Wold-wide butt kickin'!

Morgenstern

First Post
Spycraft 2.0 player Marcin Skupnik explained a number of martial arts styles using the “Four feat master” method described in Spycraft 2.0 core rules (“you should be able to play a convincing master of a martial art in four feats or less”). Feats are listed in the order they are normally taught by that style.

Non-fictional martial arts styles

Sambo (Combat version, the sport version resembles classic wrestling)
Feats: Submission Basics, Wrestling Moves, Boxing Moves, Wrestling Basics

Hwa Rang Do
Feats: Vital Points Basics, Submission Moves, Vital Points Moves, Spirit Moves

Krav Maga
Feats: Brawling Basics, Submission Moves, Vital Points Moves, Martial Arts (STR)

Tai Chi Chuan (Chen style)
Feats: Vital Points Basics, Rolling Basics, Spirit Moves, Martial Arts (WIS)

Drunken Boxing
Feats: Rolling Basics, Vital Points Moves, Rolling Moves, Submission Basics

Fictional martial arts styles

Do
Origin: Ancient China
Style: fluid, balanced
The oldest existing martial arts style, almost forgotten. Uses very basic and easy techniques. The most common thing shared by it's practitioners is their enormous personality and inner strength which emanates from them. Although they use basic techniques most of them look complicated and difficult to perform. While fighting they try to fight themselves through the enemy lines, sometimes to the point of ignoring others. It must be noted that this style is so rare that finding a teacher is almost impossible.
Feats: Vital Points Basics, Boxing Basics, Kicking Basics, Martial Arts (CHA)
Advanced Feats: Two-hit Combo, Master's Art


Dagga
Origin: Europe, time unknown
Style: mobile, aggressive, deceptive
"Who hunts the assassins? Their own assassins." - this motto is a cornerstone of the Dagga style and school, it has always been dedicated to the extermination of assassins and other dangerous entities. It's precepts are simple, get to the enemy and kill him. It's moves and techniques are also simple, using boxing techniques borrowed from classic styles, kicking moves from savate and protection techniques created in an attempt to stop or dodge attacks. This reliance on "foreign" moves confuses onlookers who sometimes misidentify the style.
Feats: Dirty fighting basics, Brawling moves, Boxing moves, Kicking moves


Daghan-kha
Origin: Xi-Xia kingdom, western China, early 13th century
Style: aggressive, mobile, rapid
Daghan-kha relies on mobility and jumping. Most successful attacks are performed while jumping and kicking the enemy. It almost never uses grappling techniques or attacks with hands. The style as a whole is performed in a flashy and flamboyant manner. It's practitioners commonly start every combat with a leap towards the nearest enemy and then proceed to move in a similar fashion.
Feats: Rolling Basics, Kicking Moves, Rolling Moves, Kicking Basics
Advanced Feats: Two-hit combo, Kicking Supremacy


Der Kampfweg
Origin: Central Europe, 19th century
Style: balanced, stationary, close-in
A brawling style developed in central Europe after the Napoleonic wars, uses direct moves. Coming from university brawler's and fraternities this style is the gentleman's answer to boxing, the latter a barbaric sport in the eyes of German students. The basics of this style are simple, the combatants stay immobile during the fight and barrage the enemy with well aimed punches, foot techniques are completely forbidden and seen as coward's tactic. The aim of combat is not to disable the enemy but to learn your own limits, so the practitioners rarely suffer from heavy internal damage (bruises and blue spots are normal). Although a sport this style has its number of dangerous and deadly moves used by the strongest and most skilled students. Also interesting is the fact, that many university professors are quite skilled in this style ,making them very unlikely and deadly opponents.
Feats: Boxing basics, Brawling moves, Vital points moves, Wrestling moves


Fangs of the Zmei
Origin: Slavic tribes, time unknown possibly 7th or 8th century, central Europe
Style: rapid, mobile, deceptive
A strange style that relies on mobility and an almost supernatural bad luck following the enemies of its practitioners. Sleek and cunning, the fangs are devious opponents on the battlefield. They always try to be on the move, twisting and rolling into different directions, they strike only when they see that their opponent is weak or exhausted. Most of them openly insult their enemies to force them into making a mistake.
Feats: Rolling Basics, Black Cat, Vital Points Moves, Dirty Fighting Basics
Advanced Feats: Jinx, Rolling Moves


