TEXT: BY CHARLES RICE
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   PLAYTESTING: 
  Charles Baize, Carrie Baize, Chris Derner,, Chris Hoover,  Ryan 
  KellEy, Ethan Ripplinger, Aaron Wiggins, DOMINC COVEY, Jeffrey 
  Willis, Robert Butler, Bert Hansen, Brian Palmer, COREY HODGES, 
  EDWARD LENNON, PAULA RICE
  COVER: JEREMY SIMMONS
  art: J. Longenbaugh 
  EDITING: CHARLES BAIZE
  LAYOUT: CHRIS DAVIS
  CONTRIBUTIONS FROM: 
  CHRIS DAVIS, DAVID JARVIS
  
  2
  WASTELAND FURY
  Aldar kneeled on the pristine white floor of the 
  practice hall. Behind him, his fellow students kneeled 
  in a similar posture, hands on thighs, eyes down out 
  of respect for their Master. In front of him stood the 
  Master and the other senior instructors. Their faces 
  were grave. Only the Master spoke.
  “Begin.”
  Aldar cleared his throat. “I traveled west to the 
  Necropolis. Along the way I encountered some 
  Raiders, Ghouls, nothing out of the ordinary.”
  The Master nodded, “How did you deal with 
  them?”
  “They did not see me Master.”
  Despite the fact that his voice was carefully neutral 
  after that statement, several of the other students 
  behind him murmured at that, prompting a quick 
  response from the Master. Singling out one of the 
  murmuring students, he fixed him with an icy stare, “I 
  know he speaks the truth. How do I know that young 
  initiate?”
  Only the initiate’s stammering filled the silent void 
  where the murmuring had been. After letting the boy 
  suffer for the appropriate amount of time, the Master 
  turned back to Aldar, “How do I know?”
  “Because if I had been seen, I would be dead. 
  Alone, unarmed, and unarmored, I would have been 
  overwhelmed. There were hundreds of ghouls, the 
  Necropolis was crawling with them.”
  The Master nodded, “The feeding ground is well-
  named. There are small vaults scattered all through 
  that necropolis with men, women, and children 
  waiting for the call to awake, that the Fall has ended. 
  More often they are found by the Ghouls and eaten 
  alive. Their young are fed on the embryonic fluid from 
  the tanks.”
  The Master looked back down at Aldar, “Continue.”
  “I made my way into the city center, and found the 
  building you instructed. There were no ghouls in that 
  area, as Master instructed me to expect, which I found 
  odd. There was a decaying ghoul corpse outside that 
  should have been crawling with scavengers. I made 
  my way inside. The Metal Master was waiting.”
  The Master nodded, “And what did it say to you?”
  “It said it had been too long since it had a student 
  Master, and that it hoped I lasted longer than its last 
  student. At first the techniques of the metal creature 
  were crude, but with every bout it became more and 
  more advanced. Finally, it bowed and told me I was 
  done with my training course, and asked me to “Pay 
  at the desk’, a statement I did not understand. But 
  since Master had told me that would signal the end of 
  my trial, I returned here.”
  The Master nodded, face still grave. One of the 
  other Masters handed him a black sash. “Rise and 
  join us, Master Aldar.”
  Throughout the history of the world man has fought 
  and killed his fellow man. Since no one wants to be 
  on the losing end of such a confrontation, men who 
  live and die by the sword have systematically studied 
  battles to be in better position to win those battles. As 
  time passes, this study of combat becomes inexorably 
  more complex, systematic, and concentrates more on 
  the inner warrior, rather than a better way to punch, 
  kick, or swing a sword. We call these studies the 
  martial arts, and they appear in every culture in the 
  world that engages in the art of combat, from Ancient 
  Greece to 19th century France. In the Twisted Earth, 
  a world ravaged by war, attempting to piece together 
  a new future from the ashes of lost yesterdays, that 
  process has begun again…
  Table of contents
  New Occupation 
  3
  Pit Fighter 
  3
  New Classes 
  3
  Initiate 
  3
  Pit Gladiator 
  4
  Weapon Master 
  6
  Sensei 
  9
  New Skills 
  10
  General Feats 
  10
  Martial Arts Styles 
  11
  Maneuvers 
  17
  Signature Maneuvers 
  20
  Martial Arts Mastery 
  21
  Mastery Definitions 
  23
  Items 
  24
  The Ultimate 
  24
  Background  
  24
  Stage 1: Melee 
  25
  Stage 2: Armed Combat 
  25
  Stage 3: Man to Man 
  25
  WASTELAND FURY - POST APOCALYPTIC MARTIAL ARTS
  
  3
  WASTELAND FURY
  New Occupation
  Pit Fighter
  Throughout the cities of the Twisted Earth, a brutal 
  new sport has arisen: pit fighting. Men are put into an 
  earthen pit and fight like dogs until one goes down. 
  Although slaves were used at first, the proprietors of 
  these events found that using trained fighters made for 
  a better show, and better profits.
  Prerequisite: Strength 13 or Dexterity 13
  Skills: Choose two of the following as permanent 
  class skills. If a skill the character selects is already a 
  class skill, he or she receives a +1 competence bonus 
  on checks using that skill. Balance, Bluff, Jump, 
  Knowledge (Tactics), Sense Motive, Tumble.
  Starting Corium: 6d6x100 cp.
  New Classes
  Initiate
  Salazar walked up to the gate. He paused about 50 
  yards away, and waved a staff with a white cloth 
  attached to the end. From the top of the wall an armed 
  raider asked his business, and in an authoritative 
  shout he knew the other wall guards could hear, 
  Salazar shouted, “We of the Clean seek to resolve 
  this situation. I would speak with your leader.” 
  Impassively, he stood his ground and waited.
  Minutes later, Salazar stood calmly while the men 
  searched him completely, ensuring that he bore no 
  weapons. He was unsure why his master wanted to 
  deal with these raiders, they were beneath the Clean, 
  he hated the way they smelled, the way they conducted 
  themselves, everything about them. However, Salazar 
  was too loyal to ask such questions, one reason, 
  among many, he had been given this assignment. 
  Leaving the staff outside the gate, Salazar was led 
  inside, into a corrugated tin roofed shack that served 
  as the “headquarters” for the gang’s leader.
  Stepping inside, Salazar saw two men standing 
  behind a desk. A handgun rested on the desk, the 
  only weapon in the room. Salazar paused, listening 
  to the guards who had brought him here lock the 
  door behind him. Only after this was done did the 
  man behind the desk speak. “All right, let’s hear your 
  offer.”
  Salazar nodded, “I bring greetings from the Clean. 
  Greetings, and an offer. We wish to establish a base 
  here, as a base from which we might explore further 
  east. We will pay you in corium and water, provide 
  our own protection, and will not interfere with your 
  normal activities.”
  The man behind the desk chuckled, and nodded. 
  Absently he scratched at the prickly stubble that 
  covered his scarred, weathered face and pretended 
  he was considering the offer. He knew the Clean was 
  up to something. He knew they could build a base 
  more suitable for any “scouting operation” they had 
  planned in a day. He had heard the rumors that there 
  was an ancient machine buried deep in the ground 
  under this old trading post, which was why he had 
  taken it over to begin with. However, his men had 
  been unable to find it. He had no doubt what the 
  Clean would do once they arrived in force with “their 
  own protection”, and he wanted to show them they 
  couldn’t play him.
  Salazar watched the man pretend to consider his 
  offer. He resisted the urge to smile. He could read 
  the man’s thoughts in his body language. As the man 
  snatched up the pistol, Salazar rolled forward. Three 
  slugs went whizzing over his head, sending three 
  streamers of light inside through the thin tin walls of 
  the shack. As the raider stood to fire again, Salazar 
  leapt over the desk, kicking the gun out his hand. A 
  
  4
  WASTELAND FURY
  backhand spun the gang leader’s head around, and 
  Salazar grabbed it in two hands, turning the raider the 
  rest of the way around. He looked over to the second 
  in command, who had just stood there, stunned. “My 
  informants tell me you do not share his opinion, that 
  you would be willing to allow us to pay you for the 
  right to find the buried machine. Is this true?”
  The man took one look at his “leader” struggling 
  uselessly against the iron grip the man had on him. 
  He tried to speak, but was unable to make a louder 
  noise than a desperate gasp for air. It didn’t take a 
  lot of imagination to figure out what would happen if 
  he said no, since he didn’t even have a pistol. “Sure, 
  we weren’t ever going to find that thing anyway. But 
  whatever amount of corium you were going to offer 
  him, double it.”
  SNAP
  The Initiate is a devoted practitioner of a style, 
  seeking to learn the inner mysteries of it, to blend 
  it and his body into a perfect harmony of man 
  and technique. Many high-level initiates walk the 
  wasteland with no weapons at all, confident in their 
  ability to protect themselves. This makes them 
  valuable as assassins and guards, since they can’t 
  be disarmed. At the highest levels, initiates will 
  frequently seek out a worthy student to pass on what 
  they have learned.
  Requirements
  To qualify to become an Initiate, a character must 
  fulfill the following criteria.
  Base Attack Bonus: +3.
  Skill:  Concentration 3 Ranks.
  Feats:  Combat Martial Arts or Defensive Martial 
  Arts or Brawl, and any one Style feat.
  Class Information
  The following information pertains to the Initiate 
  advanced class.
  Hit Dice: 1d8.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Initiate class skills are: Bluff 
  (Cha), Climb (Str), Concentration (Con), Intimidate 
  (Cha), Jump (Str), Knowledge (tactics, theology 
  and philosophy, twisted earth) (Int), Listen (Int), 
  Meditation (Wis), Sense Motive (Wis), Spot (Wis), 
  and Survival (Str).  Note that most styles will grant the 
  character additional class skills beyond these.
  Skill Points at Each Level: 5 + Int modifier.
  Class Features
  The following features pertain to the Initiate advanced 
  class.
  Mastery:  At 1st, 3rd, 5th, 7th, and 9th levels, the 
  Initiate gets to pick an ability from the Mastery list for 
  the Martial Arts style the character is mastering.  See 
  Martial Arts Mastery for more information on Mastery 
  abilities.  Level 2 Masteries may only be learned by 
  characters of 5th level and above.  Level 3 Masteries 
  may only be learned by characters of 9th Level.
  Bonus Feats:  At 2nd, 4th, 6th, 8th, and 10th levels, the 
  Initiate gains a bonus feat from the Bonus Feats list 
  for the Martial Arts Style the character is mastering.  
  See Martial Arts Mastery for more information. The 
  character must meet the prerequisites for any feat he 
  takes.
  Pit Gladiator
  Malvo’s head spun around. The mutant caught him 
  again with a blow to the side of the face that left him 
  seeing stars and tasting his own blood. The world 
  pitched around, and Malvo soon realized that taste 
  mixing with the blood running from his mouth was 
  dirt. Screams echoed in the pit, men had crowded 
  the edge, threatening to spill down into the combat 
  area as they yelled either for Malvo to get up or for 
  the large brute to finish him. Malvo lifted his head 
  TABLE 1-1: THE INITIATE
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +1
  +2
  +2
  +0
  Mastery
  +1
  +0
  2
  +2
  +3
  +3
  +0
  Bonus Feat
  +2
  +0
  3
  +3
  +3
  +3
  +1
  Mastery
  +2
  +1
  4
  +4
  +4
  +4
  +1
  Bonus Feat
  +3
  +1
  5
  +5
  +4
  +4
  +1
  Mastery (Level 2)
  +4
  +1
  6
  +6
  +5
  +5
  +2
  Bonus Feat
  +4
  +2
  7
  +7
  +5
  +5
  +2
  Mastery 
  +5
  +2
  8
  +8
  +6
  +6
  +2
  Bonus Feat
  +6
  +2
  9
  +9
  +6
  +6
  +3
  Mastery (Level 3)
  +6
  +3
  10
  +10
  +7
  +7
  +3
  Bonus Feat
  +7
  +3
  
  5
  WASTELAND FURY
  up, catching the eyes of the lean, perpetually pale 
  man standing in the front of the crowd. Even if he 
  hadn’t been so pale despite the enormous blood red 
  sun that beat down on this hell hole town every day 
  of the year for 14 hours a day, he would have been 
  easy to spot; he was the only one not cheering for one 
  combatant or the other. With artful casualness, the 
  pale man reached up and tugged the middle earring 
  of the three that decorated his left ear. Malvo spat out 
  the dirt and blood and got up; bottom earring meant 
  stay down, middle earring meant get up. Good. This 
  cocky bumpkin thought being big meant something, 
  and Malvo was hoping he’d get a chance to prove him 
  wrong. Malvo smiled a broken gap-toothed smile at 
  the humungous mutant, who was a good foot and a 
  half taller than him, “Ok big boy, now it’s time for me 
  to get paid.”
  The mutant responded with a bloodcurdling yell of 
  pure hatred and charged forward, ready to break the 
  little human into pieces. This brought a deafening yell 
  of approval from the crowd, most of whom had paid 
  good money hoping to see a “pureblood” get ripped 
  in half by the biggest mutant in their little town. The 
  mutant’s charge was stopped short with a flurry of 
  short, fast punches right to his bulbous nose. Shaking 
  off the sting, a veritable barrage of blows seemed to 
  rain down on the huge man from everywhere: jaw, 
  stomach, groin, knees, kidney. Growling, he threw a 
  huge looping haymaker the little human ducked under 
  with contemptuous ease. Then the little man danced 
  out, bouncing around the dirt ring on the balls of his 
  feet and motioned the large mutant to close again. He 
  was still smiling.
  This time as Malvo closed, hands up to fend off the 
  punches that had stunned him before, Malvo’s left 
  leg snaked out and caught the side of the mutant’s 
  leg right at the knee. The entire crowd went silent at 
  the sound of the bone breaking under the force of the 
  kick. It sounded like a gun had gone off in the little pit. 
  Seeing that the mutant had no intention of trying to 
  get up again, Malvo spit on him, and raised his arms 
  in triumph. The stunned mutants looked down at him 
  in silence for a moment, before a roar filled the pit. 
  “Malvo...  Malvo… Malvo…”
  After a few seconds, a large mutant reached 
  down and hauled him up out of the pit. The crowd 
  was still chanting his name as the lean albino 
  and Malvo pushed their way through the crowd. 
  As soon as they got out of sight, the lean man 
  smiled, his mouth gleaming with gold teeth, 
  “Impressive as usual. They love you. Probably 
  need to take a fall tomorrow.”
  Malvo shrugged, grabbing a rough cloth and 
  wiping the sweat and blood off his glistening 
  bare chest. “Whatever.”
  The albino laughed, handing Malvo his cut. “It 
  really doesn’t matter to you does it? Hero one day, 
  goat the next, champion, villain, it’s all the 
  same. Have you no pride? You could be 
  undefeated.”
  Malvo put his shirt on, stuffing the 
  glowing coins into a pouch at his belt. 
  “Yeah I have pride. It’s called money. Let the 
  rubes think what they want. Just so long as I 
  get paid. You need me I’ll be where you found me 
  this morning.” 
  The Pit Gladiator is a professional arena 
  fighter, skilled in the brutal arts of 
  bareknuckle, full-contact bouts that 
  do not end until one man goes down 
  and either refuses or is unable to rise. There 
  are no “points” to determine the winner, and 
  combats often end with one fighter dead or disabled. 
  Some of these men fight for honor, or personal glory, 
  some even fight for the pride of their home towns, 
  with each small village sending its toughest men 
  against the nearby villages for personal bragging 
  
