chapter 5: The Hanmei
  and +8 for winning the third round (these awards are not 
  cumulative—a combatant only receives a single award based 
  on the highest round won in Stage 2).
  Combatants who lose this stage of the Hanmei are 
  encouraged to compete again and are given information as to 
  where the next round of Stage 1 combats is to take place (no 
  Gather Information check is necessary). These combatants 
  still must pay the entry fee, however.
  Stage 3: The Island 
  of Lin Qi
  No one knows where this island is located, not even the 
  combatants who make it to Stage 3. Lin Qi is a powerful 
  Yakuza Oyabun, a powerful friend for those who ﬁght well 
  in his tournament and a possible ally for those he deems 
  worthy of joining his organization. Likewise, Lin Qi makes 
  an excellent recurring villain for those combatants who 
  joined the Hanmei under false pretenses.
  Combat in Stage 3 is lethal, but combatants receive the 
  best medical care money can buy. There is a fully equipped 
  hospital on the island, staffed with doctors who have at least 
  20 Treat Injury skill ranks and the Surgery feat.
  Combatants in Stage 3 range from 7th to 12th level. 
  Typically, only 4 to 8 combatants reach this Stage. The 
  winner of Stage 3 receives a wealth award of +12 and is 
  invited to compete again next year. Winners of  previous 
  years’ tournaments have their entry fee for Stage 1 waived.
  Some winners may receive even more dangerous and 
  lucrative offers (see The Proven below).
  Hanmei Campaign 
  Themes
  As demonstrated in the ﬂavor text of this document, the 
  GM does not have to include the Hanmei in his campaign 
  strictly as a chance for characters to ﬁght and compete in a 
  tournament. Although the information presented here can be 
  used for that purpose, a number of storylines are possible to 
  make the Hanmei a personal affair for the characters rather 
  than just a series of interesting combats.
  Little One Lost
  In this campaign theme, a relative of one of  the characters 
  has joined the Hanmei and doesn’t really know what they’re 
  in for. The character joins the tournament, not out of a desire 
  to ﬁght but out of a desire to rescue her loved one and keep 
  them from harm. This is an excellent way for a GM to entice 
  a Contemplative Master into joining the tournament. This 
  theme can also be reversed, with the character joining the 
  tournament, only to ﬁnd that a loved has joined to seek her 
  out.
  The Bad Seed
  The Hanmei is an excellent way for GMs to include this 
  theme into their campaigns. The character’s rival hears that 
  he has joined the tournament and cannot abide the idea that 
  he might win. So the rival joins as well.
  Mirror, Mirror
  In this variation on the Bad Seed, the character joins the 
  tournament for any of the reasons presented here, but she 
  also wants to ﬁnd out how good she really is. Then, at a 
  dramatic moment in the tournament (the ﬁnal round of Stage 
  2 makes a good moment for this little surprise), the character 
  will ﬁght: herself! This is a great way to spring the Bad Seed 
  on a character, giving her a twin she never knew she had.
  Games of Deceit and Death
  In this campaign theme, the character will be asked to 
  inﬁltrate the Hanmei. An agent of the FBI with a martial 
  arts background might be asked to assist the Chinese 
  authorities in locating the mysterious ﬁgure at the heart of 
  this competition. This makes an excellent segue from an 
  espionage campaign into a martial arts campaign (at least for 
  a while).
  Revenge
  In this campaign theme, the character tracks down the target 
  of his revenge, only to learn his nemesis has embarked 
  on a mysterious trip to Hong Kong to compete in “some 
  tournament.” The character has never been this close to his 
  quarry, and if he doesn’t join the Hanmei, he will lose the 
  trail of the one he has been hunting for so long.
  Rival School
  Here, the characters (quite possibly the entire group) enter 
  the tournament en masse to prevent their rival school from 
  walking away with the top honors. This is an exciting 
  option, as the characters might ﬁght members of their rival 
  school, or each other, several times during the course of the 
  tournament.
  The Proven
  The legends about the Hanmei are partially right. The 
  tournament is a way to locate the worthiest martial artists 
  in the entire world. However, the purpose of the Hanmei is 
  not to ﬁnd bodyguards (Lin Qi would never allow someone 
  so dangerous to get so close to him). Rather, the tournament 
  allows Lin Qi to locate something even more valuable: 
  assassins. Lin Qi’s enemies, rival Oyabun’s, are known for 
  their paranoia, and an assassin who needed a gun to kill 
  would never get close to any of them. A character who seems 
  bloodthirsty or ruthless enough to meet Lin Qi’s needs will 
  be quietly approached on the eve of the ﬁnal Stage of the 
  tournament and given an opportunity to come work for the 
  family as an assassin. The character must prove himself by 
  killing his ﬁrst opponent in Stage 3 and making it look like 
  an accident.
  
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  Chapter 5: The Hanmei
  Hanmei 
  Combatants
  Stage 1 
  Combatants
  These combatants will be found in the street level of the 
  Hanmei. One of these might be lucky enough to make it 
  to the next round, but in all likelihood the back alleys of 
  California are all these ﬁghters will know of this mysterious 
  tournament.
  John Lee (4th Level)
  Strong Hero 3/MAM 1: CR 4; HD 4d8+8; HP 24; Massive 
  Damage 14; Init +1; Spd 30; Defense 14, Touch 14, Flat-
  Footed 13 (+1 Dexterity, +3 Class); BAB +3 (melee +6, 
  ranged +4); AL Varies; Occupation Criminal; Wealth +1; SV 
  Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 14, Int 10, Wis 
  12, Cha 8.
  Skills: Jump +4, Knowledge (streetwise) +3, 
  Concentration +4, Balance +5, Tumble +5, Intimidate +2.
  Talents, General Feats, and Martial Arts Styles: Melee 
  Smash 1, Melee Smash 2, Simple Weapons Proﬁciency, 
  Combat Martial Arts, Karate.
  Martial Arts Maneuvers: Ridgehand: +4 to hit (+3 
  Strength, +1 Competence), 1d8 +5 damage (+3 Strength, +2 
  Melee Smash). Block: +3 to hit (+3 Strength).
  Martial Arts Masteries: Hard Punch 1.
  Background: Born in San Francisco, John has spent a 
  lot of time on the streets looking for trouble. Generally, he 
  succeeds in ﬁnding it. A bully and thug, John sees himself as 
  the answer to the Hanmei’s prayers.
  Quote: “One in a billion? Suits me ﬁne.”
  Adventure Hook: John makes an excellent candidate 
  for the “Little One Lost” adventure hook described above. 
  Take an Asian-American PC, and cast John in the role of the 
  rebellious kid brother. You can either change his last name 
  to that of the PC, or for a twist, have John Lee be a name he 
  “cleverly” assumed.
  Terry McMannis (5th Level)
  Strong Hero 4/MAM 1: CR 5; HD 5d8+5; HP 37; Massive 
  Damage 13; Init +3; Spd 30; Defense 20, Touch 20, Flat-
  Footed 20 (+3 Dexterity, +7 Class); BAB +4 (melee +5, 
  ranged +7); AL Fame, Greed; Occupation Celebrity; Wealth 
  +6; SV Fort +4, Ref +8, Will +3; Str 12, Dex 16, Con 13, Int 
  10, Wis 14, Cha 13.