Flow of a Hundred Streams
Origin: China, Tai-chi substyle
Style: defensive, rapid, stationary
The hundred streams style is a defensive style that concentrates on attacking pressure points and using stationary defensive techniques. Calm and serene the practitioners of this style wait almost immobile until the enemy attacks them, then they unleash a barrage of strikes aimed at the vital points. It is uncommon to see a hundred streams warrior attacking someone or charging during combat, they prefer to wait until their enemies make the mistake of attacking them.
Feats: Dirty Fighting Basics, Spirit Moves, Vital Points Moves, Spirit Basics
Advanced Feats: Martial Arts (WIS), Combat Expertise


"Irish" boxing
Origin: East coast of the USA, 19th century
Style: aggressive, close-in, stationary
Developed among brawlers, this simple and violent style has been named "Irish" because of its many champions hailing from Eire. The style is considered vulgar and not a single school of it exists, students learn it through skilled practitioners met in bars and pubs. The style itself concentrates on taking and dealing damage, it incorporates few movements and is rather known for stationary combat. The techniques are simple, every single one weakens the opponent in a certain way, from uppercuts aimed for the jaw to punches aimed for the solar plexus.
Feats: Vital Points Basics, Boxing Moves, Brawling Moves, Martial Arts (STR)
Advanced Feats: Boxing Basics, Dirty Fighting Basics


Lung Fu
Origin: Kun'lun mountains, China
Style: fluid, precise, defensive
A style created to recreate the hypnotizing movements of the Chinese lung dragons. It concentrates on simple attacks and precise hits. While quite esoteric this style is an effective art which combines point strikes with evasive movements. Attacks are often made with fingers combined into three parts that are held together (thumb, index and middle, ring and pinkie), movements use circular patterns and are combined with swaying movements of the torso. Additionally users are fond of certain acupressure techniques, some of which are very damaging to the body.
Feats: Vital Points Basics, Spirit Moves, Rolling Moves, Martial Arts (DEX)
Advanced Feats: Vital Points Moves, Vital Points Supremacy


Mountain Wind
Origin: Himalaya mountains and Tibetan plateau , time unknown
Style: aggressive, mobile, fluid
The mountain Wind style is a very distant relative to Daghan-kha. It basic ideas concentrate on movement and its offensive capabilities. It uses many unorthodox techniques like running and rolling with attacks being performed while moving near the enemy. Practitioners usually stay on the move and try to attack their enemies while running past them, this also allows them to dodge most attacks.
Feats: Combat mobility, Rolling basics, Mobile Offense, Wrestling Moves


Native American Wrestling
Origin: North America, creation time unknown, revival time 1978
Style: close-in, stationary, defensive
This style has been in existence for centuries among the Indians, but after a long decline it has been revived by group of young enthusiasts calling themselves "Thundercats". It is very different from Greco-roman wrestling, it uses more holds and pins with a smattering of pushes and stationary defense techniques. The style itself is very dangerous because its practitioners aren't taught to fight in a soft way, after all every move was designed and re-designed by the Cats to stop the enemy and kill him. Its true masters can break necks with one move and normal practitioners tend to choke the soul out of their enemies in a casual way. Adding to it, there is a complete racial taboo concerning this style, no non-native is permitted to learn its secrets.
Feats: Submission basics, Brawling moves, Submission moves, Spirit basics
Advanced Feats: Submission supremacy, Spirit moves


Omi
Origin: Caucasus, kingdom of Georgia, time between 1205 and 1230
Style: close-in, fluid, aggressive
A fighting style developed by mercenaries in the medieval period, it became limited to the territory old Georgian kingdom. It uses many fist and grappling techniques like joint locks. Other notable deviations form classic fighting styles were concentration on damage and a lack of organized structure. Now it is mostly used as sport in the Caucasus region . Because of this the style is slowly losing it's edge and will soon degenerate into a non-combat style. But there are still many practitioners who use the old style and are willing to teach it to others.
Feats: Wrestling basics, Boxing moves, Submission moves, Martial Arts (Str)