  6
  WASTELAND FURY
  rights. More often, however, these fights are fixed, 
  with the betting determining who wins and who loses. 
  Requirements
  To qualify to become a Pit Gladiator, a character must 
  fulfill the following criteria.
  Base Attack Bonus: +3.
  Feats:  Combat Martial Arts, Pit Fighting.
  Class Information
  The following information pertains to the Pit 
  Gladiator advanced class.
  Hit Dice: 1d12.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Pit Gladiator class skills are: Bluff 
  (Chas), Balance (Dex), Climb (Str), Intimidate (Cha), 
  Jump (Str), Knowledge (tactics) (Int), Listen (Wis), 
  Sense Motive (Wis), Spot (Wis), Survival (Wis), and 
  Treat Injury (Wis).
  Skill Points at Each Level: 3 + Int modifier.
  Class Features
  The following features pertain to the Pit Gladiator 
  advanced class.
  Bonus Feats: A Pit Gladiator receives a bonus 
  feat at 3rd, 6th, and 9th level. The feat must be selected 
  from the following list, and the character must meet 
  the prerequisites to select it: Athletic, Block, Cleave, 
  Combat Reflexes, Exotic Melee Weapon Proficiency, 
  Hook, Improved Damage Threshold, Jab, Power 
  Attack, Renown, Toughness, Uppercut.
  Rage: The Pit Gladiator can work himself into a 
  frenzy, attacking his opponents with little regard for 
  his own safety. This grants the Pit Gladiator ability 
  bonuses and is also terrifying to his opponents. In 
  a rage, the Pit Gladiator temporarily gains +4 to 
  Strength, +4 to Constitution, and a +2 morale bonus 
  on Will saves, but suffers a –2 penalty to Defense.
  The increase in Constitution increases the Pit 
  Gladiator’s hit points by 2 points per level, but 
  these hit points go away at the end of the rage, and 
  the Constitution score drops back to normal. While 
  raging, a Pit Gladiator cannot use skills or abilities 
  that require patience and concentration. 
  A fit of rage lasts for a number of rounds equal to 
  3 + the character’s (newly improved) Constitution 
  modifier, but the Pit Gladiator may end the rage at 
  any time. At the end of the rage, the Pit Gladiator 
  is fatigued (–2 to Strength, –2 to Dexterity, can’t 
  charge or run) for the duration of that encounter. 
  The Pit Gladiator can only fly into a rage once per 
  encounter, and only a certain number of times per day 
  (determined by level). However, a Pit Gladiator may 
  use 1 action point to rage if he has already exhausted 
  his daily allowance. Entering a rage takes no time 
  itself, but the Pit Gladiator can only do it during his 
  action.
  Pit Mastery:  At the levels indicated, the Pit 
  Gladiator gains a mastery from the pit fighter list (this 
  list, and a definition of the masteries themselves, may 
  be found in the martial arts mastery section below).
  Weapon Master
  The old man sniffed the wind critically. He stood up 
  and faced into the wind, opening his mouth to let some 
  of the salty desert sand drift onto his tongue, and then 
  he closed his eyes, tasting it. At his feet, the children 
  watched with rapt attention. Old Sere’s intuition was 
  never wrong, the town elders would often ask him if 
  a major storm was brewing. Of course, in this part of 
  the waste, major was relative. Every night the banshee 
  winds howled down out of the mountains, and anyone 
  caught outside for an extended period of time would 
  have the meat blasted right off his bones.
  “Little more than an hour.”
  The gate watchman nodded, and reached up, 
  tolling the bell six times that stood by the gate. People 
  picked up their pace a little in the tiny village, and 
  the hunters in the distance turned with their kills and 
  began to head back toward the aluminum walls of the 
  TABLE 1-2: THE PIT GLADIATOR
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +1
  +2
  +0
  +0
  Rage 1/day
  +1
  +0
  2
  +2
  +3
  +0
  +0
  Pit Mastery
  +2
  +0
  3
  +3
  +3
  +1
  +1
  Bonus Feat
  +2
  +1
  4
  +4
  +4
  +1
  +1
  Rage 2/day
  +2
  +1
  5
  +5
  +4
  +1
  +1
  Pit Mastery
  +2
  +1
  6
  +6
  +5
  +2
  +2
  Bonus Feat
  +3
  +2
  7
  +7
  +5
  +2
  +2
  Rage 3/day
  +3
  +2
  8
  +8
  +6
  +2
  +2
  Pit Mastery
  +4
  +2
  9
  +9
  +6
  +3
  +3
  Bonus Feat
  +4
  +3
  10
  +10
  +7
  +3
  +3
  Rage 4/day
  +5
  +3
  
  7
  WASTELAND FURY
  shantytown at a run. Sixty minutes till lockdown.
  One of the children tugged on the leg of the elder’s 
  pants. 
  “Tell us the story of the Wanderer again.”
  “Haven’t you kids heard that story enough?”
  “No, no, Sere! Just once more, please? There’s 
  enough time. You said an hour.”
  Sere exchanged a smile with the gate watchman and 
  sat down cross-legged in front of the fire. Everyone 
  loved Sere’s stories, but especially this one. It was 
  with no small amount of satisfaction that Sere noticed 
  the watchman move a little closer to the fire away 
  from his post so he could hear a little better.
  “All right already. But this is the last time this week, 
  I swear. Where did I leave off the last time?”
  “The raiders! The raiders!”
  “Oh yeah right… well in those days, Siren had 
  fallen under the influence of the most vicious raider 
  gang these mountains have ever seen, the so-called 
  ‘Bad Company’ gang. They came riding by on their 
  motorcycles with their guns, demanding tribute in 
  return for their ‘protection’. Course all we really 
  needed protection from was them. Anyway, this went 
  on for months, till finally we’d had enough. Finally 
  the village sent Runner to the nearby villages, looking 
  for a soldier or guardian, anyone to get those blood-
  leeches off our backs.”
  Sere paused, stretching, drawing out the suspense 
  masterfully. Even though the children had heard this 
  story a thousand times, they still stared, breathless, 
  while the old man gathered his thoughts before 
  continuing.
  “I was no older than you lit’ones, but I remember it 
  like it were yesterday. The village elders were plenty 
  mad when Runner came back with just one guy. And 
  he didn’t even have a gun. The elders had given 
  him hard corium, the only corium we had, to hire 
  someone, and he had spent it on a guy who didn’t even 
  have a gun! When the elders asked about the money, 
  the stranger just said, ‘I didn’t take any money from 
  him. If you’re happy with the job I do, we’ll work 
  something out’. Just like that. Well, the elders still 
  weren’t too happy. They knew that even if he wasn’t 
  costing any money, things could be a lot worse for us 
  than they were.” 
  “So they asked him how he planned to get those 
  raiders to leave us alone. He reached up to this old 
  gront-hide pack on the back of his Fraxx and took 
  out this sword. Old Titus, who was the elder most 
  opposed to fighting the raiders, thought we’d be 
  better off paying them and keeping out of trouble, 
  asked him why he hid his weapon like that. ‘To 
  protect it from the sand and the wind. It’s a work of 
  art’. The stranger sure had a funny way o’ talkin’. 
  Said stuff like that all’a time. Old Titus laughed, but 
  then the stranger drew the sword. I tell you kids, I 
  never saw anything as pretty as that sword, before 
  or since. I asked the stranger once what a ‘work of 
  art’, was and he said it was something so pretty it 
  would last forever, ‘even if only in your mind’. I didn’t 
  know what that meant then, but I do now, I can still 
  remember how that sword caught the light. But Old 
  Titus wasn’t impressed. ‘So you have a pretty sword. 
  Do you know how to use it?’ The stranger just smiled, 
  and sheathed his sword again. Then he tossed Old 
  Titus a palm fruit, and said, ‘Throw it back to me’. 
  Old Titus hmphed and tossed it back. It fell into two 
  perfect halves onto the ground. The stranger was just 
  standing there. We had all been watching the fruit, but 
  I swear no one remembers seein’ him draw his sword. 
  Well after that everyone…”
  A loud clanging sounded in the distance. The 
  chimes, some old metal strips hung up in the high 
  mountains, were rustling like crazy. The banshee 
  winds were coming down.
  “All right kids, inside, inside. Time for lockdown.”
  “Awwwwwwwww.”
  “We’ll finish this tomorrow. Hurry along now.”
  
  8
  WASTELAND FURY
  Sere climbed the ladder on the opposite side of the 
  gate from the watchman. His gray eyes scanned the 
  distance as the last of the hunters came running up. As 
  the last one came running through the gate, Old Sere 
  threw the bolt home and hurried inside. The clanging 
  in the distance was now a cacophony of metal against 
  metal.
  Sere moved into his tiny hovel and checked the 
  bolts on the windows and doors. Then he pushed a 
  heavy gront-hair rug up against the door to keep any 
  sand from blowing under the door, and sat down. As 
  the banshee winds began to howl in earnest outside, 
  he lit a small oil lamp and sat down in his old straw 
  bed with his back against the adobe brick walls. He 
  slipped off his necklace and held a small fleck of 
  metal up to the light. The kind of fleck that would get 
  knocked off a sword during a fight. His old gray eyes 
  were as wide as a child’s as the metal caught and held 
  the dim light from his sputtering lamp.
  “A work of art”.
  The weapon master has devoted his life to the study 
  of a single weapon. As he studies, and practices more 
  and more with his weapon, it eventually becomes 
  almost a part of him, an extension of his body and 
  spirit.
  Requirements
  To qualify to become a Weapon Master, a character 
  must fulfill the following criteria.
  Base Attack Bonus: +3.
  Feats:  Weapon Focus and one of the following: 
  Serenity, Wayfarer’s Walking Stick, Weapon Master.
  Equipment: A masterwork weapon of the type the 
  character wishes to master
  Class Information
  The following information pertains to the Weapon 
  Master advanced class.
  Hit Dice: 1d10.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Weapon Master class skills 
  are: Bluff (Cha), Climb (Str), Concentration (Con), 
  Intimidate (Cha), Knowledge (tactics, ancient lore) 
  (Int), Pressure Points (Wis), Sense Motive (Wis), and 
  Spot (Wis).  
  Skill Points at Each Level: 3 + Int modifier.
  Class Features
  The following features pertain to the Weapon Master 
  advanced class.
  Bonus Feat: If the character has a martial arts 
  weapon style (such as Wayfarer’s Walking Stick), he 
  may choose a feat from that Style’s bonus feat list.  
  Otherwise, he may choose a feat from the following 
  list (the character must meet all prerequisites for 
  any bonus feat however): Advanced Two-Weapon 
  Fighting, Armor Proficiency (Light, Medium, Heavy), 
  Blind-Fight, Burst Fire, Cleave, Double Tap, Far Shot, 
  Great Cleave, Point Blank Shot, Precise Shot, Power 
  Attack, and Two-Weapon Fighting  
  Greater Weapon Focus:  The character’s attack 
  bonus with his chosen weapon increases by +1 (to a 
  total attack bonus of +2).
  One with Weapon:  The character adds his Weapon 
  Master class level to the damage from any single 
  attack with his favored weapon.  This ability may be 
  used once per day.  The character may use this ability 
  more than once per day by spending an Action Point 
  for each use beyond the first.
  Concentrated Attack:  The Weapon Master’s 
  mind is as keen as his weapon.  This ability allows the 
  Weapon Master to add 1⁄2 his Concentration skill ranks 
  to an attack roll with his favored weapon.  This ability 
  is a full round action.  This ability may be used once 
  per day.  The character may use this ability more than 
  once per day by spending an Action Point for each use 
  beyond the first.
  TABLE 1-3: THE WEAPON MASTER
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +1
  +2
  +0
  +0
  Greater Weapon Focus
  +1
  +0
  2
  +2
  +3
  +0
  +0
  One with Weapon
  +2
  +0
  3
  +3
  +3
  +1
  +1
  Bonus Feat
  +2
  +1
  4
  +4
  +4
  +1
  +1
  Concentrated Attack
  +2
  +1
  5
  +5
  +4
  +1
  +1
  Weapon Specialization
  +2
  +1
  6
  +6
  +5
  +2
  +2
  Bonus Feat
  +3
  +2
  7
  +7
  +5
  +2
  +2
  Improved Critical
  +3
  +2
  8
  +8
  +6
  +2
  +2
  Greater Weapon Specialization
  +4
  +2
  9
  +9
  +6
  +3
  +3
  Bonus Feat
  +4
  +3
  10
  +10
  +7
  +3
  +3
  Attack to Kill
  +5
  +3
  
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  Weapon Specialization: A Weapon Master gains 
  weapon specialization with a specific melee or ranged 
  weapon to which she has also applied the Weapon 
  Focus feat. The Weapon Master gets a +2 bonus on 
  damage rolls with the chosen weapon.
  Improved Critical:  The character gains a +1 
  critical threat range to all attacks with his chosen 
  weapon.
  Greater Weapon Specialization: A Weapon 
  Master gains greater weapon specialization with the 
  weapon she selected for weapon specialization. This 
  ability increases the bonus on damage rolls to +4 
  when using the selected weapon.
  Attack to Kill:  The character’s successful attack 
  with his chosen weapon is automatically a critical hit, 
  and automatically forces the target to make a saving 
  throw for massive damage (even if the damage is not 
  enough to force this normally, which is unlikely).  
  This ability may only be used once per day, and 
  requires the attacker to spend an action point each 
  time it is used.
  Sensei
  Master Wei stepped out into the blazing sun, sliding 
  the door of his school closed behind him. Three days 
  ago he had put out the call that he was accepting 
  new students. Three days ago there were a dozen 
  applicants kneeling shirtless under the beating sun. 
  Today there were two. They had not eaten or had a 
  drop to drink, and the sun had cooked them like fraxx 
  steaks. They were delirious, and didn’t even notice the 
  Sensei as he walked around them, inspecting them. He 
  clapped his hands, and two students, wearing white 
  uniforms came out of the school and carried them 
  inside.
  The Sensei is a master martial artist, but rather than 
  seeking new physical challenges, he has turned his 
  attention to passing on what he has learned, and the 
  mastery of his inner spirit or Ki.
  Requirements
  To qualify to become a Sensei, a character must fulfill 
  the following criteria.
  Base Attack Bonus: +8.
  Skills: Meditation 10 ranks, Sense Motive 10 ranks, 
  Knowledge (theology and philosophy) 10 ranks.
  Class Abilities: one level 3 Mastery of a martial 
  arts style
  Class Information
  The following information pertains to the Sensei epic 
  class.
  Hit Dice: 1d8.
  Action Points: 8 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Sensei class skills are: Bluff 
  (Cha), Climb (Str), Concentration (Con), Diplomacy 
  (Cha), Intimidate (Cha), Jump (Str), Knowledge 
  (ancient lore, tactics, theology and philosophy) (Int), 
  Listen (Wis), Meditation (Wis), Pressure Points (Wis), 
  Sense Motive (Wis), and Zen Mastery (Wis). Note that 
  most styles will grant the character additional class 
  skills beyond these.
  Skill Points at Each Level: 5 + Int modifier.
  Class Features
  The following features pertain to the Sensei epic class.
  Mastery:  At 1st, 3rd, 5th, 7th, and 9th levels, the 
  Sensei may choose a Mastery ability either from his 
  Style list, or from the Contemplative list.  
  Bonus Feats:  At 2nd, 4th, 6th, 8th, and 10th levels, the 
  Sensei may choose a bonus feat either from his Style 
  list, or from the Contemplative list.  The character 
  must meet the prerequisite for any bonus feat he takes.
  Personal Style: The Sensei is skilled at passing 
  his techniques on to others.  At 3rd level, anyone 
  studying with the Sensei may learn any skill he knows 
  as a class skill. At 6th level, anyone studying with 
  TABLE 1-4: THE sensei
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +0
  +2
  +2
  +2
  Mastery
  +1
  +2
  2
  +1
  +3
  +3
  +3
  Bonus Feat
  +2
  +2
  3
  +2
  +3
  +3
  +3
  Mastery; Personal Style (Skills)
  +2
  +2
  4
  +3
  +4
  +4
  +4
  Bonus Feat
  +3
  +3
  5
  +3
  +4
  +4
  +4
  Mastery (Level 2)
  +4
  +3
  6
  +4
  +5
  +5
  +5
  Bonus Feat; Personal Style (Feats)
  +4
  +3
  7
  +5
  +5
  +5
  +5
  Mastery
  +5
  +4
  8
  +6
  +6
  +6
  +6
  Bonus Feat
  +6
  +4
  9
  +6
  +6
  +6
  +6
  Mastery (Level 3); Personal Style (Masteries)
  +6
  +4
  10
  +7
  +7
  +7
  +7
  Bonus Feat
  +7
  +5
  