  Skills: Balance +11, Perform (stunt ﬁghting) +9, Tumble 
  +11, Jump +9, Drive +7, Concentration +3.
  Talents, General Feats, and Martial Arts Styles: 
  Evasion, Uncanny Dodge 1, Simple Weapons, Combat 
  Martial Arts, Windfall, TaeKwonDo (Dexterity).
  Martial Arts Maneuvers: Snap Kick: +7 to hit (+2 
  Maneuver, +3 Dexterity, +1 Mastery, +1 Competence), 
  1d4 +1 damage (+1 Strength). Jump Kick: +5 to hit (+3 
  Dexterity, +1 Mastery, +1 Competence), 1d6 +3 damage (+1 
  Strength, +2 Skill).
  Martial Arts Masteries: Accurate Kick 1.
  Background: Terry parlayed a prime time television 
  appearance at the Olympic games into a brief career as an 
  action movie star. With his contract over and no new parts 
  being offered him, Terry hopes to win the Hanmei, write a 
  book about the event, and reenergize his movie career.
  Quote: “I know. I look just like him don’t I?”
  Adventure Hook: “My Bodyguard”: Willie Williamson 
  contacts A PC of 6th level or higher. As McMannis’ manager, 
  Williamson wants to make sure his client doesn’t get hurt 
  on his “research” trip. Williamson knows where the next 
  Hanmei bout is and is willing to pay the entry fee in return 
  for the PC looking out for McMannis once they are overseas. 
  This is a form of the “Little One Lost” adventure hook, 
  except here, the PC is likely to have little love for Terry. For 
  humor, the GM can play this up, making Terry incredibly 
  effete and arrogant.
  “Rapid“ Roy Waltrip (6th 
  Level)
  Tough Hero 4/MAM 2: CR 6; HD 4d10+12, 2d8+6, +4 
  Robust; HP 54; Massive Damage 16; AP 0; Init +2; Spd 30 
  ft.; Defense 18, Touch, Flat-Footed (+2 Dexterity, +5 Class, 
  +1 Banter); BAB +5 (melee +6, ranged +7); AL Danger; 
  Occupation Athlete; Wealth +2; SV Fort +7, Ref +5, Will +1; 
  Str 13, Dex 14, Con 16, Int 10, Wis 8, Cha 12.
  Skills: Concentration +6, Intimidate +9, Bluff +10, Spot 
  +2, Sense Motive +4.
  Talents, General Feats, and Martial Arts Styles: 
  Robust, Second Wind, Brawl, Simple Weapons, Boxing 
  (Dexterity), Banter.
  Martial Arts Maneuvers: Jab: +4 to hit (+2 Maneuver, 
  +2 Dexterity), 1d6+1 damage (+1 Strength). Hook: +2 to hit 
  (+2 Dexterity), 1d8+1 damage (+1 Strength). Block: +2 to 
  hit (+2 Dexterity).
  Martial Arts Masteries: Hard Punch 1.
  Background: Roy feels he never got a “real” shot at 
  boxing. He didn’t kiss the asses of the right promoters, and 
  very few of the big-name ﬁghters wanted to ﬁght the tough, 
  cagey slugger. He was offered jobs as a sparring partner, but 
  Roy ﬁnds being a human punching bag boring. He overheard 
  some guys in a bar talking about some organized streetﬁght, 
  and after knocking them out, showed up at the appointment 
  they paid for.
  Quote: “C’mon, boy. I know you can hit harder than that. 
  Hell, I barely felt it.”
  Role: Roy is the cagey veteran. He will always be talking, 
  getting the bonus for his Banter feat, and trying to egg his 
  opponent into doing something stupid. Roy can take a lot of 
  punishment and is content to play the waiting game. Roy is 
  fond of using his Bluff skill followed by a Hook.
  
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  Chapter 5: The Hanmei
  Stage 2 Combatants
  Combatants at this level likely did fairly well in Stage 1 
  but probably have little hope of coming home with the 
  prize. Still, these ﬁghters are not to be triﬂed with, and a PC 
  looking forward to Stage 3 might ﬁnd himself on the next 
  plane home from Hong Kong at the hand (or foot) of one of 
  these ﬁghters.
  Dukun Chakakirti Pasiasina 
  (7th Level)
  Strong Hero 3/CM 4: CR 7; HD 3d8+3, 4d6+4; HP 39; 
  Massive Damage 12; AP 1-6; Init +1; Spd 30 ft.; Defense 
  19, Touch 19, Flat-Footed 18 (+1 Dexterity, +3 Wisdom, +5 
  Class); BAB +3 (melee +5, ranged +4); AL Vision Quest; 
  Occupation Adventurer; Wealth +1; SV Fort +4, Ref +6, Will 
  +8; Str 14, Dex 13, Con 12, Int 10, Wis 16, Cha 8.
  Skills: Concentration +6, Profession (Guru/Dukun) +5, 
  Pressure Points +13, Treat Injury +11, Knowledge (theology 
  and philosophy) +4, Meditation +4, Sense Motive +8.
  Talents, General Feats, and Martial Arts Styles: 
  Extreme Effort 1, Ignore Hardness 1, Simple Weapons, 
  Combat Martial Arts, Pentjak Silat, Archaic Weapons 
  – Indonesian, Poise.
  Martial Arts Maneuvers: Jab: +6 to hit (+2 Maneuver, 
  +3 Wisdom, +1 Competence), 1d4 +1 damage (+1 Strength). 
  Nerve Strike: +1d6 Pressure Points damage (maximum 
  Pressure Points damage with Sahblet and Mastery 3d6+3). 
  Ki: usable 3 times per day. Sahblet: +3 to Pressure Points 
  damage.
  Martial Arts Masteries: Pressure Points 1, Pressure 
  Points 2.
  Background: When he was a young man in Indonesia, 
  Chakakirti was a bully, a thug, and a drunkard. After killing 
  a man in a bar ﬁght, he ﬂed into the night, eventually ﬁnding 
  himself on a beach, where he discovered a little old man 
  sitting alone in the cold. Chakakirti tried to rob him, but 
  the old man easily defeated him and then suggested to the 
  thug that he change his ways. Chakakirti followed the old 
  man, learning from him, until his death last year. Now he 
  continues his journey, seeking enlightenment where he ﬁnds 
  it and following the wind.
  Quote: “You and I are the same. I go where the wind 
  blows me. You think you decide where you go and rule your 
  destiny. Yet we are both here. Perhaps you simply do not feel 
  the wind?”
  Role: Chakakirti is the essence of the mystic side of the 
  martial arts. His physical attacks do very little damage, and 
  he usually needs more than the two times per combat he 
  can use his Pressure Points skill (feasibly, Chakakirti could 
  do 42 points of damage in those two rounds if his Pressure 
  Points skill succeeded both times). This makes the small 
  man a mighty opponent, as his opponents will frequently 
  have to make Massive Damage saves and start combat with 
  quite a few hit points already gone. However, if a ﬁghter can 
  withstand the two Pressure Points attacks, he will likely be 
  victorious.
  Adventure Hooks: Chakakirti makes an excellent 
  Legendary Master for a low-level PC. Any PC thinking of 
  entering the Contemplative Master Advanced Class will 
  likely idolize the small man. While he does not see himself 
  that way, Chakakirti feels an obligation to pass on what he 
  has learned, and will take a suitably serious student under his 
  wing.