Owl-style Combat
Origin: Aztec empire, owl knights military order
Style: close-in, brutal, aggressive
Created to kill this style tries to deal as much damage to an enemy as possible. Its practitioners are ruthless and brutal killing machines without any hint of human emotion. While attacking they always try to thoroughly hurt their enemies before killing them. During combat they concentrate on one enemy and fight with him until they are sure that he is dead before moving on to another victim. Also characteristic is their fondness of feather decorations and jewelry.
Feats: Spirit Basics, Brawling Basics, Boxing Basics, Two-hit Combo
Advanced Feats: Boxing Moves, Warrior's Grace


"Street" Fighting
Origin: NYC, 20th century
Style: close-in, brutal, deceptive
A dirty fighting style created on the streets, it incorporates the use of improvised weapons into an array of other techniques. To say that a "typical" street fighter does not exist is an understatement, no single list of techniques and typical movements exist for this style. It's practitioners usually use deception like carrying concealed weapons and use dirty tricks to confuse their enemies. During most fights they first try to get a weapon into their hands, be it a pipe, chain or something similar, after that it's up to them how they fight.
Feats: Spirit basics, Improvised Weapons Basics, Dirty Fighting basics, Two-hit combo
Advanced Feats: Dirty Fighting Moves, Dirty Fighting supremacy


SWAT Close-combat Training
Origin: International
Style: non-lethal, defensive, close-in
Developed as a set of subdual techniques useful in close quarters police actions, this style can't be identified until it's used with most practitioners acting in a standard police manner. When it is used then it limits itself to choke holds and submission techniques to knock opponents unconscious. Most users do not consider this a true martial art, for them it's an easy way to get the criminal down without lasting harm done to anybody.
Feats: Wrestling Basics, Ambush Basics, Bludgeon, Submission Moves


Tariq al-Harb
Origin: Al-Andalus, 9th century, Iberian peninsula
Style: fluid, offensive, precise
This style has been in existence for almost 1300 years. Created as a self-defence after being dismounted and disarmed it incorporates armor use into it's techniques. Other moves rely on being prepared and aware of the enemy's movements which allows the practitioner to strike weak points and maximize damage. Practiced first by the mail armoured nobles from the Moorish caliphate it spread among the muslim Faris Long forgotten it was revived in the 20th century among the bikers of Europe, who replaced mail armor with flak vests and other military surplus.
Feats: Dirty fighting basics, Armor basics, Boxing moves, Vital points moves


Thousand Claws in Darkness
Origin: Kingdom of Baekje, Korea, 4th century
Style: aggressive, close-in, rapid
A style developed to fight the Hwarangs of the Silla kingdom, it is a complete opposite of the Hwarang Do. It uses brutal punches and an array of moves that would stop even the most experienced warrior. Besides punches it uses attacks with elbows and knees to better damage the enemy and weaken his ability to defend himself. Most of it's attacks are very quick and skilled users are able to unleash a barrage of powerful strikes that are able to kill almost everyone. Although it is used mainly in Korea this style has been taught in other countries like Portugal, Austria and Mexico. But for now it remains a rather enigmatic and unknown style.
Feats: Boxing basics, Vital Points Moves, Two-hit Combo, Dirty Fighting Basics
Advanced Feats: Warrior's Grace, Martial arts (Str)


Waraku Boxing
Origin: Brazil, Capoeria relative
Style: Fluid, mobile, defensive
A simple combat style relying on straightforward movements and foot techniques like kicks and sweeps. Created by a branch of the Brazilian Army this style is an evolution of the Capoeira, it lacks the fluidity of the base style, but adds an edge to every attack. It uses straight kicks, a handful of standard boxing moves and a huge amount of evasive/balance techniques. Users are trained to move through treetops in the jungle and learn how to effectively fall, the hard way. Other than that it's easy to spot a practitioner, he always wears a Brazilian military uniform.
Feats: Kicking Basics, Equilibrium Basics, Rolling Moves, Boxing Moves
Advanced Feats: Rolling basics, Brawling basics, Jungle Training