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  WASTELAND FURY
  the Sensei may take any feat he knows as a bonus 
  feat anytime the character is entitled to a bonus feat 
  from his chosen class. The character must meet the 
  prerequisites for any feat chosen. At 9th level, anyone 
  studying with the Sensei may learn any Mastery he 
  knows any time they are entitled to learn a Mastery. 
  The character must meet the prerequisites of any 
  mastery chosen.
  New Skills
  Balance (Dex)
  Armor Penalty
  New Use- Resist Trip Attacks:  Characters can use 
  Balance to avoid being tripped or thrown in the same 
  fashion as characters in d20 Modern can use Escape 
  Artist to avoid being grappled.  The character makes a 
  Balance skill check, opposed by the attacker’s attack 
  roll.  Using Balance for this purpose is an attack 
  action (but see the Immovable Stance feat for more 
  information).
  Meditation (Wis)
  Trained Only
  Check:  By succeeding at a skill check (DC 15), the 
  character is able to enter a self-induced trance, almost 
  a form of autohypnosis.  This can allow the character 
  to ignore Fatigue or Exhaustion for one hour, after 
  which time the character must either rest, or check 
  again.  A successful skill check (DC 20) can also 
  allow the character to reroll any failed Will Save or 
  Concentration skill check at +2.  
  Try Again?:  For ignoring Fatigue or Exhaustion, 
  the character may try again in one hour.  For rerolling 
  a Will Save or Concentration check, no.
  Special:  The character can take 10 when making a 
  Meditation check, but can’t take 20.  The amount of 
  time it takes to enter a meditative state is one minute 
  (10 rounds), minus one round for each Meditation 
  rank the character possesses (1 round minimum at 10 
  or more Ranks).
  Pressure Points (Wis)
  Trained Only
  Check:  A successful skill check (higher than the 
  target’s Defense) will add +1d6 to the damage from 
  any unarmed or melee weapon attack. This ability 
  may be used once per combat, unless the target of 
  the attack is flanked, in which case it may be used at 
  will.  This ability will only inflict extra damage on a 
  target vulnerable to critical hits or with a discernable 
  anatomy.
  Try Again?:  No.
  Special:  A character can take 10 when making 
  a Pressure Points skill check, but cannot take 20.  
  Making a Pressure Points check is a move-equivalent 
  action.  
  This skill also includes knowledge of Acupuncture 
  and Acupressure techniques.  Any character with 5 or 
  more ranks in this skill gains a +2 Synergy Bonus to 
  Treat Injury checks.
  Sense Motive (Wis)
  New Use- Predict Attack:  This use of Sense Motive 
  may not be used untrained.  By reading her opponent’s 
  body language, a character can predict when and 
  where an attack will strike, and be better prepared to 
  intercept or prevent it. On a successful skill check 
  (DC 10 +attacker’s Base Attack Bonus or skill vs. 
  skill against attacker’s Bluff- attacker’s choice) the 
  character gains a +2 to any Block or Disarm opposed 
  check.  If the character has Improved Combat Throw, 
  she may take a +2 bonus on the opposed Trip check 
  through her Attack of Opportunity.
  Zen Mastery (Wis)
  Trained Only
  Check:  Zen Masters are renowned for their ability 
  to fight effectively while blinded, and often practice 
  and perform exhibitions of combat while blindfolded.  
  This skill reduces the miss chance in melee combat 
  due to concealment by 2% for each Skill rank.  So, 
  a target with 10 Ranks in Zen Mastery would only 
  suffer a 30% miss chance while blinded.
  Try Again?:  This skill is not normally checked, so 
  Trying again is not applicable.  Using the Zen Mastery 
  skill is a move-equivalent action.
  General Feats
  The feats in this section do not fit into a specific 
  martial arts style. Some of these feats represent a 
  general knowledge of the martial arts.
  Banter 
  You have mastered the art of “witty” (read: annoying) 
  repartee in combat.  This serves to both annoy your 
  opponents, and distract them.
  Prerequisite:  Cha 13+, Bluff 5 ranks
  Effect:  You gain a Competence bonus to your 
  Defense against melee attacks equal to your Charisma 
  modifier.  Any circumstance which causes you to lose 
  your Dexterity modifier to defense also causes you to 
  lose this bonus.
  Improvised Weapons 
  You are a walking disaster area.  Anything you touch 
  is likely to be used in a fight.
  Prerequisite:  Brawl
  Effect:  You may use any improvised weapon with 
  no penalty to hit.  You must still learn how to use 
  items designed as weapons in the normal way.
  
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  WASTELAND FURY
  Kata 
  Kata is a ritualized practice technique for the martial 
  arts, in which moves are practiced again and again 
  until they become instinctive.
  Prerequisite:  One Martial Arts Style
  Effect:  You gain a +1 to hit with Maneuvers from 
  one Martial Arts Style.
  Special:  This feat may not be applied to Adaptable 
  or Weapon Martial Arts Styles. 
  Kata Lore 
  You have studied the history and philosophy of a 
  Martial Arts Style.
  Prerequisite:  Kata, Knowledge (history or ancient 
  lore) 1 Rank, Knowledge (philosophy) 1 Rank
  Effect:  You gain a +2 bonus to the style skills (the 
  skills granted as class skills by the Style Feat for that 
  Martial Arts Style). You may only take this feat in a 
  Style for which you have the Style Focus feat.
  Special:  This feat may not be applied to Adaptable 
  or Weapon Martial Arts Styles.
  Kata Mastery 
  You are a greatly feared Master of one Martial Arts 
  Style.
  Prerequisite:  Kata Specialist
  Effect:  You gain a +1 bonus to the threat range of 
  Maneuvers from one Martial Arts Style.  You may 
  only take this feat in a style for which you have the 
  Style Specialist feat.
  Special:  This feat may not be applied to Adaptable 
  or Weapon Martial Arts Styles.
  Kata Specialist 
  You have spent hours practicing the Kata of a style, 
  learning the intricacies of its movements.
  Prerequisite:  Kata
  Effect:  You gain a +2 damage bonus with 
  Maneuvers from one Martial Arts Style.  You may 
  only take this feat in a Style for which you have the 
  Style Focus feat.
  Special:  This feat may not be applied to Adaptable 
  or Weapon Martial Arts Styles (see Martial Arts Styles 
  for more information).
  Know Your Enemy - Specific Style 
  By studying a certain fighting style, you are better 
  able to combat it.
  Prerequisite:  Knowledge (history or ancient lore) 
  2 Ranks, Knowledge (tactics) 2 Ranks
  Effect:  When this feat is taken, choose a specific 
  Martial Arts Style feat.  When fighting a practitioner 
  of that style, you gain a +2 Competence bonus 
  to attack, damage, or defense.  Only one of these 
  categories gains the bonus, but it may be changed 
  from round to round.
  Knowledge is Power - Specific Style 
  Prerequisite: Know Your Enemy, Base Attack 9+
  Effect:  When this is taken, it must apply to the 
  same Style as the Know Your Enemy feat used as the 
  prerequisite.  When a practitioner of that style attacks 
  you and misses, you gain an Attack of Opportunity 
  against him.
  Poise 
  Your composure and indomitable will make you a 
  formidable opponent.
  Prerequisite:  Wisdom 13+, Concentration 5 Ranks
  Effect:  You gain a Competence bonus to your 
  Defense against melee attacks equal to your Wisdom 
  modifier.  Note that the bonuses from Banter and Poise 
  do not stack (they are both Competence bonuses).
  Special: Poise cannot be learned by characters 
  whose only Martial Arts Style is a non-aesthetic style.
  Martial Arts Styles
  Following is a collection of martial arts styles 
  developed since the fall of the Ancients. While a few 
  have Ancient influences, most of the styles have been 
  inspired by post-apocalyptic factions, movements, or 
  mutant beasts.  Gamemasters wishing to create new 
  martial arts styles should reference the style creation 
  guidelines found in Blood and Fists.
  Zones of Attack
  Combat Martial Arts from the d20 Modern 
  Roleplaying Game grants proficiency with “unarmed 
  attacks.” This is defined as “striking for damage with 
  punches, kicks, or head butts.”
  In Wasteland Fury, these distinctions are broken 
  down further and clarified with the following 
  categories, or “zones”: punching (which includes 
  elbow and open hand strikes), kicking (which 
  includes knee and heel strikes), and head butts. To 
  represent combat beyond what can be accomplished 
  through punching and kicking, these zones are further 
  expanded to include Disarm, Trip, Grapple, and Feint 
  attacks.
  Each of the styles described below grants a 
  character skill in one or more of these zones. If a 
  character has no proficiency in that zone (because 
  he entered the art through Defensive Martial Arts or 
  Brawl), he is considered armed when making attacks 
  in that zone, he provokes no Attacks of Opportunity 
  for acting in that zone (for Grapple or Trip attacks), 
  and he may use that zone as a move action rather than 
  an attack action (for feinting). If a character is already 
  proficient in a zone of attack taught by a Style he 
  takes (usually because he used Combat Martial Arts or 
  Improved Trip as the prerequisite for the Style), then 
  he gains a +1 Competence bonus when attacking in 
  that zone. Remember that Competence bonuses (like 
  
  12
  WASTELAND FURY
  most kinds of bonuses other than Dodge bonuses) do 
  not stack, so a character can only receive a +1 bonus 
  to hit no matter how many styles he takes that grant 
  proficiency in a particular zone.
  Learning a Style
  Martial Arts styles and maneuvers cannot just be 
  selected from a list the way other feats are, they 
  must be learned from someone who knows them. 
  This creates a strong bond, with teachers passing 
  maneuvers down to students who do the same in time 
  with their own students. This sensei-student bond is 
  just as strong in the time after the Fall as it is today, 
  and killing a popular sensei with many students is a 
  good way to have a lot of angry, well-trained revenge-
  seekers after you. Another source of learning is the 
  factions. Some of the fighting styles known to the 
  factions stretches back to the time of the Fall, and 
  these are some of the most potent and deadly fighting 
  techniques. Lastly, there are manuals and books that 
  date to the time of the Fall and before from which 
  information can be gleaned.
  Teacher: Although general styles and techniques 
  can be learned by anyone, a prospective student still 
  needs a teacher. For many of the basic styles, such as 
  Pit Fighting, it is not hard to find a teacher, but even 
  these styles have signature maneuvers, and some of 
  these are known only to a select few teachers, who 
  will either require a hefty fee, or a show of loyalty 
  and respect to his vision of the art before he will pass 
  the knowledge on. Many of the metal gods, especially 
  those programmed for combat, know many esoteric 
  combat techniques, and might be considered the 
  largest single repository of the ancient techniques still 
  extant on the Twisted Earth. However, the price for 
  studying with one of these teachers is often too high 
  for even the most devoted student.
  Faction: Like many things in the Twisted Earth, the 
  martial arts are shrouded in secrecy. Many factions 
  have developed their own fighting styles, and these 
  are zealously guarded, reserved for members of their 
  group. Teaching these styles to outsiders will result 
  in expulsion from the faction, and a death mark being 
  placed on your head. Like all information a faction 
  possesses, the knowledge of martial arts is used to 
  enhance the reputation, power, and mystique of the 
  faction over its rivals. When a faction is listed after a 
  style’s name that means it is only taught to members 
  of that faction. 
  Manual: Many books exist from the time of the 
  Ancients, and books about their fighting styles are 
  occasionally found. Although these books tend to 
  be rarer than books on technical subjects, since for 
  many years after the Fall these books were considered 
  unimportant, while technical manuals always have 
  held an intrinsic value. It is possible to find a manual 
  that will allow its owner to learn the rudiments of 
  an Ancient style, and sometimes manuals are found 
  detailing maneuvers as well. Details on these items are 
  found in the new items section.
  Ancients’ Legacy 
  Foundation Martial Arts Style
  History: The Foundation seeks to uncover and 
  reclaim as much of the Ancients’ legacy as possible. 
  Often this puts them in search of technology, the 
  lost artifacts of the Ancients. However, in Ancient 
  libraries, other legacies have been uncovered that 
  show the Ancients were truly wise and powerful 
  beyond measure. One of the first to uncover and 
  relearn the awesome systematic fighting styles of the 
  Ancients, the Foundation, with their warrior monks, 
  have used these techniques, ancient even at the time 
  of the Fall, to increase their power. As much as they 
  have learned of these ways, there are those who seek 
  even more knowledge and insight into the Ancients’ 
  combat and meditative techniques. Holovids and 
  manuals have been discovered showing Ancient artists 
  of the old styles who were able to break bricks with 
  the softest touch, become invisible, and fly through 
  the air like birds. Some within the Foundation believe 
  these are mere stories told to entertain children among 
  the Ancients, but some of the most fearsome warrior 
  monks believe the stories are true, that it is possible 
  for the inner spirit to become so strong that anything 
  is possible.
  Although the Foundation has rediscovered dozens 
  of Ancient fighting styles, the Legacy was the first 
  style created after the Fall, and was first taught by 
  the revered Sensei Master Wei. It is a combination of 
  direct fighting styles, systematic study of the human 
  body and its weaknesses, and esoteric philosophy. It 
  has become far and away the most widely practiced 
  combat style among the Foundation, and its secrets 
  are closely guarded. The Legacy is never shared 
  with outsiders, and a Sensei will put any prospective 
  student through a horrendous trial to prove his 
  dedication before taking him on as a student. At 
  Foundation bases, prospective students, seeking to 
  become initiated into the Legacy’s methods, are seen 
  prostrate before the training hall, called a Dojo (a 
  term passed down from the Ancients themselves), 
  bare chested, going without food or drink, baking in 
  the hot sun of the Twisted Earth. Sometimes a week 
  will pass before the doors to the dojo finally open and 
  the prospective initiate is invited inside to begin his 
  training. Many fail this initial trial and never learn the 
  Legacy.
  Prerequisite: Combat Martial Arts or Defensive 
  Martial Arts
  Effect: You are proficient in punching and kicking 
  attacks and are considered armed while making such 
  attacks. This feat adds Balance, Meditation, Pressure 
  Points, and Tumble to your list of class skills. Legacy 
  is an external style whose attacks are modified by 
  Dexterity.
  