  Otomo Otojiro “OtoOto“ (8th 
  Level)
  Tough Hero 4/MAM 4: CR 8; HD 4d10+12, 4d8 +12, +4 
  Robust, +3 Toughness; HP 89; Massive Damage 17; AP 2-7; 
  Init +1; Spd 30 ft.; Defense 16, Touch 16, Flat-Footed 15 
  (+1 Dexterity, +5 Class); BAB +6/+1 (melee +8/+3, ranged 
  +7/+2); AL Greed; Occupation Celebrity; Wealth +2; SV 
  Fort +9, Ref +6, Will +1; Str 14, Dex 13, Con 17, Int 10, Wis 
  8, Cha 12.
  Skills: Concentration +7, Intimidate +12, Gambling +3, 
  Profession (Sumo Wrestler) +3, Sense Motive +6.
  Talents, General Feats, and Martial Arts Styles: 
  Robust, Damage Reduction 1, Power Attack, Toughness, 
  Combat Martial Arts, Sumo Wrestling, Combat Throw.
  Martial Arts Maneuvers: Bear Hug: +3 to hit (+2 
  Strength, +1 Accurate Grapple), 1d8+2 Grapple damage 
  (+2 Strength). Hip Throw: +4 opposed check (Strength and 
  Combat Throw), 1d4 +2 damage (+2 Strength). Immovable: 
  +6 opposed check to avoid Trip or Grapple attacks (+2 
  Strength, +2 Combat Throw).
  Martial Arts Masteries: Accurate Grapple, Hard Grapple.
  Background: Otojiro has known nothing beyond the 
  life of a Sumotori since he was a child. Constant training, 
  competition, and conditioning at one of the many youth 
  academies across Japan led to a successful career as a 
  professional. However, there was never enough money, and 
  Otojiro’s betting habit has landed him in debt to Lin Qi, 
  who has been using Otojiro to ﬁx matches and reap vast 
  proﬁts. His appearance in the Hanmei will mark the end of 
  his athletic career, though he will ﬁx at least one big match 
  along the way before coming to work for Lin Qi at the 
  tournament’s conclusion.
  Quote: “Taishita.” (Pointing at himself.)
  Role: Otojiro is the dirty ﬁghter. A PC will ﬁnd him a 
  terrible opponent, and then, if the odds are right, he will 
  suddenly go down. Otojiro has a bad temper, however, and 
  has “accidentally” won matches he was supposed to lose.
  Adventure Hooks: A Japanese PC who idolizes Otojiro 
  (not an uncommon thing) might actually convince him to 
  return to the purity of his sport. This would, however, get 
  Otojiro a death mark from Lin Qi.
  Kochou “Kimmy“ Kimiko (9th 
  Level)
  Fast Hero 4/MAM 5: CR 9; HD 9d8; HP 50; Massive 
  Damage 10; AP 3-8; Init +4; Spd 30 ft.; Defense 25 (26 
  melee, 27 with Dodge), Touch 25, Flat-Footed 25 (+4 
  Dexterity, +9 Class, +2 Poise, +1 Dodge melee); BAB 
  
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  Chapter 5: The Hanmei
  +8/+3 (melee +8/+3, ranged +12/+7); AL Bushido, Family, 
  Personal Honor; Occupation Student; Wealth +2; SV Fort 
  +5, Ref +10, Will +4; Str 10 Dex 18 Con 10 Int 10 Wis 16 
  Cha 10.
  Skills: Balance +10, Pressure Points +11, Escape Artist 
  +10, Tumble +10, Speak English, Read/Write English, 
  Concentrate +5, Knowledge (history) +6, Meditation +6, 
  Sense Motive +10.
  Talents, General Feats, and Martial Arts Styles: 
  Evasion, Uncanny Dodge 1, Defensive Martial Arts, Jujutsu, 
  Combat Throw, Poise, Dodge.
  Martial Arts Maneuvers: Snap Kick: +9 to hit (+2 
  maneuver, +4 Dexterity, +2 Accurate Kick, +1 Competence) 
  1d6 damage. Leg Sweep: +7 to hit (+4 Dexterity, +2 
  Accurate Kick, +1 Competence), 1d6 damage.
  Martial Arts Masteries: Accurate Kick 1, Accurate Kick 
  2, Hard Kick 1.
  Background: Kimmy has always rebelled against her 
  culture and traditional Japanese upbringing. She always felt 
  her father, who traces his line back to medieval Samurai, 
  wanted a son, and she chafes against his expectations for 
  her. However, in many ways, Kimmy is the ideal son for 
  her father; swift and dangerous, steeped in the history of her 
  country, she is the soul of a samurai in the body of a woman 
  barely ﬁve feet tall. Many opponents have failed to realize 
  this about her until it is too late.
  Quote: “Atashi Samuraikatagi!”
  Role: Kimiko is a modern samurai.
  Jing Choi (9th Level)
  Strong Hero 3/MAM 6: CR 9; HD 9d8 +18; HP 76; 
  Massive Damage 14; AP 3-8; Init +3; Spd 30 ft.; Defense 
  19, Touch 19, Flat-Footed 16 (+3 Dexterity, +6 Class); BAB 
  +9/+4 (melee +11/+6, ranged +12/+7); AL Competition; 
  Occupation Adventurer; Wealth +2; SV Fort +9, Ref +9, Will 
  +4; Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 8.
  Skills: Concentration +5, Jump +14, Knowledge 
  (streetwise) +3, Climb +5, Tumble +12, Mediation +7, Sense 
  Motive +4.
  Talents, General Feats, and Martial Arts Styles: Melee 
  Smash 1, Melee Smash 2, Combat Martial Arts, Shao-Lin 
  Kung Fu, White Crane, Kata (White Crane), Combination 
  (Snap Kick/Circle Kick).
  Martial Arts Maneuvers: Snap Kick: +7 to hit (+2 
  Maneuver, +3 Dexterity, +1 Kata, +1 Competence), 1d8+4 
  damage (+2 Melee Smash, +2 Strength, die increase x2 
  from Mastery). Circle Kick: +5 to hit (+3 Dexterity, +1 
  Kata, +1 Competence), 1d10+4 damage (+2 Melee Smash, 
  +2 Strength, Die increase x2 from Mastery); if done in 
  Combination +7 to hit, 1d10+6 damage. Jump Kick: +5 to 
  hit (+3 Dexterity, +1 Kata, +1 Competence), 1d10+7 damage 
  (+2 Melee Smash, +2 Strength, +3 Jump skill, die increase 
  from Mastery x2). Back Kick.
  Martial Arts Masteries: Accurate Kick 1, Hard Kick 1, 
  Hard Kick 2.
  Background: Jing Choi, which means fantastic, is what 
  he calls himself. No one knows if that’s his real name or 
  not, because his Cantonese is almost incomprehensible at 
  the speed he speaks it, and he speaks no other language. 
  However, most people would call him that anyway, as he 
  yells it all the time after a good move in a ﬁght, and it sums 
  up his manic, optimistic outlook perfectly. Jing Choi likes 
  nothing more than a good ﬁght. He is not a bully, and prefers 
  ﬁghts against opponents of his skill level or higher. However, 
  anyone seen being a bully, or disrespectful to a woman, will 
  also attract Jing Choi’s attention. In short, if there’s any 
  trouble around, Jing Choi will get in the middle of it, happily 
  shouting his name while ﬂooring opponents.