Way of the traveler
Origin: Bhutan, time unknown, possibly late 10th century
Style: rapid, mobile, defensive
A style developed for defense among Bhutanese monks, it uses a strange combination of staff and foot techniques. The staff techniques are used for defensive purposes like driving away flanking opponents or pinning dangerous ones down. Foot techniques are use to attack opponents, while being a rather defensive style those moves are more than equal to those used by kickboxing pros or tae kwon do masters. Most users start every combat with twirling their staves. This not only distracts the enemy but also allows to quickly block attacks. One of the most amazing moves used by this style includes a twirling staff in one hand and the second on the ground, stabilizing the user as he sweeps an enemy down with his both legs.
Feats: Staff basics, Kicking Moves, Rolling Moves, Kicking Basics
Advanced Feats: Combat Mobility, Kicking Supremacy


Wings of the Phoenix
Origin: China, Tai-chi substyle
Style: offensive, mobile, fluid
This style uses no leg techniques relying on attacking the enemy with arms. It combines quick strikes with complicated movement patterns. Graceful and confident most wings initiates move around the battlefield performing fluid strikes with their arms, rarely staying in one place they prefer to attack many opponents at once never concentrating on one. Also common among them are wide-sleeved jackets which accentuate their preferred striking methods.
Feats: Vital Points Basics, Wrestling Moves, Rolling Moves, Two-hit Combo
Advanced Feats: Dirty Fighting Basics, Vital Points Moves


Yeniçeri jig jap
Origin: Turkey, 16th century
Style: mobile, aggressive, rapid
Created by the Janissary corps, the style uses many kicks and sweeps inspired by the movements of the sufi mystics. The style itself is an accidental development of the religious beliefs of the Janissaries. After a period of inactivity it resurfaced and became popular among the Turkish military. Movement during combat is circular and many attacks start with the warrior spinning around to gain momentum needed to deliver powerful blows and kicks. Additionally the spread arms typical to whirling mystics have been adapted to use in taking down enemies during a spin. An interesting fact of this style lies in it's hidden nature, a practitioner is initially easily mistaken for a dervish and ignored by other combatants.
Feats: Kicking basics, Rolling moves, Wrestling moves, Rolling basics.
 

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Doing some quick extraction from Spycraft 2.0 (and hoping the board will support the formating), here's a sample of how it works. I've left out the Supremacy feats (high-end feats for every Basics/Moves pair) and a couple of other utility feats for martial arts - this is just to give you a sense of how it works.

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Spycraft 2.0’s unarmed combat feats are designed to provide a modular, interchangeable system for modeling many types of hand-to-hand fighting. The foundation of the system is the Unarmed weapon proficiency, which makes any character a passable fighter. After that, a character can easily mix and match various “basics” and “moves” feats to capture the feel of real world styles or create his own original blends.

By Career Level 3, most characters can easily combine 2 basics feats in any of 45 combinations. Characters with a high base attack bonus already have access to the moves feats by then, increasing their options to well over 100 two-feat combinations. Add in a feat or two from the melee combat tree for styles that also teach the use of weapons and the number of possibilities skyrockets. Dedicated martial artists can continue to build their feat pools or multiply the effectiveness of all of their unarmed combat feats by taking Martial Artist or Two-Hit Combo.

Because many, many different real world martial arts moves are grouped into unarmed Standard Attacks (most hand techniques), Bull Rushing (most overbearing techniques), Kicks (most foot techniques), Trips (a variety or sweeps and sudden take downs), or Grappling (including throws), it’s important to remember that not every move requires a unique mechanic. Likewise, the many stances and tricks in this section may represent more than just the body positions and strikes for which they’re named.

In general, when a real world style is examined for its signature moves and characteristics, its essentials can be reasonably presented in 4 feats or less. This flexibility allows even characters with non-combat classes to become formidable and stylish combatants in short order. Many unarmed combat supremacy feats represent extreme displays of skill, training, or ruthlessness. These feats only come into play when characters devote themselves to one particular aspect of unarmed combat, but they provide considerable advantages.

Several feat suggestions follow for those interested in modeling a real world martial arts style. These feats are listed in the order in which they might typically be taught (or chosen). They’re only suggestions, as many styles — kung-fu in particular — include countless variations and sub-schools. GCs and players are actively encouraged to go beyond these lists to experience to full potential of this powerful system.