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  WASTELAND FURY
  Ancients’ Exodus 
  Foundation Martial Arts Style
  History: Every member of the Foundation is told 
  the story of the Exodus, how the original warriors 
  of the Foundation made their way through the chaos 
  and anarchy of the Last Days, attracting a band of 
  desperate refugees as they made their way to safety. 
  Legend has it that the Exodus, a defensive fighting 
  style often taught to women extends back to those 
  days, with the leaders of that rag-tag band teaching 
  basic fighting techniques to the women and elderly, to 
  keep them from being snatched from the group by the 
  crazed marauders wandering mad through the streets, 
  embracing the end of the world. How much fact there 
  is to this tale is a matter of some debate, even within 
  the ranks of the Foundation. However, this style has 
  existed from the days of the Foundation’s original 
  vault home as a form of self-defense and exercise, 
  and is taught to every member of the Foundation who 
  wishes instruction at morning exercise sessions. Many 
  wishing to learn Legacy take instruction in this style, 
  hoping it will gain them the attention of the Sensei, 
  and occasionally this does happen.
  Prerequisite: Defensive Martial Arts, Improved 
  Disarm, or Improved Trip
  Effect: You provoke no Attacks of Opportunity 
  for grapple and trip attacks. This feat adds Balance, 
  Meditation, and Tumble to your list of class skills. 
  Exodus is an internal style whose attacks are modified 
  by Wisdom. 
  Crimson Fist 
  Brethren Martial Arts Style
  History: The crimson flag is a well-known 
  symbol of the Brethren, one of the more repulsive 
  and backward groups of the Twisted Earth. These 
  troglodyte-like creatures have developed a brutal 
  fighting style of their own, one that is designed at 
  least partially to help them overcome their opponents, 
  who are frequently better armed and armored. 
  The Brethren, especially those who are devoted 
  practitioners of this style, are enraged by the notion 
  that their way of fighting shares any similarity with 
  a practice of the despised Ancients. They see the 
  Ancients as fat and soft, and frequently point to 
  evidence that this was true in defense of their fighting 
  methods. More often, however, anyone who tells a 
  “Fist” (as practitioners of this style call themselves) 
  that he is practicing an Ancient tradition gets a chance 
  to see how brutally effective this style can be.
  Prerequisite: Brawl or Combat Martial Arts
  Effect: You are proficient in punch attacks and 
  suffer no Attacks of Opportunity while making such 
  attacks. You provoke no Attacks of Opportunity for 
  disarm attempts. This feat adds Escape Artist and 
  Intimidate to your list of class skills. Crimson Fist 
  is an external style whose attacks are modified by 
  Strength.
  Crimson Shadow 
  Brethren Martial Arts Style
  History: Taught to only a few, the most dedicated 
  and proven members of the Brethren, the masters of 
  this style are truly living weapons, and fully believe 
  themselves immune to the most potent technological 
  weapon. It is whispered that these assassins can walk 
  through walls, and that entire clips of ammunition 
  have hit nothing but air in fights against them. The 
  Foundation considers these the typical rumors of the 
  wasteland primitives… officially.
  Prerequisite: Combat Martial Arts or Defensive 
  Martial Arts
  Effect: You are proficient in kick attacks and suffer 
  no Attacks of Opportunity while making such attacks. 
  This feat adds Climb, Hide, and Move Silently to your 
  list of class skills. Crimson Shadow is an external 
  style whose attacks are modified by Dexterity. 
  Crimson Shadow is an adaptable style (meaning 
  this style borrows from others, having no central 
  philosophy other than win- any martial arts maneuver 
  with a Style prerequisite in this book can be learned 
  by those proficient in this style).
  Gemini 
  General Martial Arts Style
  History: Since ancient times, men have created 
  martial arts styles by watching animals and adopting 
  their fighting styles. Gemini is one of the growing 
  number of martial arts created since the Fall that have 
  come from the inhabitants emulating the fantastic 
  new lifeforms of the Twisted Earth in combat, in this 
  case the dreaded two-headed bear, whose ferocity is 
  legendary.
  Prerequisite: Combat Martial Arts or Defensive 
  Martial Arts
  Effect: You are proficient in punch and head attacks 
  and suffer no Attacks of Opportunity while making 
  such attacks. You provoke no Attacks of Opportunity 
  when making grapple attacks. This feat adds Escape 
  Artist and Intimidate to your list of class skills. 
  Gemini is an external style whose attacks are modified 
  by Strength.
  Ground Zero 
  Brotherhood of Radiation Martial Arts Style
  History: Through their studies of the Ancients and 
  their ways, the Brotherhood has learned many secrets 
  that they guard zealously. Among these secrets are 
  the Ancients’ knowledge of the body and how a slight 
  touch can cause great pain, and how the mind can rule 
  the body, allowing it to ignore pain, fatigue, hunger, 
  and thirst. In the glowing wastes these creatures call 
  home, bizarre, dancelike kata are practiced by the light 
  of radiation, while the practitioners chant the names of 
  isotopes and radioactive elements. Combatants using 
  
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  this style make extensive use of pressure points in 
  combat, which they call “releasing the internal glow”, 
  believing in their primitive fashion that radiation is 
  an integral essence of the body and that touching the 
  body at the right point somehow releases it, to painful 
  effect.
  Prerequisite: Combat Martial Arts or Defensive 
  Martial Arts
  Effect: You are proficient in punch attacks and 
  suffer no Attacks of Opportunity while making such 
  attacks. You provoke no Attacks of Opportunity 
  from trip attacks. This feat adds Meditation, Pressure 
  Points, and Zen Mastery to your list of class skills. 
  Ground Zero is an internal style whose attacks are 
  modified by Wisdom.
  Hydra 
  General Martial Arts Style
  History: Another style that emulates the beautiful 
  and terrifying life that has begun to repopulate the 
  Twisted Earth, Hydra emulates the multi-pronged 
  attack of the Abomination, using deceptive hand 
  movements and misdirection to allow attacks to come 
  from unexpected directions, catching opponents off 
  guard just as the abomination does with its many 
  heads.
  Prerequisite: Combat Martial Arts or Defensive 
  Martial Arts
  Effect: You are proficient in punch attacks and 
  suffer no Attacks of Opportunity while making such 
  attacks. You may feint as a move action. This feat 
  adds Balance and Bluff to your list of class skills. 
  Hydra is an external style whose attacks are modified 
  by Dexterity.
  Hypolyta’s Hand 
  Amazons
  History: The Amazons have a tradition of hand to 
  hand combat training that goes back to the earliest 
  days of the sisterhood. Any woman may come to them 
  and receive basic instruction in these self-defense 
  techniques, even if she does not wish to join the 
  sisterhood. In communities where the Amazons are 
  frequently seen, many mothers send their daughters 
  out at night, unknown to even their fathers, to 
  learn these techniques. Many raiders have been 
  unpleasantly surprised in encounters with supposedly 
  helpless women after an Amazon has visited a 
  wasteland community.
  Prerequisite: Combat Martial Arts, Defensive 
  Martial Arts, or Improved Trip
  Effect: You are proficient in kick attacks and suffer 
  no Attacks of Opportunity while making such attacks. 
  You provoke no Attacks of Opportunity from trip 
  attacks. You may feint as a move action. This feat 
  adds Balance, Bluff, and Sense Motive to your list 
  of class skills. Hypolyta’s Hand is an external style 
  whose attacks are modified by Dexterity.
  Lone Star 
  Rangers Martial Arts Style
  History: Rangers are drilled in a saying from 
  the day they begin their training, the most rigorous 
  military training in all of the Twisted Earth, “A gun is 
  only as good as the man shooting it”. From the time 
  of the Fall, the Rangers have stressed combat training 
  of every kind, including hand to hand combat. Having 
  once read a story about a “Texas Ranger”, a young 
  recruit began calling the fighting techniques he was 
  learning, previously called “Hand to Hand Combat 
  Training” Lone Star after the stars the rangers in his 
  legends used to wear. Although the official name of 
  the training course is still “Hand to Hand Combat 
  Training” (the Rangers never deviate from the old 
  ways), it is hard to find an actual Ranger who calls it 
  that. 
  Prerequisite: Combat Martial Arts
  Effect: Lone Star practitioners are proficient in 
  head, elbow, punch, and kick attacks and suffer no 
  Attacks of Opportunity while making such attacks. 
  This feat adds Hide and Move Silently to your list 
  of class skills. Lone Star is an external style whose 
  attacks are modified by Strength or Dexterity (chosen 
  when this feat is selected). Lone Star is an adaptable 
  style (meaning this style borrows from others, having 
  no central philosophy other than win- any martial arts 
  maneuver with a Style prerequisite in this book can be 
  learned by those proficient in this style). Lone Star is a 
  non-aesthetic style (meaning characters with this style 
  may not take Ki feats).
  Lurker’s Eyes 
  General Martial Arts Style
  History: Lurker’s Eyes is another animal style, 
  mimicking the stealthy, pouncing attacks of the 
  Lurking Panther, and also that animal’s ability to 
  avoid surprise through the use of its eye stalks. 
  Prerequisite: Combat Martial Arts
  Effect: You are proficient in punch attacks and 
  suffer no Attacks of Opportunity when making such 
  attacks. You add Hide, Move Silently, and Spot to 
  your list of class skills. Lurker’s Eyes is an external 
  style whose attacks are modified by Dexterity.
  Octopus 
  General Martial Arts Style
  History: Octopus, named after an extinct animal 
  most of its practitioners have never seen even in 
  pictures, is one of a growing number of fighting 
  
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  styles designed to take advantage of the changes 
  to the human genome wrought by the Fall. In this 
  case, the common mutation of multiple arms. This 
  style, along with Hydra, are frequently learned by 
  those with four or more arms to deadly effect. While 
  Hydra concentrates on feinting blows multiple times, 
  throwing an opponent off guard with the sheer number 
  of limbs he has to contend with, Octopus is a direct 
  style that concentrates on overwhelming the defenses 
  of your opponent with attack after attack launched in 
  lethal eight and nine punch combinations.
  Prerequisite: Multiattack
  Effect: You are proficient in punch attacks and 
  suffer no Attacks of Opportunity while making such 
  attacks. When making hand to hand or natural weapon 
  attacks with multiple limbs, your penalty is reduced 
  by 2 (which combines with the Multiattack feat for no 
  penalty). If you also possess the Improved Multiattack 
  feat you gain one extra attack at –6 of your highest 
  Base Attack Bonus in addition one attack with each 
  limb at no penalty. You add Balance, Escape Artist, 
  and Intimidate to your list of class skills. Octopus 
  is an external style whose attacks are modified by 
  Dexterity.  
  Pit Fighting 
  General Martial Arts Style
  History: No one is sure when or where the brutal 
  bloodsport of Pit Fighting began, but to say it has 
  become a favored past time among those with nothing 
  else to occupy their time would be an understatement. 
  Some more civilized communities have attempted 
  to ban the sport, but since all that is needed is a hole 
  in the ground, this has proven very difficult. The 
  handlers offer anything they think will cause the 
  locals to watch, because if they watch, some will bet 
  on the games, some will buy liquor and food from the 
  handlers, and some might unexpectedly become part 
  of the show if they aren’t careful. Attractions offered 
  include the ever-popular gladiator match, but rad 
  wolves vs. two-headed bears are extremely popular as 
  well for those with the ability to capture such savage 
  beasts. If only one is available, an untrained fighter 
  against a rad wolf seems to send the drifters into a 
  wild drinking, gambling frenzy. Gladiators, being a 
  somewhat rare commodity, are saved from such fates, 
  until they get too old, or hurt, to put on a good show.
  Prerequisite: Brawl or Combat Martial Arts
  Effect: You are proficient in punch attacks and 
  suffer no Attacks of Opportunity while making such 
  attacks. You provoke no Attacks of Opportunity 
  when making grapple attacks. This feat adds Balance, 
  Intimidate, and Sense Motive to your list of class 
  skills. Pit fighting is an external style modified by 
  Strength. Pit fighting is a non-aesthetic style (meaning 
  characters with this style may not take Ki feats).
  Rad Wolf 
  Brotherhood of Radiation Martial Arts Style
  History: Many members of the Brotherhood breed 
  these vicious predators the way primitive man bred 
  dogs for hunting and defense. Their admiration of the 
  creatures has risen to the point that some members 
  of the Brotherhood have adopted a fighting style 
  that seeks to emulate the Rad Wolf’s slashing style, 
  leaping in and knocking an opponent to the ground, 
  then finishing him with a bite to the jugular. This 
  style teaches cooperative fighting, or “pack tactics” 
  as its practitioners call it, with fighters surrounding an 
  opponent, taking turns slashing in to attack, or feinting 
  to cause an opponent to divert attention away from the 
  real attack. Opponents of the Brotherhood have come 
  to fear this fighting style, and its brutal effectiveness 
  has caused it to spread through their ranks like 
  wildfire.
  Prerequisite: Combat Martial Arts
  Effect: You are proficient in punch attacks and 
  provoke no Attacks of Opportunity while making 
  such attacks. You provoke no Attacks of Opportunity 
  from trip attacks. This feat adds Balance, Intimidate, 
  and Tumble to your list of class skills. Rad Wolf is an 
  external style whose attacks are modified by Dexterity.
  Sandstorm 
  Doomriders Martial Arts Style
  History: Of the new practitioners of the unarmed 
  fighting styles of the Twisted Earth, the Doomriders 
  are some of the most potent, brutal stylists. New 
  members are “taught” this style, during their 
  “initiation”, being constantly beaten during sadistic 
  “practice sessions” during which the untrained 
  initiate is literally used as a human punching bag. The 
  “practice dummy”, as he is called, is encouraged to try 
  and fight back, and if he survives the daily beatings 
  at the hands of his betters, he has learned the basics 
  of this style. Once one has become a full-fledged 
  Doomrider, disputes are handled through unarmed 
  matches using this style, with the winner being 
  judged “right” in whatever disagreement prompted 
  the argument. Often being “right” involves beating 
  your opponent to death with your bare hands. Tests of 
  leadership are also handled in this manner. This causes 
  many high-level Doomriders, especially their leaders, 
  to be incredibly proficient in this style, and many 
  armed guardians, to their surprise, have met brutal 
  deaths at the hands of older Doomriders who have run 
  out of ammunition or been disarmed. 
  According to Doomrider tradition, this style was 
  created by the Doomsayer himself, and practice 
  dummies are indoctrinated with sayings and 
  philosophies attributed to him while being beaten. 
  Often by the time they are full-fledged members of the 
  gang themselves, these twisted and warped souls are 
  reciting the sayings themselves, while initiating a new 
  practice dummy.
  Prerequisite: Brawl or Combat Martial Arts
  