  Quote: “Jing Choi!”
  Role: Jing Choi is the “buddy.” He will as happily share 
  a drink with an opponent he just knocked out as one who 
  knocked him out. He is always optimistic, always full of 
  energy, and always looking for some contact.
  Stage 3 Combatants
  Any of these ﬁghters could walk away with the tournament 
  on any given day. Anyone facing these opponents should be 
  on their guard, as a ﬁght with one of these characters could 
  easily be fatal.
  Ishinomori Katsumoto (11th 
  Level)
  Charismatic Hero 2/Strong Hero 2/CM 7: CR 11; HD 
  9d6+9, 2d8+2; HP 71; Massive Damage 13; AP 4-9; Init 
  +3; Spd 30 ft.; Defense 26 (27 Melee), Touch 26, Flat-
  Footed 23 (+3 Dexterity, +5 Poise, +8 Class); BAB +8/+3 
  (melee +9/+4, ranged +11/+6); AL Family, Non-Violence; 
  Occupation White Collar; Wealth +8; SV Fort +6, Ref +7, 
  Will +5; Str 12, Dex 16, Con 13, Int 13, Wis 20, Cha 17 
  (includes age modiﬁers for middle age).
  Skills: Diplomacy +15, Intimidate +8, Knowledge 
  (behavioral sciences) +6, Gather Information +8, Knowledge 
  (civics) +6, Knowledge (current events) +6, Pressure Points 
  +19, Profession (Diplomat) +17, Concentrate +6, Meditation 
  +12, Sense Motive +12, Zen Mastery +6, Read/Write 
  Korean, Speak Korean, Read/Write English, Speak English.
  Talents, General Feats, and Martial Arts Styles: 
  Coordinate, Melee Smash 1, Defensive Martial Arts, Aikido, 
  Trustworthy, White Crane, Kata (Aikido), Poise.
  Martial Arts Maneuvers: Block: +6 to hit (+5 Wisdom, 
  +1 Kata). Snap Kick: +5 to hit (+2 Maneuver, +3 Dexterity), 
  1d4+2 damage (+1 Strength, +1 Smash). Crane Stance. 
  Crane Kick: +5 to hit (+2 Maneuver, +3 Dexterity), 1d8+2 
  damage (+1 Strength, +1 Smash). Nerve Strike: +3d6 
  damage.
  Martial Arts Masteries: Dodge Mastery 1, Dodge 
  Mastery 2, Pressure Points 1, Pressure Points 2.
  Background: A professional diplomat, Katsumoto has 
  served as a Japanese Ambassador to both Korea and the 
  United States. While in America, he met and married an 
  American woman, who died ﬁve years ago. His wife’s 
  death drove a wedge between Katsumoto and his daughter 
  Brianna, who blamed her mother’s early death on the 
  
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  Chapter 5: The Hanmei
  family’s moves and the isolation caused by language barriers 
  in foreign lands. In an attempt to both protect his daughter 
  and heal the rift between them, Katsumoto has joined the 
  Hanmei, a use of the martial arts that he ﬁnds particularly 
  abhorrent.
  Quote: “The way of the warrior is the way of love.”
  Role: Katsumoto is the Sensei, always attempting to teach 
  the “true meaning” of the martial arts. He will attempt to 
  use his persuasiveness (which is considerable) to convince 
  younger characters to drop out of the tournament. For the 
  student seeking a master, Katsumoto makes an excellent 
  choice.
  Adventure Hooks: If a female PC joins the Hanmei, 
  the GM could substitute her for Brianna, making her the 
  unwilling target of the “Little One Lost” campaign theme. A 
  PC seeking to train with Katsumoto might join the Hanmei 
  to make contact with him in the “Legendary Master” 
  campaign theme.
  Max Riggs (11th Level)
  Strong Hero 3/Soldier 6/BBB 2: CR 11; HD 3d8+12, 
  6d10+24, 2d12+8; HP 130; Massive Damage 18; AP 3-8; 
  Init +2; Spd 30 ft.; Defense 18, Touch 18, Flat-Footed 16 
  (+2 Dexterity, +6 Class); BAB +9/+4 (melee +12/+7, ranged 
  +11/+6); AL Excitement; Occupation Blue Collar; Wealth 
  +3; SV Fort +8, Ref +4, Will +3; Str 16, Dex 14, Con 18, Int 
  12, Wis 10, Cha 13.
  Skills: Climb +8, Knowledge (tactics) +6, Repair +8, 
  Knowledge (streetwise) +6, Jump +7, Drive +13, Intimidate 
  +12, Listen +9, Knowledge (current events) +6, Read/Write 
  Korean, Speak Korean.
  Talents, General Feats, and Martial Arts Styles: Melee 
  Smash 1, Melee Smash 2, Brawling, Commando Training, 
  Power Attack, Personal Firearms, Improvised Weapons.
  Martial Arts Maneuvers: Hook: +3 to hit (+3 Strength), 
  1d6+5 damage (+3 Strength, +2 Smash). Choke Hold: +3 to 
  hit (+3 Strength), Strangulation. Haymaker: +3 to hit, 1d8+6 
  damage (+4 Strength, +2 Smash). Head Butt: +3 to hit (+3 
  Strength), 1d8+5 damage (+3 Strength, +2 Smash).
  Martial Arts Masteries: None
  Background: Max met Brianna while both were attending 
  the University of Georgia. Max was in ROTC and eventually 
  dropped out to join the Army full time. He has served in 
  the Special Forces and as a hand-to-hand combat instructor. 
  Always looking for something more exciting, Max decided 
  to become a mercenary, and when that became boring, he 
  gravitated to long-haul trucking.
  Quote: “My style? I’m a dedicated shitkicker. You?”
  Role: Max is the ﬁsh out of water. Though surrounded by 
  Eastern Philosophy and lotus ﬂowers, he remains the same 
  as he ever was—former Army Ranger, mercenary, and long-
  haul trucker.
  Adventure Hooks: If a female PC takes Brianna’s place, 
  Max might be helping Katsumoto look for her. However, 
  the GM could just as easily make Max a villain, an absolute 
  terror, working with Marcel to become one of Lin Qi’s 
  assassins.
  Brianna Ishinomori (12th Level)
  Strong Hero 3/MAM 9: CR 12; HD 12d8+24; HP 101; 
  Massive Damage 14; AP 4-9; Init +9; Spd 30 ft.; Defense 
  25, Touch 25, Flat-Footed 18 (+5 Dexterity, +2 Banter, 
  +8 Class); BAB +12/+7/+2 (melee +13/+8/+3, ranged 
  +17/+12/+7); AL Excitement; Occupation Investigator; 
  Wealth +4; SV Fort +10, Ref +12, Will +4; Str 12, Dex 20, 
  Con 14, Int 14, Wis 10, Cha 14.
  Skills: Gather Information +17, Research +8, Jump +16, 
  Knowledge (current events) +17, Concentrate +5, Bluff +7, 
  Sense Motive +10, Meditation +5, Knowledge (history) +5, 
  Read/Write Korean, Speak Korean, Read/Write Japanese, 
  Speak Japanese.
  Talents, General Feats, and Martial Arts Styles: Melee 
  Smash 1, Melee Smash 2, Personal Firearms, Combat 
  Martial Arts, Hapkido, Blind-Fight, Improved Initiative, 
  Banter.