Aikido: Wrestling Basics, Equilibrium Basics, Submission Moves, Martial Arts (Wisdom).
Capoeira: Rolling Basics, Kick Basics, Rolling Moves, Martial Arts (Dexterity).
Karate: Spirit Basics, Boxing Moves, Kicking Moves, Martial Arts (Strength)
Kung-Fu: Boxing Basics, Spirit Basics, Vital Point Basics, Two-Hit Combo.
Judo: Submission Basics, Submission Moves, Wrestling Moves, Two-Hit Combo.
Muay Thai (Kickboxing): Dirty Fighting Basics, Kicking Moves, Boxing Basics, Spirit Basics.
Pro-Boxing: Boxing Basics, Boxing Moves, Two-Hit Combo, Martial Arts (Constitution).
Pro-Wrestling: Wrestling Basics, Wrestling Moves, Brawling Moves, Spirit Moves.
Savate: Kicking Basics, Rolling Moves, Fencing Style, Dueling Basics.
Tae Kwon Do: Kicking Basics, Kicking Moves, Rolling Basics, Two-Hit Combo.

Unarmed Combat Feats
Whether you are a basic brawler, a square-jawed pugilist, or a martial arts master, these feats hone your body into a living weapon, enhancing your unarmed attacks and grappling abilities.
Stances: Many Unarmed Combat feats allow a character to enter a named “stance.” A character may benefit from only one stance at a time. Characters without a Stance feat, or not using a stance feat ability, are considered to be in “normal stance,” which offers no special benefits or modifiers. Entering a stance requires 1 half action, while returning to normal stance is a free action. Characters who become helpless, prone, or sprawled, or who make any attack other than an unarmed attack, immediately return to normal stance.
Tricks: Many Unarmed Combat feats grant additional tricks that the character may use in conjunction with certain attack actions (see Actions, page 352). Unlike standard tricks, a character may benefit from only 1 trick granted by an Unarmed Combat feat at any time.

Martial Arts
You hand-to-hand fighting talents are black-belt caliber.
Prerequisites: Career Level 6+, Weapon proficiency (Unarmed), at least 1 other Unarmed Combat feat.
Benefit: Your base unarmed attack threat range becomes 19–20, and your unarmed damage increases by +1d6. Further, when you gain this feat, you may choose 1 attribute. If you choose Strength, your Strength modifier is applied to your Defense and Initiative bonuses in place of your Dexterity modifier. If you choose any other attribute, its modifier is applied to your unarmed attack bonus and unarmed damage rolls in place of the standard modifier. Finally, you’re always considered to be armed with a deadly weapon when making Intimidate checks.

Master’s Art
Your fighting skills are the stuff of legend.
Prerequisites: Career Level 15+, Martial Arts, at least 2 other Unarmed Combat feats.
Benefit: Your base unarmed attack threat range becomes 17–20, and your unarmed damage increases by +1d6. (for a total increase of +2d6). Further, the attribute chosen as part of the Martial Arts feat is applied to your unarmed attack bonus and damage in addition to your Strength modifier. Finally, the attribute chosen as part of the Martial Arts feat is applied to your Defense and Initiative bonuses in addition to your Dexterity modifier. This may result in the same attribute modifier being applied twice.


Boxing Basics
You’re a formidable pugilist, able to dish out and absorb incredible punishment.
Benefit: You gain 2 additional wound points and the following stance and trick.
Closed Stance (Stance): While in this stance, you may end your movement in an opponent’s square. While you and your opponent remain in the same square, you are considered adjacent to each other. Further, while you remain in the same square as your opponent, you gain DR 2/— against the opponent’s attacks, as well as a +2 bonus with your unarmed damage against the opponent. Finally, the opponent may not take bonus 5-ft. steps.
Double Jab (Trick): As a half action, you may make 2 unarmed Standard Attacks, suffering a –2 penalty with each attack check and inflicting 2 fewer points of damage per die rolled (minimum 1 point of damage per die).