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  Effect: You are proficient in kick and punch attacks, 
  and provoke no Attacks of Opportunity while making 
  such attacks. This feat adds Bluff, Intimidate, and 
  Sense Motive to your list of class skills. Sandstorm 
  is an external style whose attacks are modified by 
  Strength.
  Serenity 
  Movement Martial Arts Style
  History: As the Movement prepared for its 
  climactic battle with the Mongoliant horde, the Fallen 
  God taught his followers many combat techniques, 
  forging his pitiful followers into a mighty army. 
  Simple farm implements and shovels were turned 
  into dangerous weapons, fear was forgotten, death 
  a dream, and the battlefield serene. The Mongoliant 
  horde had never seen fighting like this, and their 
  bloodthirsty cries failed to frighten their opponents, 
  who moved calmly through the battle, disarming 
  their opponents with their long chains, then pouncing 
  on them and choking them. In the end, although the 
  followers of the Fallen God were outnumbered more 
  than three to one, the battle was a slaughter; Serenity 
  was born. 
  Today, members of the movement travel the Twisted 
  Earth with that same serenity, and when their message 
  of peace is met with violence, a simple chain belt 
  disarms an opponent and binds him, so that he may 
  know the wisdom and purity of the Fallen God and 
  his ways. Often this display of prowess gains more 
  converts than the message itself, but for whatever 
  reason, the Movement continues to spread faster and 
  faster, like a brushfire driven by summer winds, across 
  the Twisted Earth.
  Prerequisite: Exotic Weapon Proficiency- Chain
  Effect: When using a chain to trip or disarm, 
  Serenity practitioners gain an additional +2 bonus 
  to opposed attack rolls. When using a chain as a 
  dual weapon, Serenity practitioners act as if they 
  had the two weapon fighting feat. This feat adds 
  Balance, Meditation, and Tumble to your list of class 
  skills. Serenity is an internal style whose attacks are 
  modified by Wisdom.
  Silver and Black 
  General Martial Arts Style
  History: A popular style among the raider gangs, 
  this style, which began as a variant of pit fighting, 
  with some Sandstorm elements added in, has begun 
  to become a cult of its own, much to the concern of 
  raider gang chieftains, since practitioners of this style 
  seem to bear more loyalty toward one another than 
  to their gangs or villages. In the time before the fall, 
  there were practitioners of this style, gladiators who 
  won fame and prowess through their brutality and 
  fearlessness. This gang wore distinctive silver and 
  black clothing adorned with an image of their leader, 
  and numbers denoting rank, to strike fear into their 
  enemies. Practitioners of this style frequently are seen 
  in scraps of these uniforms, or homemade imitations. 
  Anyone wearing a higher number than you is to 
  be obeyed, unless you can defeat him and take his 
  uniform from him. Many gang leaders are so alarmed 
  at this growing unity that they have banned it from 
  their sight, on pain of death.
  Effect: You are proficient in punch and kick attacks, 
  and suffer no Attacks of Opportunity when making 
  such attacks. This feat adds Intimidate, Jump, and 
  Knowledge (tactics) to your list of class skills. Silver 
  and Black is an external style whose attacks are 
  modified by Strength or Dexterity (chosen when this 
  feat is selected).  
  Wayfarer’s Walking Stick 
  Far Traders Martial Arts Style
  History: The far traders have given up a sedentary 
  lifestyle for life on the road. However, the roads of the 
  Twisted Earth are far from kind, and frequently these 
  nomadic gypsies find themselves dealing with raiders 
  who want their goods, or ghouls who want their flesh. 
  Both are vital to the far trader’s way of life, and are 
  defended with equal zeal. Since potential customers 
  have as much to fear from traders as they do from 
  their customers, Far Traders learned long ago they 
  could not travel loaded down with heavy weapons, 
  so the quandary of how to defend themselves was 
  made even more acute. Over the years, the traders 
  have developed this style, allowing them to defend 
  themselves either with no weapons at all, or with a 
  simple staff, or as the Far Traders like to call it, a 
  “wayfarer’s walking stick”.
  Prerequisite: Combat Martial Arts and Simple 
  Weapon proficiency
  Effect: You are proficient in kick attacks and suffer 
  no Attacks of Opportunity while making such attacks. 
  When using a staff to block, you receive +2 to hit 
  on opposed attack rolls (see the Block feat for more 
  information). This feat adds Balance, Bluff, and Sense 
  Motive to your list of class skills. Wayfarer’s walking 
  stick is an external style whose attacks are modified 
  by Dexterity.
  Weapon Master 
  General Martial Arts Style
  History: There are always those with a passion for 
  one weapon, and they develop their skill with it to a 
  level far beyond what a casual wielder is capable of. 
  This style represents all weapon styles with a myriad 
  of weapons, both melee and ranged. 
  Prerequisite: Weapon Focus (chosen weapon)
  Effect: When wielding your chosen weapon, you 
  receive a +2 damage bonus. This feat adds Bluff and 
  Pressure Points to your list of class skills. Weapon 
  master is an external style whose attacks are modified 
  by Dexterity.
  
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  Whirling Dervish 
  Clean Martial Arts Style
  History: The Clean Water Clans are known for 
  their practical, ruthless, and effective methods of 
  dealing with those who oppose them. This style, 
  which grew from a spinning dance popular among the 
  Clean’s young, uses spinning movements to kick with 
  tremendous force, while catching an opponent off 
  guard. Typical of the Clean’s utilitarian philosophy, 
  this combat style shuns any notion of mysticism as so 
  much superstitious nonsense.
  Prerequisite: Combat Martial Arts
  Effect: You are proficient in kick attacks and suffer 
  no Attacks of Opportunity while making such attacks. 
  This feat adds Balance, Jump, and Tumble to your list 
  of class skills. Whirling Dervish is an external style 
  whose attacks are modified by Dexterity. Whirling 
  Dervish is an adaptable style (meaning this style 
  borrows from others, having no central philosophy 
  other than win- any martial arts maneuver with a 
  Style prerequisite in this book can be learned by those 
  proficient in this style). Whirling Dervish is a non-
  aesthetic style (meaning characters with this style may 
  not take Ki feats).
  Maneuvers
  Although the abilities granted by martial arts styles 
  are enough to allow a character to defend himself 
  against attack, they are only the beginning of the 
  character’s training. Beyond the basic training in a 
  style, there are numerous maneuvers a character can 
  learn. These are detailed below.
  Maximum Maneuvers
  No more than one maneuver can be applied to any 
  attack. Therefore, a character with the Jab and 
  Hook maneuvers cannot inflict 1d6 damage at +2 to 
  hit; he must either gain the +2 to hit (from the Jab 
  maneuver), or inflict 1d6 damage (from the Hook). 
  Some maneuvers may be used multiple times per 
  round, while some can only be used once per round. 
  Characters with multiple attacks may still make their 
  maximum number of attacks on a full attack action 
  with these maneuvers, but they can only use restricted 
  maneuvers once per round. Some maneuvers are full-
  round actions. Each of the descriptions below contains 
  information about how long it takes to perform the 
  maneuver.
  Bear Hug 
  You inflict increased damage on grappling attacks.
  Prerequisite:  Gemini
  Effect:  Your grapple damage is increased to the 
  next larger die (from 1d4 to 1d6, and so on).  You also 
  inflict 1.5 times your Strength modifier to the damage 
  from this attack.  This maneuver may be performed 
  only once per round, though you may make other 
  (non-Bear Hug) attacks if you have the ability to do 
  so.
  Block 
  You have mastered the basic art of intercepting 
  incoming melee attacks.
  Prerequisite:  Base Attack Bonus 1+
  Effect:  If you are hit in melee combat, you may 
  make an attack roll of your own to attempt to block 
  the attack.  If your attack roll is higher than the attack 
  that hit you, the attack is treated as a miss.  You may 
  only use this ability against melee weapons if you are 
  armed.  This ability does not grant you more attacks 
  than you are normally entitled to.  You may only 
  attempt to block a number of attacks equal to your 
  maximum number of attacks, and may only block 
  more than one attack in a round if you are eligible to 
  take the full attack action.  A character with multiple 
  attacks can mix blocks with attacks if he is making a 
  full attack action, but you must decide which attacks 
  will be used for blocking and which for attacking.  For 
  example, a character with two attacks (Base Attack 
  Bonus +6/+1) could Block once and Attack once, but 
  must decide if he wants to attack at +6 Base Attack 
  Bonus and Block at +1, or vice versa.
  Normal:  Any character may attempt to block 
  attacks, as above, at –4 to hit for the opposed attacks 
  roll.
  Block, Disarm 
  You are trained to disarm in conjunction with a block.
  Prerequisite:  Block- Improved, Base Attack Bonus 
  8+
  Effect:  If you successfully block an attack, you 
  may make a disarm attack against your attacker as an 
  Attack of Opportunity.  This feat does not allow you 
  more Attacks of Opportunity than you are normally 
  allowed, and you may only make one such Attack of 
  Opportunity per round.
  Block, Improved 
  You are quite adept at blocking attacks.
  Prerequisite:  Block, Base Attack Bonus 5+
  Effect:  This feat allows an unarmed character a 
  chance to block attacks made by melee weapons.  If 
  the blocking character’s opposed attack roll is 5 higher 
  than the weapon melee attack made against him, he 
  suffers no damage.  If the roll is 4 or less higher than 
  the weapon attack, the blocking character suffers 
  minimum damage from the attack.
  Normal:  Characters without this feat may only 
  block melee weapon attacks when they are also 
  armed.
  
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  Block, Lock 
  You are trained to grapple in conjunction with a block.
  Prerequisite:  Block- Improved, Base Attack Bonus 
  8+
  Effect:  If you successfully block an attack, you 
  may make a grapple attack against your attacker as an 
  Attack of Opportunity.  This feat does not allow you 
  more Attacks of Opportunity than you are normally 
  allowed, and you may only make one such Attack of 
  Opportunity per round.
  Body Blow 
  You attack your target’s midsection repeatedly, 
  gradually tiring the target out.
  Prerequisite:  Crimson Fist
  Effect:  Each time you hit with this attack, the 
  target suffers normal punch damage, and must make 
  a Fortitude save (DC 10 +the attacker’s Strength 
  modifier + the attacker’s level –the defender’s level).  
  Failure means the target takes a –1 Dodge penalty to 
  his Defense for the rest of the encounter.  Like Dodge 
  bonuses, these penalties stack.  Every five rounds (30 
  seconds), the target “recovers” one point of Defense 
  until her Defense returns to normal.  A character’s 
  Defense may not be reduced below her flat-footed 
  value by this feat.  However, if a character’s Defense 
  is reduced to its flat-footed value, the character is 
  flat-footed for all combat purposes until the character 
  manages to recover at least one point of Defense.  This 
  feat may only be used once per round, but you may 
  make additional, non-Body Blow attacks provided you 
  have the ability to make multiple attacks.
  Special:  Characters with the Endurance feat gain 
  a +4 to their saving throws against this maneuver’s 
  effect.
  Choke Hold 
  You have received advanced training in choking your 
  target, either as a means of subduing him, or quietly 
  eliminating him.
  Prerequisite:  One of the following styles: Gemini, 
  Serenity
  Effect:  You can inflict a strangulation attack on 
  a grappled target without provoking an Attack of 
  Opportunity.  If the target of this attack is flat-footed, 
  the attacker may immediately begin strangling him, 
  without first having to engage in a grapple attack.
  Circle Kick 
  By spinning your entire body, you increase the 
  damage from your kick attacks.
  Prerequisite:  One of the following: Ancients’ 
  Legacy, Sandstorm, Whirling Dervish
  Effect:  Your kick damage is increased to the 
  next larger die (from 1d4 to 1d6, and so on).  This 
  maneuver may be performed multiple times per round.
  Deceptive Attack 
  You disguise the time and direction of your attack, 
  confusing your opponent.
  Prerequisite:  Bluff 5 Ranks, and Hydra.
  Effect:  If used with a normal attack, you add your 
  Charisma modifier to your attack roll.  If used in 
  conjunction with a Feint attack, you may either add 
  your Charisma modifier to the attack or damage roll of 
  the attack.
  Haymaker 
  You can put everything you have into one lethal, 
  reckless, punch.
  Prerequisite:  Hook and one of the following: 
  Crimson Fist, Gemini, or Octopus
  Effect:  This attack is a full-round action.  Your 
  punch damage is increased to the second larger 
  die (from 1d4 to 1d8, or from 1d6 to 1d10, and so 
  forth).  Furthermore, you add one and a half times 
  your Strength modifier to the damage from this 
  attack.  If this attack is a critical hit, the target takes 
  normal damage (which can be lethal at the attacker’s 
  discretion), and also suffers the effects of a Knockout 
  blow.  If the attacker misses with this attack, he is flat-
  footed until the start of his next action.
  Hip Throw 
  You throw your opponent to the ground, inflicting 
  some minor damage and rendering the target prone.
  Prerequisite:  One of the following:  Ancients’ 
  Exodus, Ground Zero
  Effect:  When you make a Trip attack, you also 
  inflict 1d4 Throw damage to the target if successful.
  Hook 
  A fast, powerful swing that has ended many fights, 
  you gain greater force by pivoting your hips while 
  making this attack.
  Prerequisite: Crimson Fist, Gemini, Ground Zero, 
  Hydra, Lurker’s Eyes, Octopus, Silver and Black
  Effect:  Your punch damage is increased to the 
  next larger die (from 1d6 to 1d8 and so forth).  This 
  maneuver may be performed more than once per 
  round.
  Jab 
  A fast punch, extremely hard to block, the Jab is used 
  as a bread-and-butter punch by many pit fighters, or to 
  set up a more dangerous attack or combination.
  Prerequisite:  Any one Martial Arts Style Feat 
  Effect:  You make a punch attack at normal 
  damage, but gain a +2 bonus to hit.  This Maneuver 
  may be used more than once per round.
  