  Martial Arts Maneuvers: Snap Kick: +7 to hit (+2 
  Maneuver, +5 Dexterity), 2d8+3 damage (+1 Strength, 
  +2 Smash, die increase x2 from Mastery, extra die from 
  Mastery). Circle Kick: +5 to hit (+5 Dexterity), 2d10+3 
  damage (+1 Strength, +2 Smash, die increase x2 from 
  Mastery, extra die from Mastery). Back Kick. Jump Kick: 
  +5 to hit (+5 Dexterity), 2d10+6 damage (+1 Strength, +2 
  Smash, die increase x2 from Mastery extra die from Mastery, 
  +3 Jump). Flying Kick: +7 to hit (+5 Dexterity, +2 Charge), 
  2d10+13 damage (+1 Strength, +2 Smash, +8 Jump, die 
  increase x2 from Mastery, extra die from Mastery, +2 
  Charge). Instant Stand.
  Martial Arts Masteries: Accurate Kick 1, Accurate Kick 
  2, Hard Kick 1, Hard Kick 2, Hard Kick 3.
  Background: By the time she entered college at the 
  University of Georgia, Brianna had seen more of the 
  world than most people see in a lifetime. She had been to 
  diplomatic functions in Seoul, watched Kabuki in Tokyo, 
  and met three U.S. Presidents. Having worked her way 
  through the ranks of several major newspapers, Brianna sees 
  the Hanmei as the perfect story to launch her into a career as 
  a Foreign Correspondent.
  Quote: “Sugar, I know y’all can hit harder than that.”
  Role: Brianna is a martial artist through and through, 
  blending power with speed, beauty with grace.
  Adventure Hooks: A male PC might take Max’s place, 
  helping Ishinomori ﬁnd his ex-girlfriend.
  Marcel Bontecou (12th Level)
  Fast Hero 4/MAM 8: CR 12; HD 12d8+36; HP 109; 
  Massive Damage 16; AP 4-9; Init +5; Spd 30 ft.; Defense 25, 
  Touch 25, Flat-Footed 25 (+4 Dexterity, +11 Class); BAB 
  +11/+6/+1 (melee +15/+10/+5, ranged +15/+10/+5); AL 
  Sadism, Excitement; Occupation Military; Wealth +3; SV 
  Fort +10, Ref +12, Will +4; Str 18, Dex 18, Con 16, Int 10, 
  Wis 12, Cha 12.
  Skills: Balance +12, Concentrate +3, Hide +8, Move 
  Silently +8, Tumble +21, Escape Artist +8, Jump +21, 
  Intimidate +9, Sense Motive +12.
  Talents, General Feats, and Martial Arts Styles: 
  
  59 of 65
  Chapter 5: The Hanmei
  Evasion, Uncanny Dodge 1, Simple Weapons, Personal 
  Firearms, Combat Martial Arts, Savate, Acrobatic, Dodge, 
  Mobility, Power Attack, Spring Attack.
  Martial Arts Maneuvers: Snap Kick: +6 to hit (+2 
  Maneuver, +4 Dexterity), 1d8+4 damage (+4 Strength, die 
  increase x2 Mastery). Jump Kick: +4 to hit (+4 Dexterity), 
  1d10+8 damage (+4 Strength, +4 Jump, die increase x2 
  Mastery). Flying Kick: +6 to hit (+4 Dexterity, +2 Charge), 
  1d10+19 damage (+6 Strength, +11 Jump, +2 Charge, die 
  increase x2 Mastery). Block. Improved Block.
  Martial Arts Masteries: Acrobatics Mastery 1, 
  Acrobatics Mastery 2, Hard Kick 1, Hard Kick 2.
  Background: Marcel always loved pain. Giving, 
  receiving, it was all a rush, a wonderful sensation. Through 
  his work in intelligence, Special Forces, and as a mercenary, 
  he has had ample opportunity to indulge his desires. 
  However, even his successes could not explain away his 
  excesses, and so legitimate military work became harder 
  and hard for Marcel to come by. As a result, he has drifted 
  toward the darker side of the international scene, and now 
  seeks employment as one of Lin Qi’s assassins.
  Quote: “Bal périlleux?”
  Role: Marcel is a killer. A villain through and through. If a 
  PC seeks to claim the Hanmei crown, it will likely be Marcel 
  awaiting him in the ﬁnal round.
  Epilogue
  Katsumoto snapped a kick to Max’s solar 
  plexus. The large man simply shrugged 
  it off, grinning manically at him. It didn’t 
  even slow him down. Max closed, grabbing 
  the 
  older Japanese man and slamming him to the 
  mat, driving the wind out of him. “That hurt, pie-face. Big 
  mistake.”
  The crowd roared, and with all eyes on the battle, no one 
  noticed Kimmy and Brianna slipping out.
  Max glanced in their direction and saw that their seats 
  were empty. Grabbing the old man’s hair, he dragged him to 
  his feet. To the approving throng, it looked as though he was 
  biting the old man’s ear. “This is bullshit. This is never going 
  to work.”
  Wincing in pain, Katsumoto shifted his weight and threw 
  the larger man to the ground, off the mat, and punched him 
  in the face as the wind rushed out of him. “You might have 
  mentioned that earlier.”
  Max grunted, shaking his head, and got to his feet. Tasting 
  the blood of a split lip, he roared and threw Katsumoto 
  right into the crowd. Seconds later, he was on top of him, 
  shrugging several spectators out of his way in the process. 
  “I did mention it.”
  Outside, Brianna smiled, hearing the riotous sounds from 
  inside the arena. “Leave it to Max. If there’s one thing that 
  man can do, it’s start a riot.”
  “Oh!”
  Turning at the noise, Brianna saw Kimmy on the ground, 
  clutching her knee. Marcel stood over her, smiling. “Going 
  somewhere, Mademoiselles?”
  Katsumoto rolled out of the way, barely avoiding being 
  stepped on by the fans thronging around them. As the ﬁght 
  had moved into the stands, fans in other parts of the arena, 
  no longer able to see, had begun to get out of their seats, 
  pushing and shoving to see what was happening. This had 
  already started a few ﬁghts around the arena. The Yakuza 
  guards, ill-equipped for a full-blown riot, were beginning 
  to beat the crowd back with Tonfa, which only served to 
  exacerbate the situation. Max grabbed Katsumoto by the 
  collar and tossed him over the clump of fans around him like 
  a rag doll. “Time for us to motor, Moto.”
  Brianna rolled out of the way as a heel came crashing 
  down onto the spot where her head had been. In one smooth 
  motion, she got back on her feet and landed an inside 
  crescent kick to Marcel’s head. Two teeth came ﬂying out of 
  his mouth, followed by a spray of blood and saliva. Brianna 
  met Marcel’s smile with one of her own. “Always go for the 
  knees, don’t you, boy? You ﬁght like a wharf rat punk. I had 
  better dates in high school.”
  Brianna had thought they had a good chance to get away 
  clean, but Max had told her it would come to this. That 
  Marcel would know what was up and be waiting for her. 
  Unfortunately, he had been right. He had also overruled 
  
  60 of 65
  Chapter 5: The Hanmei
  Katsumoto and said that Brianna should be the one to face 
  Marcel. He had said she was the only one fast enough and 
  mean enough to keep up with him.