Boxing Moves
When people call you “champ,” they mean it.
Prerequisites: Base attack bonus +3 or higher.
Benefit: You gain the following tricks.
Knock Out (Trick): If one of your unarmed Standard Attacks inflicts more damage upon a standard character than his Constitution score, he becomes unconscious for 1d4 minutes.
Wallop (Trick): With a successful unarmed Standard Attack, your opponent must also make a Reflex save (DC 10 + the damage inflicted) or become drunk for 1d4 rounds.
Weather the Storm (Trick): Twice per round when benefiting from a Total Defense action, you may take a Tire action as a free action against any opponent who attacks you (whether the attack hits or not).

Brawling Basics
You learned how to fight on the streets, and benefit from a bizarre mish-mash of abilities.
Benefit: You gain a +2 bonus with all Initiative checks. Further, you gain the following stance and grapple trick.
Coiled Stance (Stance): While in this stance, you gain a +2 bonus with unarmed attack checks against opponents with lower Reflex save bonuses. Further, you may take a second bonus 5-ft. step during each round.
Head Butt (Grapple Trick): When you inflict unarmed damage upon an opponent currently held or pinned by you, you may also inflict twice the same amount of flash damage. Further, when pinned, you may take 1 full action to inflict an amount of flash damage upon your grappler equal to double your standard unarmed damage.

Brawling Moves
You’re a true street scrapper, crushing opponents with simple, powerful moves.
Prerequisites: Base attack bonus +3 or higher.
Benefit: You gain the following tricks.
Body Slam (Trick): With a successful Trip action, you may become sprawled to inflict an additional amount of subdual damage upon the target equal to double your standard unarmed damage.
Fake Out (Trick): When you make a successful Feint action, your Defense against the target’s attacks increases by 2 for 1 full round.
Haymaker (Trick): When you make a successful unarmed Standard Attack, your target must make a Fortitude save (DC 10 + the damage inflicted) or become nauseated for 1 round.

Dirty Fighting Basics
You’re a wily, treacherous fighter who uses any advantage that presents itself.
Benefit: Any sneak attack damage you suffer decreases to 1/2 standard (rounded up). Further, you gain the following stance and trick.
Ready Stance (Stance): When you hit a target with 1 or more unarmed attacks while in this stance, the target suffers a –2 penalty with all attack checks made until the end of the current round.
Low Blow (Trick): When you make a successful unarmed Standard Attack, your target must make a successful Fortitude save (DC 10 + the damage inflicted) or become sickened for 1d4 rounds.

Dirty Fighting Moves
You hit foes where it hurts the most.
Prerequisites: Base attack bonus +3 or higher.
Benefit: You gain the following tricks.
Eye Gouge (Trick): When you make a successful unarmed Standard Attack, your target must make a successful Reflex save (DC 10 + the damage inflicted) or become blinded for 1d4 rounds.
Mud in Your Eye (Trick): Once per opponent per combat, you may gain a +4 bonus with all skill checks made as part of 1 Feint action.
Rabbit Punch (Trick): You may make an unarmed Standard Attack, suffering a –4 penalty with your attack check. Your threat range increases by 1, and if you score a threat or critical success, the target becomes nauseated for 1 round.

Fist Basics
You’ve practiced many open hand techniques and can strike with unexpected precision and power.
Benefit: Your error range does not increase when you use the Cheap Shot trick as part of an unarmed attack. Further, you gain the following stance and trick.
Crushing Stance (Stance): While in this stance, your unarmed Standard Attacks inflict additional damage equal to 1/2 your target’s dodge bonus (rounded up). Further, you may not take move actions other than your 5 ft. bonus step.
Knife Hand (Trick): When making an unarmed Standard Attack, you may apply the Cheap Shot trick even if it has already been used against the same target during the current scene. You must choose a Cheap Shot penalty that the target has not yet suffered during the current scene, however.

Fist Moves
It’s not unfair to call your hands deadly weapons.
Prerequisites: Base attack bonus +3 or higher.
Benefit: You gain the following tricks.
Back-Fist (Trick): Once per round while fighting defensively, when you’re hit by a melee or unarmed attack, you may immediately make an unarmed Standard Attack against the attacker. The amount of damage inflicted by this attack cannot exceed the amount of damage inflicted by the attack that triggered it.
Integrate the Breath (Trick): Before you take an Anticipate action, you may apply this trick. If the Anticipate action succeeds, you also gain DR 2/— against all melee and unarmed attacks made by your target for 1 full round. If the Anticipate action fails, however, you become flat-footed.
Spinning Back-Fist (Trick): Before you make an unarmed Standard Attack, you may increase the attack’s Reach by 5 ft. If the attack misses, however, you become flat-footed.