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  Leg Sweep 
  You have learned how to deprive your opponent of his 
  footing.
  Prerequisite:  One of the following:  Ancients’ 
  Legacy, Sandstorm, Serenity, Silver and Black, 
  Wayfarer’s Walking Stick, Whirling Dervish
  Effect:  Upon hitting with a normal attack, you 
  may make a trip attack as an Attack of Opportunity in 
  addition to inflicting normal damage. This attack may 
  be a kick attack, or a weapon attack with a suitable 
  weapon (such as chain, staff or whip).
  Nerve Strike 
  You inflict an extremely painful attack through your 
  advanced knowledge of the anatomy and pressure 
  points of your target.
  Prerequisite:  Pressure Points 5 ranks, and Ground 
  Zero
  Effect:  You increase the damage inflicted by the 
  Pressure Points skill by +1d6.  This maneuver is 
  cumulative with any bonuses gained from the Pressure 
  Points Mastery ability, but does not allow Pressure 
  Points to be used any more often than normal.
  Ridgehand 
  An open-hand attack where the hand is held open and 
  straight, and attacks are made with the edge of the 
  hand.  Colloquially known as the “Karate Chop”, this 
  maneuver is in fact used by many eastern styles.
  Prerequisite:  Ancients’ Legacy
  Effect:  Your punch damage is increased to the next 
  larger die (from 1d6 to 1d8 and so forth).  Also, you 
  add one and a half times your Strength modifier to 
  the damage with this feat. This feat may only be used 
  once per round, but you may make additional, non-
  Ridgehand attacks provided you have the ability to 
  make multiple attacks.
  Rush 
  You charge with great ferocity into battle.
  Prerequisite:  One of the following: Lurker’s Eyes, 
  Rad Wolf, Silver and Black
  Effect:  You gain an additional +1 to hit and 
  damage bonus on charge attacks.
  Snap Kick 
  You have learned how to snap your leg forward with 
  blinding speed, a kick that is very hard to block or 
  evade.
  Prerequisite:  One of the following: Ancients’ 
  Legacy, Hydra, Sandstorm, Silver and Black, Whirling 
  Dervish
  Effect:  You make a kick attack at normal damage, 
  but gain a +2 bonus to hit.  This maneuver may be 
  performed more than once per round.
  Uppercut 
  By bringing his fist up directly under the chin of his 
  opponent, snapping his head back with the blow, a 
  skilled fighter can often fell a formidable opponent in 
  one swift, unexpected punch.
  Prerequisite:  One of the following: Crimson Fist, 
  Hydra, Lurker’s Eyes, Pit Fighting, or Rad Wolf
  Effect:  Your punch damage is increased to the next 
  larger die (from 1d6 to 1d8, and so on) when using 
  this maneuver.  If you critical with an uppercut, then 
  the attack is treated as a Knockout Blow in addition 
  to inflicting normal damage on the target.  This feat 
  may only be used once per round, but you may make 
  additional, non-Uppercut attacks provided you have 
  the ability to make multiple attacks.
  Signature Maneuvers
  Signature maneuvers are considered some of the 
  greatest expressions of their styles. Unlike most 
  martial arts maneuvers, which may be taught in 
  multiple styles, signature maneuvers are only taught to 
  students of a specific style. 
  Below the Belt 
  Hypolyta’s Hand Signature Maneuver
  A vicious kick that catches an opponent where it 
  hurts the most.
  Prerequisite: Hypolyta’s Hand, Snap Kick
  Effect: Once per combat you inflict an extra die of 
  damage on snap kick attacks. If you spend an action 
  point when making this attack, your opponent is flat-
  footed against this attack.
  Eight-Armed Flurry 
  Octopus Signature Maneuver
  Fast punches at lightning speed, this attack seems to 
  gain momentum as it continues.
  Prerequisite: Octopus
  Effect: Each attack you make that can be made 
  more than once per round (such as a Jab) you gain an 
  additional +2 damage on all Octopus attacks.
  Eyes in the Back of your Head 
  Lurker’s Eyes Signature Maneuver
  Lurker masters are almost legendary for their ability 
  to see things they should not be able to see.
  Prerequisite: Lurker’s Eyes, Spot 5 ranks
  Effect: You cannot be flanked.
  
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  Flying Tackle 
  Silver and Black Signature Maneuver
  You take your opponent down, and you take him 
  down hard.
  Prerequisite: Silver and Black, Rush
  Effect: You gain a +2 to hit on all charge attacks. 
  If this attack hits, you may make a trip check as an 
  Attack of Opportunity.
  Four Headed Attack 
  Hydra Signature Maneuver
  You rain blows down on your opponent from 
  seemingly every direction.
  Prerequisite: Hydra
  Effect: You may make an additional attack at your 
  highest Base Attack Bonus. All your attacks this round 
  (including this extra attack) take a –2 penalty to hit.
  Heritage Blade
  Ancients’ Legacy Signature Maneuver
  You have mastered a dangerous and difficult variation 
  on the ridgehand, the knifehand, turning your open 
  hand into a deadly stabbing weapon.
  Prerequisite: Ancients’ Legacy, Ridgehand, Base 
  Attack Bonus 8+
  Effect: Your ridgehand attacks inflict an extra die of 
  damage.
  Man to Man 
  Pit Fighting Signature Maneuver
  You face down your opponent, gaining a 
  psychological edge.
  Prerequisite: Pit Fighting, Base Attack Bonus 5+
  Effect: When fighting an opponent one on one, you 
  gain a +2 morale bonus to hit and damage.
  Man to Many 
  Pit Fighting Signature Maneuver
  You are skilled at taking on multiple opponents.
  Prerequisite: Pit Fighting, Man to Man, Base 
  Attack Bonus 8+
  Effect: You cannot be flanked.
  Maul 
  Gemini Signature Maneuver
  The brutal, rib-breaking crush of a Gemini master is 
  not something many opponents escape.
  Prerequisite: Gemini, Bear Hug
  Effect: You gain +1 to hit with Bear Hug attacks, 
  and your damage is increased to the next larger die 
  (from 1d4 to 1d6). 
  Pack Tactics 
  Rad Wolf Signature Maneuver
  Practitioners of the Rad Wolf style taught by the 
  Brotherhood of Radiation have trained to fight better 
  in concert, emulating the cooperative attacks of the 
  Rad Wolf.
  Prerequisite: Rad Wolf
  Effect: You gain +2 to attack and skill checks when 
  fighting with one or more characters who also possess 
  this feat.
  Pleasure and Pain 
  Ground Zero Signature Maneuver
  Releasing an explosion of “inner radiation”, though 
  excruciatingly painful, the brotherhood feels he has 
  brought his victim closer to the essential power of the 
  Ancients.
  Prerequisite: Ground Zero, Nerve Strike
  Effect: You gain +2 to pressure point skill checks, 
  and +2 on all pressure point damage
  Shadow 
  Crimson Shadow Signature Maneuver
  You are able to vanish as though you were never 
  there.
  Prerequisite:  Crimson Shadow, Hide 6 Ranks, 
  Move Silently 6 Ranks
  Effect: You may hide in plain sight at will.
  Shadow Warrior 
  Crimson Shadow Signature Maneuver
  You leave no trace, you are rumor incarnate.
  Prerequisite:  Crimson Shadow, Shadow, Hide 10 
  Ranks, Move Silently 10 Ranks
  Effect:  You leave very little evidence behind you.  
  The DC of any Survival check to track you, or any 
  check to find evidence of your presence has its DC 
  increased by 10.
  Silent Kill 
  Lone Star Signature Maneuver
  The enemy that never sees you coming never sees 
  anything, period.
  Prerequisite: Lone Star, Hide 8 ranks, Move 
  Silently 8 ranks
  Effect: If you attack an opponent from surprise you 
  inflict +2d6 damage. If your opponent fails a massive 
  damage check as a result of this attack, a Listen check 
  (DC 30) is required for any nearby guards to notice 
  your attack.
  Tornado Kick 
  Whirling Dervish Signature Maneuver
  A vicious spinning kick, one of the most feared 
  attacks of the dervish.
  Prerequisite: Whirling Dervish, Circle Kick
  Effect: You gain +2 to hit and damage on all circle 
  kick attacks.
  
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  Whipsaw 
  Serenity Signature Maneuver
  A vicious slash with the chain, used as a last resort 
  when peaceful tactics have failed.
  Prerequisite: Serenity 
  Effect: You gain a +1 to hit with chain attacks, and 
  your damage is increased to the next larger die (from 
  1d6 to 1d8).
  Martial Arts Mastery
  Although characters can (and likely will), “dabble” in 
  the martial arts, there are those who devote their lives 
  to the exploration of the peculiarities of a specific 
  style, mastering it, molding their bodies and minds 
  to be the living embodiment of that style. Each style 
  mastery has two lists: Mastery Abilities and Bonus 
  Feats. These are the abilities gained by masters as they 
  rise in level. 
  Ancients’ Legacy
  Mastery: Accurate Punch 1-3, Hard Punch 1-2, 
  Block 1-2.
  Bonus Feats: Acrobatic, Alertness, Athletic, Blind-
  Fight, Block, Block-Improved, Circle Kick, Combat 
  Expertise, Combat Reflexes, Jab, Power Attack, 
  Ridgehand, Snap Kick.
  Ancients’ Exodus
  Mastery: Accurate Grapple 1-2, Block 1-3, Dodge 
  1-2.
  Bonus Feats: Acrobatic, Alertness, Athletic, Block, 
  Block-Disarm, Block-Improved, Block-Lock, Combat 
  Expertise, Combat Reflexes, Combat Throw, Dodge, 
  Hip Throw, Improved Combat Throw.
  Contemplative
  Mastery:  Acrobatics Mastery 1, Ki Mastery 1*, Ki 
  Mastery 2*, Ki Mastery 3*, Pressure Points Mastery 
  1, Pressure Points Mastery 2, Pressure Point Mastery 
  3, Shadow Mastery 1, Shadow Mastery 2
  Bonus Feats:  Animal Affinity, Attentive, Blind-
  Fight, Block-Disarm, Block-Lock, Focused, Hypnotic 
  Gestures, Inner Peace, Inner Power, Inner Strength, 
  Instant Stand, Iron Will, Ki, Kiai, Kiai-Great, Surgery, 
  Zen Archery
  * Ki Abilities are presented in Blood and Fist.
  Crimson Fist
  Mastery: Accurate Punch 1-2, Hard Punch 1-3, 
  Dirty Tricks 1-2.
  Bonus Feats: Athletic, Bear Hug, Body Blow, 
  Combat Reflexes, Haymaker, Hook, Improved Brawl, 
  Improved Damage Threshold, Improvised Weapon 
  Proficiency, Jab, Toughness, Uppercut.
  Crimson Shadow
  Mastery: Acrobatics Mastery 1-2, Dirty Tricks 1-2, 
  Shadow Mastery 1-3.
  Bonus Feats: Acrobatic, Alertness, Athletic, Block, 
  Circle Kick, Combat Expertise, Combat Reflexes, Leg 
  Sweep, Snap Kick, Stealthy.
  Gemini
  Mastery: Accurate Grapple 1-3, Hard Grapple 1-2, 
  Accurate Punch 1-2.
  Bonus Feats: Athletic, Bear Hug, Block, Block-
  Improved, Body Blow, Combat Expertise, Combat 
  Reflexes, Combat Throw, Haymaker, Hip Throw, 
  Hook, Power Attack, Toughness.
  Ground Zero
  Mastery: Accurate Throw 1-2, Accurate Punch 1-2, 
  Pressure Points 1-3.
  Bonus Feats: Alertness, Athletic, Block, Block-
  Improved, Combat Expertise, Combat Reflexes, 
  Combat Throw, Hip Throw, Improved Combat Throw, 
  Nerve Strike, Power Attack.
  Hydra
  Mastery: Accurate Punch 1-3, Hard Punch 1-2, 
  Dirty Tricks 1-2.
  Bonus Feats: Alertness, Athletic, Block, Combat 
  Expertise, Combat Reflexes, Deceptive Attack, Hook, 
  Improved Initiative, Jab, Uppercut.
  Hypolyta’s Hand
  Mastery: Accurate Kick 1-3, Hard Kick 1-2, 
  Accurate Throw 1-2.
  Bonus Feats: Acrobatic, Athletic, Block, Circle 
  Kick, Combat Expertise, Combat Reflexes, Combat 
  Throw, Dodge, Hip Throw, Jab, Snap Kick, Spring 
  Attack.  
  Lone Star
  Mastery: Accurate Kick 1, Accurate Punch 1, Dirty 
  Tricks 1-3, Hard Kick 1, Hard Punch 1.
  Bonus Feats: Alertness, Athletic, Body Blow, 
  Combat Expertise, Combat Reflexes, Combat Throw, 
  Hook, Jab, Point Blank Shot, Quick Draw, Quick 
  Reload, Stealthy, Weapon Focus.
  Lurker’s Eyes
  Mastery: Accurate Punch 1-3, Block 1-2, Hard 
  Punch 1-2.
  Bonus Feats: Alertness, Athletic, Block, Block-
  Improved, Combat Reflexes, Hook, Jab, Power 
  Attack, Toughness, Uppercut.
  
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  Octopus
  Mastery: Accurate Punch 1-2, Block 1-2, Hard 
  Punch 1-3.
  Bonus Feats: Athletic, Block, Body Blow, Combat 
  Reflexes, Haymaker, Hook, Jab, Power Attack, 
  Toughness, Uppercut.
  Pit Fighting
  Mastery: Accurate Grapple 1-2, Accurate Punch 1-
  2, Block 1-2, Hard Punch 1/
  Bonus Feats: Athletic, Block, Combat Reflexes, 
  Hook, Improved Damage Threshold, Jab, Power 
  Attack, Renown, Toughness, Uppercut.
  Rad Wolf
  Mastery: Accurate Punch 1-2, Accurate Throw 1-2, 
  Hard Punch 1-2, Hard Throw 1.
  Bonus Feats: Athletic, Block, Combat Expertise, 
  Combat Reflexes, Combat Throw, Hip Throw, Hook, 
  Improved Initiative, Jab, Uppercut.
  Sandstorm
  Mastery: Accurate Kick 1-2, Accurate Punch 1-2, 
  Hard Kick 1-2, Hard Punch 1
  Bonus Feats: Acrobatic, Athletic, Block, Circle 
  Kick, Combat Expertise, Combat Reflexes, Jab, Power 
  Attack, Ridgehand, Snap Kick, Toughness
  Serenity
  Mastery: Block 1-2, Hard Chain 1, Weapon Master 
  1-3.
  Bonus Feats: Athletic, Blind-Fight, Block, Block-
  Improved, Combat Expertise, Combat Reflexes, 
  Power Attack, Quick Draw, Toughness, Weapon 
  Focus.
  Silver and Black
  Mastery: Accurate Punch 1-2, Accurate Kick 1-2, 
  Hard Punch 1-2, Hard Kick 1.
  Bonus Feats: Athletic, Block, Combat Expertise, 
  Combat Reflexes, Hook, Jab, Power Attack, Rush, 
  Snap Kick, Toughness.
  Wayfarer’s Walking Stick
  Mastery: Accurate Kick 1, Block Mastery 1-2, 
  Hard Kick 1, Weapon Mastery 1-3.
  Bonus Feats: Alertness, Athletic, Block, Block-
  Improved, Combat Expertise, Combat Reflexes, Leg 
  Sweep, Power Attack, Snap Kick, Toughness.
  Weapon Master
  Mastery: Block Mastery 1-2, Pressure Points 1-2, 
  Weapon Mastery 1-3
  Bonus Feats: Athletic, Block, Combat Expertise, 
  Combat Reflexes, Improved Damage Threshold, 
  Nerve Strike, Power Attack, Toughness.
  Whirling Dervish
  Mastery: Accurate Kick 1-3, Acrobatics Mastery 
  1-2, Hard Kick 1 
  Bonus Feats: Acrobatic, Athletic, Block, Circle 
  Kick, Combat Expertise, Combat Reflexes, Dodge, 
  Mobility, Snap Kick, Spring Attack.
  Mastery Definitions
  Mastery abilities are the highest techniques available 
  to practitioners of the martial arts, allowing them to 
  increase the accuracy and power of their martial arts 
  attacks.  All mastery abilities stack with each other, 
  and each ability up the mastery “trees” requires the 
  one beneath it.  
  Accurate Strike 1  
  The character gains a +1 attack bonus to the 
  designated attack. If this ability is applied to Grapple 
  or Trip attacks, then the bonus also applies to any 
  opposed check the attacker is required to make. 
  Accurate Strike 2  
  The character gains a +1 attack bonus to the 
  designated attack.
  Accurate Strike 3  
  The character may designate one attack as a True 
  Strike attack each round.  This attack is unaffected 
  by any Dodge bonuses to Defense and Blocking feats 
  (including Counterstrike).  Only the Level 3 Dodge 
  Mastery and Level 3 Block Mastery abilities may be 
  used to circumvent a True Strike attack.
  Acrobatics Mastery 1
  The character gains a +1 to all Balance, Climb, Escape 
  Artist, Jump, and Tumble skill checks.
  Acrobatics Mastery 2
  The character gains a +1 to all Balance, Climb, Escape 
  Artist, Jump, and Tumble skill checks.
  Acrobatics Mastery 3  
  The character may take 20 on any Balance, Climb, 
  Escape Artist, Jump or Tumble skill check at any time, 
  even under less than ideal conditions.
  Block Mastery 1
  The character gains a +1 attack bonus for blocking.
  