  “You like to make noise, Mademoiselle? Marcel likes this 
  as well.”
  Marcel snapped out a kick for her ankle. Brianna spun like 
  a broken ballerina, managing to twist out of the way of most 
  of the attack. Damn it. Low. Everything low. He’s robbing 
  you of your speed.
  Brianna let her momentum carry her in a wide circle, 
  hopping on one leg to gain distance. Out of the corner of 
  her eye, she saw a hint of movement and dropped down low, 
  narrowly avoiding a spinning kick that would have broken 
  her neck. He’s built like a brick shithouse, but you’re faster. 
  Use it, Damnit.
  “This is not going well.” Katsumoto grabbed the shoulder 
  of a seemingly insane spectator, now a raging part of a 
  mindless mob, and squeezed hard, dropping him to his knees. 
  Max decked three more with a chair he had ripped out of the 
  ﬂoor. It seemed they were being attacked by every spectator 
  in the building. They had given up trying to move and had 
  begun ﬁghting back to avoid being trampled by the crowd.
  Max growled, then laughed, picking up the groaning man 
  Katsumoto had dropped with the nerve-pinch—or whatever 
  it was—and threw him right into the crowd. He stepped on 
  the fallen spectators, dragging Katsumoto behind him. The 
  move had gained them two feet. “Well, aren’t you just the 
  master of the fucking obvious.”
  Brianna had stopped talking. Max always said I talked 
  too much, anyway. Blood streamed down her face from a cut 
  over her left eye, impairing her vision on that side. Marcel 
  kept moving in that direction, trying to get further into the 
  blind spot he had created, and so the pair of them danced 
  continually in a clockwise circle.
  “Mademoiselle, she no longer wishes to talk to Marcel?”
  Brianna saw an opening. God, don’t let me be wrong. A 
  short jab to the face, and she moved to her right with all the 
  speed her tired, bruised legs had left. Marcel slowly faded 
  from view behind a curtain of blood-matted chestnut hair.
  “Ah, perhaps it is time for the dance to end as well, 
  hmm?”
  The sky exploded in stars as a sharp pain exploded in 
  Brianna’s right knee.
  “Max, stop ﬁghting them.”
  Max roared, grabbing another faceless member of the mob 
  and tossing him aside. “I’m not going to be trampled, old 
  man. If I die in this heathen country of yours, I’m taking a 
  few of you with me.”
  Katsumoto smacked Max right across the face. “Go with 
  the ﬂow. Let them carry us for a time.”
  Suddenly, Max saw what the old man had in mind, and he 
  laughed.
  Brianna hit the ground with a thud and did not move. 
  Bare chest glowing with sweat and blood, Marcel took her 
  in with appreciation. She cut quite a ﬁgure in the moonlight. 
  Perhaps he didn’t have to kill her right away…
  Suddenly, Marcel’s knee gave way. Then a loud crack 
  issued from the small of his back. Eyes wide with pain, he 
  couldn’t even cry out as he looked over his shoulder. Kimmy 
  threw a ridgehand right at his throat, then a snap kick to 
  his good knee. On his way down, she caught him with a 
  textbook-perfect snap kick that landed right under his chin, 
  snapping his head back and sending the Frenchman into 
  unconsciousness.
  Kimmy spit on the man, her face a mask of rage. 
  “Kutabare!”
  Kicking him one last time in the ribs, she went to check on 
  her unconscious friend.
  The roaring mass swept the men along. It was, in a weird 
  sort of way, like being carried out to sea. Suddenly, they 
  cleared the overhanging balcony.
  “Now!”
  Max cupped his hands, and as soon as Katsumoto planted 
  his foot he heaved the old man up onto the second level.
  Katsumoto had to force down his panic while airborne. 
  Max had thrown him with such ease. Time seemed to slow 
  down for the old man, and he landed with one foot on the 
  back of an empty chair, shifting his direction into the aisle, 
  where he rolled to a graceful landing right by the ﬁre hose. 
  Uncoiling it, he threw it high over the crowd. Max snared 
  it in one meaty hand, and Katsumoto, his face red with 
  exertion, pulled him out of the throng.
  Finally, Max sprang free of the mass as he kicked off 
  the people trying to catch his legs to be carried to safety 
  with him. Grabbing the rail, he pulled himself over, hurling 
  epithets down at the mass he had just freed himself from.
  “I can’t believe you made that landing, old man. How old 
  are you, anyway? Seventy?”
  Katsumoto just laughed. For some reason, he had always 
  liked the boorish American.
  “I’ll remember that. Along with the pie-face comment.”
  Max suddenly seemed embarrassed. “Oh yeah, that. Well, 
  you know, I had to make it look good and… the girls!”
  Suddenly both men headed for the exit.
  
  61 of 65
  Feat tables
  General Feats
  General Feats
  Prerequisite
  Beneﬁt
  Archaic Weapons- Chinese
  --
  Use Chinese Weapons w/o penalty 
  Archaic Weapons- Indian
  --
  Use Indian Weapons w/o penalty
  Archaic Weapons- Indonesian --
  Use Indonesian Weapons w/o penalty
  Archaic Weapons- Japanese
  --
  Use Japanese Weapons w/o penalty
  Archaic Weapons- Samurai
  --
  Use Samurai Weapons w/o penalty
  Banter
  Cha. 13+, Bluff 5 Ranks
  Charisma Mod to Defense
  Improvised Weapons
  Brawl
  Use Improvised Weapons w/o penalty
  Kata
  One Martial Arts Style feat
  +1 to hit with one Style
     Kata Lore
  Kata, Knowledge (history) 1 Rank, Knowledge 
  (philosophy) 1 Rank
  +2 to two Style Skills
  Kata Mastery
  Kata, Kata Specialist   
  +2 damage with one Style
  Kata Specialist
  Kata
  Know Your Enemy
  Knowledge (history) 2 Ranks, Knowledge (tactics) 2 
  Ranks
  +2 to hit vs. one Style
     Knowledge is Power
  Know Your Enemy, BAB 9+
  Attacks of Opportunity vs. one Style
  Meditation
  Concentration 3 ranks
  Use meditation w/o penalty
  Poise
  Wis 13+, Concentration 5 Ranks
  Wisdom Mod to Defense
  Zen
  Concentration 3 ranks
  Use zen w/o penalty
  Martial Arts Styles
  Martial Arts Styles
  Prerequisite
  Beneﬁt
  Aikido
  Defensive Martial Arts, Improved Disarm, or Improved 
  Trip
  Aikido Maneuvers
  Arnis
  Simple Weapon Proﬁciency
  Arnis Maneuvers
  Boar
  Combat Martial Arts 
  Boar Maneuvers
  Boxing