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  Block Mastery 2
  The character gains a +1 attack bonus for blocking.
  Block Mastery 3
  The character may automatically Block one attack 
  each round of his choice.  This ability will even 
  affect True Strike attacks granted by Accurate Strike 
  Mastery.
  Dirty Tricks 1
  The character renders his target flat-footed to 1 attack 
  once per day.
  Dirty Tricks 2
  As above, except the ability may be used one 
  additional time per day.
  Dirty Tricks 3
  One attack per day against a flat-footed opponent is 
  automatically a critical.
  Dodge Mastery 1
  The character gains a +1 Dodge bonus to Defense 
  against melee attacks.
  Dodge Mastery 2
   The character gains a +1 Dodge bonus to Defense 
  against melee attacks.
  Dodge Mastery 3
  Once per round the character may attempt to Roll 
  with a Blow, making a Tumble check against any 
  successful attack.  If this Tumble check exceeds 
  the attack roll, the character only suffers minimum 
  damage from this attack.
  Hard Strike 1
  The damage from the designated attack increases to 
  the next larger die (from 1d4 to 1d6 and so forth).
  Hard Strike 2
  The damage from the designated attack increases to 
  the next larger die (from 1d4 to 1d6 and so forth).
  Hard Strike 3
  The character’s attacks deal an extra die of damage (if 
  the character’s Kick attacks deal 1d8, they now deal 
  2d8).
  Pressure Points 1
  This ability allows the Pressure Points skill to be used 
  an additional time per combat.
  Pressure Points 2
  This ability increases the damage bonus granted by 
  Pressure Points by +1d6
  Pressure Points 3
  The character may use Pressure Points to Blind or 
  Paralyze an opponent who fails a Fortitude Save 
  (DC 10 +the attacker’s skill in Pressure Points –the 
  defender’s Level) for 1-4 rounds plus 1 round per 5 
  points of the attacker’s Pressure Points skill. 
  Shadow Mastery 1
  The character gains a +2 bonus to Hide and Move 
  Silently skills.
  Shadow Mastery 2
  The character gains a +2 bonus to Hide and Move 
  Silently skills.
  Shadow Mastery 3
  The character gains the Light Walk ability and adds 
  his ranks in the Hide skill to any tracking attempt 
  made against him.
  Stunning Strike 1
  Once per day the character can force an opponent 
  hit by a Punch to make a Fortitude Save (DC 10 
  +attacker’s Strength Modifier +attacker’s level 
  –defender’s level) or be Stunned for 1-4 rounds.
  Stunning Strike 2
  As Stunning Punch 1, only the character may use this 
  ability one additional time per day.
  Weapon Mastery 1
  The character gains a +1 to hit and damage with one 
  melee weapon.  Depending on the Style this mastery 
  is gained from, it may apply to one specific weapon, 
  or one weapon of the character’s choice (within the 
  list of weapons taught by the martial art).
  Weapon Mastery 2
  The character gains a +1 threat modifier with one 
  melee weapon. Depending on the Style this mastery is 
  gained from, it may apply to one specific weapon, or 
  one weapon of the character’s choice (within the list 
  of weapons taught by the martial art), however, this 
  modifier must apply to the same weapon chosen for 
  Weapon Mastery 1.
  Weapon Mastery 3
  Once per day, the character may inflict maximum 
  damage on any hit with his chosen weapon.
  
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  Items
  Manual (Style)
  This manual details the basics of one style, allowing 
  its owner to learn the style feat that is the foundation 
  of that style.  Only one person may use a manual at a 
  time, and that person must be able to read whatever 
  Ancient language the manual is written in. Some 
  styles (Karate, Kung Fu, Jujutsu) will be much more 
  common than others (Cobra, Ninjutsu, Lua).
  Manual (Maneuvers) 
  A manual of this sort typically contains enough 
  information for the reader to learn 1-2 maneuvers. 
  Only one person at a time may use a manual, and 
  that person must be able to read whatever Ancient 
  language the manual is written in. To take a maneuver 
  a reader must also meet all the prerequisites for that 
  maneuver (always including the appropriate style 
  feat).
  Manual (Treatise)
  The rarest manual of all, these large tomes contain the 
  personal teachings and philosophies of a grand master 
  of a style, and may be found for styles created both 
  before and after the Fall. This tome allows a character 
  to not only learn the basics of a style, and all its bonus 
  feats (as listed in the style mastery section), but also 
  allows a character to take the Initiate class for that 
  style.
  The Ultimate
  Background 
  Throughout the wastes of the Twisted 
  Earth, simple pits are dug into the ground 
  and men fight until one is unconscious 
  or dead. Although slaves are sometimes 
  used for this sport, the crowds increasingly 
  demand trained competition, competition that 
  can put on a good show through their will to win, 
  skills, and flair for the dramatic. As this new caste 
  of professional gladiators has arisen, they whisper to 
  themselves about one thing: The Ultimate. 
  Every year the Styx Pit, the largest and most 
  elaborate Pit in the known world, holds a competition 
  that draws the best of the best from all around the 
  Twisted Earth. The entry fee is a stiff 1,000 corium, a 
  price that on its own serves to weed out many of the 
  also-rans. But every year a growing number of men 
  and women make the dangerous journey from the ends 
  of a wasted Earth and pay the huge fee for a chance at 
  fame, wealth, and something more alluring to many, 
  immortality. Past winners are sometimes seen on 
  the streets of Styx, in their new, glamorous jobs as 
  bodyguards to the rich and famous, and tales of their 
  exploits are passed on in whispered conversations 
  over drinks in dark, seedy bars.
  And for the ambitious, it is this unspoken 
  use of the Ultimate as a proving ground, to 
  immediately be welcomed into one of the 
  factions, that is an increasingly large draw. 
  And throughout the city of Styx, what to do 
  about the growing influx of deadly fighters is 
  beginning to be whispered by those in power 
  over Styx, and a phrase unheard since the 
  days of ancient Rome is whispered in their 
  secret meetings: gladiator revolt. For now, 
  attempts to curtail, or even close down the 
  
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  Pit, or to cancel the Ultimate, have been unsuccessful. 
  Danger is everywhere in the Twisted Earth and this 
  much money is not lightly passed up. For now…
  Stage 1: Melee
  The first stage of the Ultimate is a proving ground, 
  intended to weed out weak or the foolish. A chaotic 
  affair, this match sees every single combatant in the 
  tournament that year in the pit at the same time.  The 
  match lasts 5 minutes, and those still standing at the 
  end of that time are allowed to progress to the next 
  round. It does not matter if you spend all that time 
  fighting, jeering at the crowd, or standing with your 
  back to the wall. If you are still able to stand up when 
  the final bell is rung, you move on. Many combatants 
  use this chaotic scene to remove a rival they see as 
  a threat to win it all, and sometimes mini-gangs will 
  develop, overwhelming a combatant with a dangerous 
  reputation. This adds an element of uncertainty to 
  the competition, and often causes the best fighters to 
  attempt to go unnoticed, hiding their appearance or 
  their reputations to avoid being “gang-banged” in the 
  first round. 
  Stage 2: Armed Combat
  The most dangerous stage of the Ultimate, this stage 
  allows the use of a small assortment of weapons: 
  dagger, bullwhip, net, chain, or staff. Although the 
  inclusion of the chain was debated bitterly, with 
  cries of favoritism toward the Movement, this has 
  not been a big problem, since the Movement tends to 
  shun bloodsports such as this, their members rarely 
  enter (the whole idea of Serenity is to avoid combat, 
  but there are always a few who embrace the martial 
  maneuvers of a style more than its philosophy). All 
  weapons are “blunted”, allowing subdual damage 
  to be inflicted without a –4 to hit. Also, killing 
  your opponent results in disqualification from 
  the competition. Even so, several combatants are 
  accidentally killed during this stage of the competition 
  every year, and it is believed that the promoters 
  quietly allow this to continue, to keep interest in Stage 
  2 high.
  Stage 3: Man to Man
  The grand finale of the Ultimate, this pits the best 
  competitors against each other in a round-robin 
  series of matches until there is only one champion 
  remaining. Each combatant fights only once per day, 
  so this stage can take a week or more. Still, as the 
  competition wears on, endurance becomes a factor, 
  with combatants bearing limps and bruises from 
  previous days’ matches. This leads to combatants 
  attempting to end their early bouts quickly, saving 
  themselves for the later fights. However, since only 
  highly skilled fighters reach this stage of the Ultimate, 
  this is much harder than it sounds.
  Malvo (6th level) 
  Strong Hero 3/Pit Gladiator 3: CR 6; Medium Size 
  Humanoid; HD 3d8+3d12+12; HP 45; Mas 14; Init 
  +1; Spd 30 ft; Defense 15, touch 15, flatfooted 14 (+1 
  Dex, +4 class); BAB +6; Grap +9; Atk +12 melee 
  (1d6+5, jab), or +9 melee (1d6+5/19-20, short sword); 
  Full Atk +12/+7 melee (1d6+5, jab), or +9/+4 melee 
  (1d6+5/19-20, shot sword); FS 5 ft by 5 ft; Reach 5 ft; 
  SQ melee smash, improved melee smash, rage 1/day, 
  pit mastery; AL none; SV Fort +7, Ref +3, Will +3; 
  AP 3; Rep +1; Str 16, Dex 13, Con 14, Int 10, Wis 12, 
  Cha 8. 
  Occupation and Background: Pit Fighter, 
  Resurrector
  Skills: Bluff +6, Climb +6, Jump +6, Knowledge 
  (tactics) +3, Knowledge (twisted earth) +3, Read/
  Write (unislang), Sense Motive +3, Speak Language 
  (unislang), Spot +3, Treat Injury +4.
  Feats: Archaic Weapon Proficiently, Combat 
  Martial Arts, Man to Man, Pit Fighting Style, Jab, Post 
  Apocalyptic Technology, Power Attack.
  Martial Arts Maneuvers: Jab: +6 to hit (+2 
  maneuver, +3 strength, +1 competence), 1d6+5 
  damage (+3 strength, +2 melee smash). 
  Martial Arts Masteries: Hard Punch 1.
  Mutations and Defects: Interior Moisture 
  Reservoir, Dyslexia
  Possessions: Short Sword, Healing Kit.
  Background: Born in the rough and tumble trade 
  town of Tucumcari, Malvo is a veteran pit fighter, 
  skilled at winning fights, or throwing them, depending 
  on which will make him the most corium.
  Quote: “Get up Damnit! You’re supposed to go 
  down in the 4th round!”
  Adventure Hook: “The proposition”: Malvo, and 
  his sleazy “agent”, might approach a PC combatant 
  about throwing a fight. Malvo will go down at a 
  specified time, and the PC will have an easy win in the 
  tournament. If the PC refuses, Malvo may decide to 
  take him out to be on the safe side. Even though such 
  behavior is highly frowned on by the Ultimate, Malvo 
  has a gambler’s willingness to take a chance.
  Szardos the Magnificent (8th level)
  Strong Hero 3/Pit Gladiator 5: CR 8; Medium Size 
  Humanoid; HD 3d8+5d12+16; HP 62; Mas 14; Init 
  +0; Spd 30 ft; Defense 17, touch 15, flatfooted 17 (+5 
  class, +2 equipment); BAB +8; Grap +11; Atk +15 
  melee (1d6+5, jab), or +11 melee (1d6+5, hatchet); 
  Full Atk +15/+10 melee (1d6+5, jab), or +11/+6 melee 
  (1d6+5, hatchet); FS 5 ft by 5 ft; Reach 5 ft; SQ melee 
  smash, improved melee smash, rage 2/day, pit mastery 
  x2; AL none; SV Fort +7, Ref +2, Will +3; AP 3; Rep 
  +1; Str 16, Dex 10, Con 14, Int 10, Wis 12, Cha 14. 
  Occupation and Background: Pit Fighter, Tribal
  
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  Skills: Bluff +0, Climb +0, Jump +0, Knowledge 
  (tactics) +0, Knowledge (twisted earth) +0, Read/
  Write (unislang), Sense Motive +0, Speak Language 
  (unislang), Spot +0, Treat Injury +0.
  Feats: Archaic Weapon Proficiently, Armor 
  Proficiently (light), Combat Martial Arts, Man to Man, 
  Pit Fighting Style, Jab, Primitive Technology, Power 
  Attack.
  Martial Arts Maneuvers: Jab: +7 to hit (+2 
  maneuver, +3 strength, +1 mastery, +1 competence), 
  1d6+5 damage (+3 strength, +2 melee smash). 
  Martial Arts Masteries: Accurate Punch 1, Hard 
  Punch 1.
  Mutations and Defects: Superior Kidney 
  Development, Attention Deficit.
  Possessions: Hatchet, Leather Armor.
  Background: A tribal who seemingly appeared 
  from nowhere out in the wastes, Szardos is a sort of 
  hero to the primitives, and always fights bare-chested, 
  his tribal tattoos proudly on display. In Styx he will be 
  the fighter the “sophisticated” locals love to hate, and 
  that will suit him fine as well. Although he is a highly 
  skilled fighter, Szardos most loves catering to the 
  crowd, and being a showman. 
  Quote: “I am…. The… Magnificent Szarrrrrrrrrrrrrr
  rrrrrrrrrrrdossssssss!!!!!”
  Adventure Hook: “Friendly Competition” Szardos 
  is extremely likable, and could end up being a friend 
  to the PCs. Tribals especially will be engaged by 
  the friendly hulk of a man, eager to hear news about 
  the primitive areas he left behind. This could lead to 
  all sorts of complications, with a PC having to fight 
  against their friend in a match that turns bloody, or 
  wanting to avenge him against a combatant who 
  maims or kills him in the early rounds.
  Silantro (11th level; Tough 4/Initiate 7) 
  Tough Hero 4/Initiate 7: CR 8; Medium Size 
  Humanoid; HD 11d8+29; HP 79; Mas 14; Init +4; Spd 
  30 ft; Defense 22, touch 22, flatfooted 18 (+4 Dex, +8 
  class); BAB +10; Grap +12; Atk +19 melee (1d6+2, 
  snap kick), or +19 melee (1d8+2, tornado kick), or 
  +15 melee (1d6+2, leg sweep), or +14 ranged (2d6, 
  Glock 17); Full Atk +19/+14/+9 melee (1d6+2, snap 
  kick), or +19/+14/+9 melee (1d8+2, tornado kick), or 
  +15/+10/+5 melee (1d6+2, leg sweep), or +14/+9/+4 
  ranged (2d6, Glock 17); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  robust, stamina, mastery x4 (level 2); AL clean; SV 
  Fort +9, Ref +10, Will +3; AP 5; Rep +3; Str 14, Dex 
  18, Con 14, Int 12, Wis 10, Cha 10. 
  Occupation and Background: Pit Fighter, 
  Resurrector
  Skills: Balance +9, Bluff +2, Concentration +13, 
  Intimidate +6, Jump +4, Knowledge (tactics) +7, 
  Listen +2, Meditation +8, Read/Write (unislang), 
  Sense Motive +8, Speak Language (unislang), Spot 
  +8, Survival +6, Tumble +7.
  Feats: Circle Kick, Combat Martial Arts, Combat 
  Reflexes, Improved Combat Martial Arts, Leg Sweep, 
  Personal Firearms Proficiently, Post Apocalyptic 
  Technology, Power Attack, Snap Kick, Tornado Kick, 
  Toughness, Whirling Dervish.
  Martial Arts Maneuvers: Snap Kick: +9 to hit (+2 
  maneuver, +4 dexterity, +2 mastery, +1 competence), 
  1d6+2 damage (+2 strength); Circle Kick/Tornado 
  Kick: +9 to hit (+2 maneuver, +4 dexterity, +2 
  mastery, +1 competence), 1d8+4 damage (+2 strength, 
  +2 maneuver), Leg Sweep: +5 to hit (+4 dexterity, +1 
  competence), 1d6+2 damage (+2 strength); 
  Martial Arts Masteries: Accurate Kick 1, Accurate 
  Kick 2, Acrobatics Mastery 1, Hard Kick 1.
  Mutations and Defects: Interior Moisture 
  Reservoir, Bilirubin Imbalance.
  Possessions: Scimitar, Glock 17, Box 9mm 
  Ammunition.
  Background: A servant of the Clean, Silantro 
  fights to advance the reputation of his faction and 
  its signature style, Whirling Dervish. He will talk 
  to crowds of young men after his matches with the 
  demeanor of a military recruiter, explaining why 
  his faction and the fighting techniques it teaches are 
  superior to anything else in the world. The Clean has 
  bankrolled him in this year’s Ultimate because he has 
  a proven ability to attract talented recruits through 
  his display of martial prowess. The Clean has also 
  recognized the number of talented fighters arriving 
  at the Ultimate, and wants to make sure the best join 
  their faction… or meet an unpleasant fate if they show 
  an affinity for a different faction.
  Quote: “That was a spinning back kick. A child 
  among my people could have seen that coming!”
  Adventure Hook: “It’s not just a job…” A talented 
  PC who has not joined a faction will find himself 
  befriended by Silantro early on during the Ultimate. 
  Silantro will buy him expensive dinners, a fine 
  selection of furniture, new clothes, all in an effort to 
  lure the PC to join the ranks of the Clean.
  Red Mask (14th level)
  Strong Hero 3/Initiate 10/Sensei 1: CR 14; Medium 
  Size Humanoid; HD 14d8+28; HP 91; Mas 14; Init 
  +3; Spd 30 ft; Defense 23, touch 23, flatfooted 20 (+3 
  Dex, +10 class); BAB +13; Grap +15; Atk +21 melee 
  (1d8+4, jab), or +19 melee (2d10+5, ridgehand); Full 
  Atk +19 melee (2d10+5, ridgehand), +16/+11 melee 
  (1d8+4, jab); FS 5 ft by 5 ft; Reach 5 ft; SQ melee 
  smash, improved melee smash, mastery x6 (level 3); 
  AL none; SV Fort +11, Ref +10, Will +6; AP 7; Rep 
  +5; Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 10. 
  Occupation and Background: Military, Guardian.
  
  27
  WASTELAND FURY
  Skills: Balance +0, Bluff +0, Climb +3, 
  Concentration +10, Intimidate +5, Jump +4, 
  Knowledge (ancient lore) +2, Knowledge (tactics) 
  +8, Knowledge (theology and philosophy) +13, 
  Knowledge (twisted earth) +0, Listen +4, Read/Write 
  (unislang), Meditation +11, Pressure Points +6, Sense 
  Motive +11, Speak Language (unislang), Spot +5, 
  Survival +5.
  Feats: Advanced Technology, Ancients’ Legacy, 
  Block, Improved Block, Cleave, Combat Martial Arts, 
  Combat Reflexes, Disarm Block, Heritage Blade, Jab, 
  Power Attack, Ridgehand.
  Martial Arts Maneuvers: Jab: +8 to hit (+2 
  maneuver, +3 dexterity, +2 mastery, +1 competence), 
  1d8+4 damage (+2 strength, +2 melee smash). 
  Ridge Hand: +6 to hit (+3 dexterity, +2 mastery, +1 
  competence), 2d10+5 damage (+3 strength, +2 melee 
  smash). 
  Martial Arts Masteries: Accurate Punch 1, 
  Accurate Punch 2, Accurate Punch 3, Block Mastery 
  +1, Hard Punch 1, Hard Punch 2.
  Mutations and Defects: None.
  Possessions: Mask.
  Background: One of the most legendary fighters 
  in the history of the Ultimate, this fighter is a favorite 
  with the thronging crowds for two simple reasons: 
  first he is the only fighter to win the Ultimate more 
  than once; secondly, no one knows who he is under 
  his plain red mask. Having attended the Ultimate for 
  more than 10 years, Red Mask shows no signs of 
  aging, and has won the event twice. Rumors about 
  his identity abound. It is well known to those with 
  knowledge of the martial arts that Red Mask uses the 
  Ancients’ Legacy style created by the Foundation. 
  However, the Foundation has nothing but disdain 
  for Pit Fighting, and especially the Ultimate, seeing 
  these as uncivilized behaviors mankind must shrug 
  off to embrace the vision of the Ancients’. This has 
  led to speculation that Red Mask was expelled from 
  the Foundation for some transgression, or left because 
  he disagreed with their methods (this is especially 
  popular among the tribals and those with an axe to 
  grind against the Foundation). Regardless of his 
  identity, Red Mask arrives every year, and every year 
  is a force to be reckoned with in the tournament.
  Quote: None.
  Adventure Hook: “The best of the best” PC 
  members of the Foundation may become very skilled 
  in the practice of Ancients’ Legacy. If a PC becomes 
  skilled enough to study with the Sensei originally 
  trained by Master Wei, the PC will become privy to a 
  deep secret of this order within the Foundation. Each 
  year the individual dojos host their own tournament, 
  with the winner donning the Red Mask, and secretly 
  representing the Foundation in the tournament. Each 
  year “Red Mask” is a different person. This is a secret 
  even from the Foundation, who really do dislike the 
  Ultimate, but the Sensei wishes to see how their style 
  measures up against the others, and so the secret 
  practice continues. 
  
  28
  WASTELAND FURY
  TABLE A-1: GENERAL FEATS
  Feat 
  Prerequisite
  Benefit
  Banter
  Cha 13+, Bluff 5 ranks
  Add Cha modifier to defense (melee only)
  Improvised Weapons
  Brawl
  Use improvised weapons at no penalty
  Kata
  One Martial Arts Style
  +1 to hit with Maneuvers
  Kata Lore
  Kata, Knowledge (history or ancient lore) 1 rank, Knowledge (philosophy) 1 rank
  +2 bonus to style skills
  Kata Mastery
  Kata Specialist
  +1 bonus to Maneuvers threat range
  Kata Specialist
  Kata
  +2 damage to Maneuvers
  Know Your Enemy
  Knowledge (history or ancient lore) 2 ranks, Knowledge (tactics) 2 ranks
  +2 bonus to attack, damage or defense against practitioners of one style
  Knowledge is Power
  Know Your Enemy, BAB 9+
  Attack of Opportunity against practitioners of one style
  Poise
  Wisdom 13+, Concentration 5 ranks
  Add Wis modifier to Defense (melee only)
  TABLE A-2: SIGNATURE MANEUVERS
  Signature Maneuver 
  Prerequisite
  Benefit
  Below the Belt
  Hypolyta’s Hand, Snap Kick
  Increased Damage on kick attacks
  Eight-Armed Flurry
  Octopus
  +2 damage on multiple attacks
  Eyes in the Back of your Head
  Lurker’s Eyes, Spot 5 ranks
  Cannot be flanked
  Flying Tackle
  Silver and Black, Rush
  +2 to hit on charge attacks; trip as Attack of Opportunity
  Four Headed Attack
  Hydra
  Additional attack
  Heritage Blade
  Ancients’ Legacy, Ridgehand, BAB 8+
  Increased damage from Ridgehand attack
  Man to Man
  Pit Fighting BAB 5+
  +2 bonus to hit and damage when fighting one on one
  Man to Many
  Pit Fighting, Man to Man, BAB 8+
  Cannot be flanked
  Maul
  Gemini, Bear Hug
  +1 to hit with Bear Hug attack; increased Bear Hug damage
  Pack Tactics
  Rad Wolf
  +2 to attack and skill checks while fighting with others who have this feat
  Pleasure and Pain
  Ground Zero, Nerve Strike
  +2 to pressure point skill checks and damage
  Shadow
  Crimson Shadow, Hide 6 ranks, Move Silently 6 ranks
  Hide in plain sight
  Shadow Warrior
  Crimson Shadow, Shadow, Hide 10 ranks, Move Silently 10 ranks
  Increased DC to track you
  Silent Kill
  Lone Star, Hide 8 ranks, Move Silently 8 ranks
  Increased damage on surprise attack; increased DC to hear your attack
  Tornado Kick
  Whirling Dervish, Circle Kick
  +2 to hit and damage on circle kick attacks
  
  29
  WASTELAND FURY
  TABLE A-2: MARTIAL ARTS STYLES
  Style 
  Prerequisite
  Benefit
  Ancients’ Legacy
  Combat Martial Arts or Defensive Martial Arts
  Proficiency in punching and kicking attacks; Balance, Meditation, Pressure Points and Tumble become 
  permanent class skills
  Ancients’ Exodus
  Defensive Martial Arts, Improved Disarm, or Improved Trip
  Provoke no Attacks of Opportunity from grapple and trip attacks; Balance, Meditation and Tumble become 
  permanent class skills
  Crimson Fist
  Brawl or Combat Martial Arts
  Proficiency in punch attacks; provoke no Attacks of Opportunity from disarm attempts; Escape Artist, 
  Intimidate become permanent class skills
  Crimson Shadow
  Combat Martial Arts or Defensive Martial Arts
  Proficiency in kick attacks; Climb, Hide, Move Silently become permanent class skills
  Gemini
  Combat Martial Arts or Defensive Martial Arts
  Proficiency in punch and head attacks; provoke no Attacks of Opportunity from grapple attacks; Escape Artist, 
  Intimidate become permanent class skills
  Ground Zero
  Combat Martial Arts or Defensive Martial Arts
  Proficiency in punch attacks; provoke no Attacks of Opportunity from trip attacks; Meditation, Pressure Points, 
  Zen Mastery become permanent class skills
  Hydra
  Combat Martial Arts or Defensive Martial Arts
  Proficiency in punch attacks; feint as move action; Balance, Bluff become permanent class skills
  Hypolyta’s Hand
  Combat Martial Arts, Defensive Martial Arts, or Improved Trip
  Proficiency in kick attacks; provoke no Attacks of Opportunity from trip attacks; feint as move action; Balance, 
  Bluff, Sense Motive become permanent class skills
  Lone Star
  Combat Martial Arts
  Proficiency in head, elbow, punch, kick attacks; Hide, Move Silently become permanent class skills
  Lurker’s Eyes
  Combat Martial Arts
  Proficiency in punch attacks; Hide, Move Silently, Spot become permanent class skills
  Octopus
  Multiattack
  Proficiency in punch attacks; penalty for hand to hand and natural weapon attacks with multiple limbs reduced 
  by 2; Balance, Escape Artist; Intimidate become permanent class skills
  Pit Fighting
  Brawl or Combat Martial Arts
  Proficiency in punch attacks; provoke no Attacks of Opportunity from grapple attacks; Balance, Intimidate, 
  Sense Motive become permanent class skills
  Rad Wolf
  Combat Martial Arts
  Proficiency in punch attacks; provoke no Attacks of Opportunity from trip attacks; Balance, Intimidate, Tumble 
  become permanent class skills
  Sandstorm
  Brawl or Combat Martial Arts
  Proficiency in kick and punch attacks; Bluff, Intimidate, Sense Motive become permanent class skills
  Serenity
  Exotic Weapon Proficiency- Chain
  When using a chain to trip or disarm, practitioners gain +2 bonus to opposed attack rolls; when using a chain 
  as a dual weapon, practitioners act as if they had the two weapon fighting feat; Balance, Meditation, Tumble 
  become permanent class skills
  Silver and Black
  Proficiency in punch and kick attacks; Intimidate, Jump, Knowledge (tactics) become permanent class skills
  Wayfarer’s Walking Stick
  Combat Martial Arts and Simple Weapon Proficiency
  Proficiency in kick attacks; +2 to hit on opposed attack rolls when using staff to block; Balance, Bluff, Sense 
  Motive become permanent class skills
  Weapon Master
  Weapon Focus
  +2 damage with chosen weapon; Bluff, Pressure Points become permanent class skills
  Whirling Dervish
  Combat Martial Arts
  Proficiency in kick attacks; Balance, Jump, Tumble become permanent class skills
  
  30
  WASTELAND FURY
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  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. 
  Gary Gygax and Dave Arneson
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based 
  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Wasteland Fury Copyright 2003, RPGObjects; Author Charles Rice 
  Darwin’s World 2nd Edition Copyright 2003, RPGObjects; Authors Dominic 
  Covey and Chris Davis.
  Blood and Fists Copyright 2003, RPGObjects; Author Charles Rice 
  open gaming content
  Designation of Product Identity: The following terms are designated as 
  product identity as outline in section 1(a) of the Open Gaming License: 
  Darwin’s Word, Twisted Earth, Denizens of the Twisted Earth, Terrors of the 
  Twisted Earth, Artifacts of the Ancients, Cave of Life, Benders, Brethren, 
  Brotherhood of Radiation, The Cartel, Children of the Metal Gods, Clean 
  Water Clans, Far Traders, Enthropist, The Foundationist, The Movement, 
  Paradise Believers, Ravagers, The Savants, Doomriders, Brethren Follower, 
  Brotherhood of Radiation, Foundationist Paladin, Sister of the Desert, 
  Wastelords, Wasteland Fury, “Blood and Fists”.
  Designation of Open Gaming Content: The following sections of Wasteland 
  Fury are designated as open gaming content except for terms defined as 
  product identity above.  All illustrations, pictures, and diagrams are Product 
  identity and property of RPGObjects™.
  The following sections are closed content: 
  1. Fiction (italicized text) before the classes.
  2. Class descriptions.
  3. Martial arts style histories.
  4. The Ultimate background.
  5. NPC backgrounds, quotes, and adventure hooks.
  All other text is open content.
  
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