  Combat Martial Arts or Brawling
  Boxing Maneuvers
  Capoeira
  Combat Martial Arts or Defensive Martial Arts
  Capoeira Maneuvers 
  Cat
  Combat Martial Arts or Defensive Martial Arts
  Cat Maneuvers
  Cobra
  Combat Martial Arts or Defensive Martial Arts
  Cobra Maneuvers
  Commando Training
  Combat Martial Arts 
  Commando Maneuvers
  Dragon
  Combat Martial Arts or Defensive Martial Arts
  Dragon Maneuvers
  Drunken Master
  Combat Martial Arts or Defensive Martial Arts
  Drunken Master Maneuvers
  Eagle
  Combat Martial Arts or Defensive Martial Arts
  Eagle Maneuvers
  Fencing
  Archaic Weapon Proﬁciency
  Fencing Maneuvers
  Gatka
  Archaic Weapons- Indian
  Gatka Maneuvers
  Hapkido
  Combat Martial Arts or Defensive Martial Arts
  Hapkido Maneuvers
  Jeet Kune Do
  Combat Martial Arts or Defensive Martial Arts
  Jeet Kune Do Maneuvers
  Jujutsu
  Combat Martial Arts or Defensive Martial Arts
  Jujutsu Maneuvers
  Karate
  Combat Martial Arts 
  Karate Maneuvers
  Kendo
  Archaic Weapons- Samurai or Exotic Weapon Proﬁciency- 
  Katana
  Kendo Maneuvers
  Kobujutsu
  Archaic Weapons- Japanese
  Kobujutsu Maneuvers
  Kung Fu
  Combat Martial Arts or Defensive Martial Arts
  Kung Fu Maneuvers
  Kyudo
  Archaic Weapons- Japanese or Archaic Weapons- Samurai Kyudo Maneuvers
  Leopard
  Combat Martial Arts or Defensive Martial Arts
  Leopard Maneuvers
  Lua
  Combat Martial Arts or Improved Trap
  Lua Maneuvers
  Monkey
  Defensive Martial Arts
  Monkey Maneuvers
  Naginata-do
  Archaic Weapons- Samurai
  Naginata-do Maneuvers
  Ninjutsu
  Combat Martial Arts or Defensive Martial Arts
  Ninjutsu Maneuvers
  Panther
  Combat Martial Arts or Defensive Martial Arts
  Panther Maneuvers
  Pentjak Silat
  Combat Martial Arts or Defensive Martial Arts
  Pentjak Silat Maneuvers
  Praying Mantis
  Combat Martial Arts or Defensive Martial Arts
  Praying Mantis Maneuvers
  Python
  Combat Martial Arts 
  Python Maneuvers
  ROSS
  Combat Martial Arts, Defensive Martial Arts or Improved 
  Trip
  ROSS Maneuvers
  Savate
  Combat Martial Arts or Defensive Martial Arts
  Savate Maneuvers
  School of Hard Knocks
  Brawling or Combat Martial Arts
  SOHK Maneuvers
  Scorpion
  Combat Martial Arts, Defensive Martial Arts or Improved 
  Trip
  Scorpion Maneuvers
  Shao-Lin Kung Fu
  Combat Martial Arts or Defensive Martial Arts
  Shao-Lin Maneuvers
  Sojitsu
  Archaic Weapons- Japanese or Archaic Weapons- Samurai Sojitsu Maneuvers
  
  62 of 65
  Feat tables
  Sumo Wrestling
  Combat Martial Arts or Defensive Martial Arts
  Sumo Maneuvers
  Tae Kwon Do
  Combat Martial Arts 
  TaeKwonDo Maneuvers
  Thai Kickboxing
  Combat Martial Arts or Defensive Martial Arts
  Thai Kickboxing Maneuvers
  Tiger
  Combat Martial Arts or Defensive Martial Arts
  Tiger Maneuvers
  White Crane
  Combat Martial Arts or Defensive Martial Arts
  White Crane Maneuvers
  Wing Chun
  Combat Martial Arts or Defensive Martial Arts
  Wing Chun Maneuvers
  Martial Arts Maneuvers
  Martial Arts Maneuvers
  Prerequisite
  Beneﬁt
  Advanced Combination
  Combination, Improved Combination, One Martial Arts 
  Style feat, Four Martial Arts Maneuvers, BAB 9+, Dex 
  13+
  Bonuses with four attacks
  Advanced Ground Fighting
  Ground Fighting
  No penalties when prone
  Advanced Rush
  Rush
  Axe Kick
  One Martial Arts Style feat (speciﬁc- see text) 
  Kick damage increased
  Back Kick
  One Martial Arts Style feat (speciﬁc- see text) 
  Character cannot be ﬂanked
  Bear Hug
  One Martial Arts Style feat (speciﬁc- see text) 
  Grapple damage increased
  Block
  One Martial Arts Style feat (any) 
  No penalties to block attacks
  Block, Disarm
  Block- Improved, Improved Disarm, BAB 8+
  Disarm attack as an attack of opportunity
  Block, Improved
  Block, BAB 5+
  Block mult attacks w/attack of opportunity
  Block, Lock
  Block- Improved, Combat Reﬂexes, BAB 8+
  Grapple attack as an attack of opportunity
  Body Blow
  One Martial Arts Style feat (speciﬁc- see text) 
  Temporary Defense loss
  Box Ears
  One Martial Arts Style feat (speciﬁc- see text)
  Temporary Deafness
  Choke Hold
  One Martial Arts Style feat (speciﬁc- see text) 
  Strangulation
  Circle Kick
  One Martial Arts Style feat (speciﬁc- see text) 
  Increases kick damage
  Combination
  One Martial Arts Style feat, Two Martial Arts Maneuvers, 
  BAB 1+
  Bonuses on two attacks
  Counterstrike
  Block- Improved, Combat Reﬂexes
  Attack of opportunity when blocking
  Counterstrike, Improved
  Counterstrike, BAB 9+
  Attack of opportunity for each block
  Deceptive Attack
  Bluff 5 Ranks, One Martial Arts Style feat (speciﬁc- see 
  text)
  Charisma modiﬁes attacks
  Disarm Block
  Improved Block, BAB 8+
  Disarm attempt on Block
  Dodge Roll
  Tumble 5 Ranks, One Martial Arts Style feat (speciﬁc- see 
  text)
  Defense bonus
  Elbow Slam
  One Martial Arts Style feat (speciﬁc- see text) 
  Increases Elbow damage
  Eye Gouge
  One Martial Arts Style feat (speciﬁc- see text) 
  Temporary Blindness
  Flying Kick
  Jump Kick, One Martial Arts Style feat (speciﬁc- see text)
  Jump skill adds to kick damage
  Ground Fighting
  One Martial Arts Style feat (speciﬁc- see text)
  No Defense penalties when prone
  Haymaker
  Hook, One Martial Arts Style feat (speciﬁc- see text)
  Punch damage increased
  Head Butt
  One Martial Arts Style feat (speciﬁc- see text) 
  Head damage increased
  Heart Punch
  One Martial Arts Style feat (speciﬁc- see text) 
  Stun on a punch
  Heel Kick
  One Martial Arts Style feat (speciﬁc- see text) 
  Kick damage increased
  Hip Throw
  One Martial Arts Style feat (speciﬁc- see text) 
  Trips cause damage
  Hook
  One Martial Arts Style feat (speciﬁc- see text) 
  Punch damage increased
  Iaijutsu
  Quick Draw
  Initiative bonus
  Immovable
  One Martial Arts Style feat (any) 
  Bonus to resist Trips and Grapples
  Improved Block
  Block, BAB 5+
  May Block weapons unarmed
  Improved Combination
  Combination, One Martial Arts Style feat, Three Martial 
  Arts Maneuver feats, BAB 4+, Dex 13+
  Bonuses on three attacks
  Improved Counterstrike
  Counterstrike, BAB 9+
  May counterstrike multiple times
  Instant Stand
  Tumble 8 Ranks, One Martial Arts Style feat (speciﬁc- see 
  text)
  May stand as a free action
  Jab
  One Martial Arts Style feat (any) 
  Increases punch attack rolls
  Jump Kick
  Jump 5 Ranks, One Martial Arts Style feat (speciﬁc- see 
  text)
  Jump skill adds to kick damage
  Kidney Punch
  One Martial Arts Style feat (speciﬁc- see text) 
  Punch stuns
  Leg Sweep
  One Martial Arts Style feat (speciﬁc- see text) 
  Kick renders target prone
  Lock Block
  Improved Block, BAB 8+
  Grapple on successful block
  Momentum Throw
  Unbalance Opponent, Improved Combat Throw, One 
  Martial Arts Style feat (speciﬁc- see text)
  Throw damage on missed attack
  Nerve Strike
  Pressure Points 5 Ranks, One Martial Arts Style feat 
  (speciﬁc- see text)
  Increase Pressure Point damage
  Numbing Strike
  Pressure Points 10 Ranks, Nerve Strike
  Target takes penalties from Pressure Points
  
  63 of 65
  Feat tables
  Ridgehand
  One Martial Arts Style feat (speciﬁc- see text) 
  Punch damage increased
  Rush
  one Martial Arts Style feat (speciﬁc- see text) 
  Bonuses to charge attacks
  Short Power
  Str 14+, Wis 13+, One Martial Arts Style feat (speciﬁc- 
  see text)
  Punch damage increased
  Silencing Strike
  Cobra
  Target rendered mute
  Snap Kick
  One Martial Arts Style feat (speciﬁc- see text) 
  Attack roll bonuses to kicks
  Thigh Kick
  One Martial Arts Style feat (speciﬁc- see text) 
  Temporary Defense loss
  Uppercut
  One Martial Arts Style feat (speciﬁc- see text) 
  Punch damage increased
  Signature Maneuvers
  Signature Maneuvers
  Prerequisite
  Beneﬁt
  Abaniko
  Arnis
  Arnis damage increased
  Achilles Lock
  Thai Kickboxing
  Defense damage from grapple
  Angry Monkey
  Monkey
  Defense bonus while prone
  Antari
  Hapkido
  Snap Kick damage increased
  Ashi-Sokuto
  Jujutsu
  Threat range increased for kicks
  Ashi-Tori
  Sumo Wrestling
  Bonuses to Trip attack rolls
  Balestra
  Fencing
  Increased criticals while charging
  Broken Time
  Fencing
  Initiative bonus
  Chan Si Bong
  Shao-Lin
  Ki is a free action
  Chasse Tournant
  Savate
  Circle Kick attack roll bonuses
  Cradle Pin
  Aikido
  Increased grapple damage
  Crane Kick
  White Crane
  Increased snap kick damage
  Crane Stance
  White Crane
  Defense bonus
  Daisan
  Kyudo
  +1 to hit with Kyudo attacks
  Deai
  Aikido
  Initiative and defense bonuses
  Dojukiri
  Kyudo
  Increased Kyudo damage
  Double Eagle
  Eagle
  Disarm bonuses
  Eagle Claw
  Eagle
  Pressure point bonuses
  Eight-Limbed Attack
  Thai Kickboxing
  Extra head and elbow attacks
  Fall-Down Drunk
  Drunken Master
  Attack or defense bonuses
  Fajing
  Shao-Lin
  Extra Str from Ki
  Float like a Butterﬂy
  Boxing
  Defense bonuses, ﬂurry of blows
  Fouette Figure
  Savate
  Kicking criticals can be knockouts
  Ginga
  Capoeira
  Defense bonus
  Iaijutsu Strike
  Kendo
  Extra damage vs. ﬂat-footed opponents
  Improved Iaijutsu Strike
  Kendo
  Extra damage vs. ﬂat-footed opponents
  Leaopard Crouch
  Leaopard
  Bonus to Initiative
  Leopard Punch
  Leopard
  Increased punch damage
  Meia Lua de Frente
  Capoeira
  Increased Circle Kick damage
  No Holds Barred
  School of Hard Knocks 
  Increased Cheap Shot damage
  Nukite Zuki
  Karate
  Increased criticals from Ridgehand attacks
  One Inch Punch
  Jeet Kune Do 
  Increased Short Power damage
  Pak Antari
  Hapkido
  Increased damage on circle kick attacks
  Pounce
  Panther
  Trip attack on a charge
  Pyong Hi Sogi
  Tae Kwon Do 
  Defense bonus
  Sahblet
  Pentjak Silat  
  Increased Pressure Point damage
  Shadow
  Ninjutsu
  Hide in plain sight
  Shadow Warrior
  Ninjutsu
  Harder to track/investigate
  Shuto Uchi
  Karate
  Increased damage from Ridgehand attacks
  Siku Perisai
  Pentjak Silat 
  Elbow attack on block
  Stagger
  Drunken Master Defense bonus
  Stalking Panther
  Panther
  Defense or Initiative bonuses
  Sting like a Bee
  Boxing
  Increased knockout chance
  Tall Monkey
  Monkey
  Increased to hit and damage on punches
  Teisho
  Jujutsu
  Increased Jab damage
  Tiger Claw
  Tiger
  Temporary blindness
  Tiger Stance
  Tiger
  Bonuses while Prone
  Twi O Cha Gi
  Tae Kwon Do 
  Bonuses to jump and ﬂying kick
  Vale Tudo
  School of Hard Knocks 
  Increased cheap shot damage
  Zen Archery
  Kyudo
  Pressure points usable at range
  
  64 of 65
  Feat tables
  KI Feats
  Ki Feats
  Prerequisite
  Beneﬁt
  Ki
  Wis 13+ 
  Ki equal to Wisdom modiﬁer
     Bushido
  Ki, Inner Strength, Inner Power, BAB 10+
  Defense penalty adds to attacks
     Great Kiai
  Ki, Kiai
  Ki stuns
     Hypnotic Gestures
  Ki
  Ki hypnotizes
     Inner Peace
  Ki, Inner Strength, Wisdom 15+
  Avoid environmental damage
     Inner Power
  Ki, Inner Strength, Concentration 5 ranks.
  Ki adds to Strength
     Inner Strength
  Ki
  reroll failed Will save
     Kiai
  Ki
  Ki stuns
     Wuxia
  Ki, Inner Strength, Concentration 8 ranks
  Meditation adds to jumping
  
  65 of 65
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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
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  Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. 
  Cordell, John Tynes, Andy Collins, and JD Wiker.
  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: Blood and Fists.
  Designation of Open Gaming Content: The following sections of Blood and Fists: 
  Hong Kong Knights  are designated as open gaming content except for terms deﬁned 
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  Introduction:  This entire chapter is closed content.
  Chapter 1: The class descriptions and ﬁction (italicize text) are closed content. All other 
  text in this chapter is open content.
  Chapter 2: The ﬁction (italicize text) introductions and martial arts style descriptions 
  are closed content. All other text in this chapter is open content.
  Chapter 3: The ﬁction (italicize text) introductions are closed content. All other text in 
  this chapter is open content.
  Chapter 4: This entire chapter is closed content.
  Chapter 5: The ﬁction (italicize text) introduction and epilogue (italicize text) are 
  closed content. All other text in this chapter is open content.
  Appendix:  This entire section is open content.
  
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