Footwork Basics
You’re light on your feet and use that speed to brutally harass foes.
Benefit: Your Speed increases by 5 ft. Further, you gain the following stance and trick.
Undefeated Stance (Stance): At the end of each round during which you’re in this stance and aren’t hit by at least 1 attack, you recover 1 point of vitality. The maximum amount of vitality you may recover in a single scene due to this stance is equal to twice your career level.
Heel Stomp (Trick): When taking a Kick action, you may accept a –2 penalty with your attack check. With a hit, the target’s speed decreases by 10 ft. for 1 full round and his Initiative Count decreases by 2.

Footwork moves
Your footwork makes you a versatile and unpredictable opponent at close range.
Prerequisites: Base attack bonus +3 or higher.
Benefit: You gain the following tricks.
Checking Step (Trick): With a successful Kick action targeting an adjacent opponent, you may also use your attack check result as your Defense against the next melee or unarmed attack your target makes against you. This benefit is lost at the end of the current combat.
Diving Hawk (Trick): Once per round when benefiting from a Total Defense action, you may make an Acrobatics/Jump check toward any opponent immediately after someone makes a ranged attack against you. If you are adjacent to the opponent at the end of this movement, you may take a Kick action against him as a free action.
Hook Kick (Trick): With a successful Trip action, you also move into the opponent’s square and are considered to have taken a successful grapple action against that opponent.

Kicking Basics
You use solid footwork and innate balance to pummel foes with your feet.
Benefit: Your Initiative Count does not decrease when you take a Kick action. Further, you gain the following stance and trick.
Shifting Stance (Stance): When you make an unarmed attack in this stance, your target’s dodge bonus to Defense decreases to ½ standard (rounded up). Further, if you score a threat or critical hit with an unarmed attack while in this stance, you may immediately move to the opposite side of the opponent (though only if the square is unoccupied).
Sweep (Trick): You do not become flat-footed when you miss with an attack check made as part of a Trip action. You do become flat-footed if you suffer a critical failure, but your opponent may not take a Trip action against you as a free action.

Kicking Moves
Your bone-shattering kicks propel you — and your opponents — about the battlefield.
Prerequisites: Base attack bonus +3 or higher.
Benefit: You gain the following tricks.
Back Flip (Trick): You may take a Kick or unarmed Standard Attack action. With a hit, you may move 5 ft., and gain a +1 dodge bonus to Defense for 1 full round. With a miss, you become flat-footed.
Guillotine Kick (Trick): You may take a Kick action, suffering a –4 penalty with your attack check. Your threat range increases by 1, and if you hit, your target must make a Fortitude save (DC 10 + the damage inflicted) or be sent reeling.
Power Kick (Trick): You may take a Kick action. This attack gains the armor-piercing (2) and takedown qualities.

Rolling Basics
Your twisting, swirling, acrobatic moves gracefully power your formidable attacks.
Benefit: The Stand Up action is a free action for you and does not cause you to become flat-footed. Further, you gain the following stance and trick.
Forward Stance (Stance): Each time you hit an opponent while in this stance, your Initiative Count increases by 1. However, you may not take move actions other than Acrobatics/Jump checks or your bonus 5-ft. step.
Roll (Trick): You may move 5 ft. before taking a Kick or unarmed Standard Attack action. Further, you gain a +1 bonus with this attack’s damage.

Rolling Moves
You’re a nimble, agile opponent who tends to avoid damage rather than soak it.
Prerequisites: Base attack bonus +3 or higher.
Benefit: You gain the following tricks.
Circle (Trick): You may take a Kick or unarmed Standard Attack action. With a hit, you may move to any unoccupied square adjacent to that opponent.
Leap (Trick): Before you take a Kick or unarmed Standard Attack action, you may move up to your Speed, passing freely through squares adjacent to or occupied by opponents.
Sway (Trick): You may take a Kick or unarmed Standard Attack action. With a hit, you gain a +1 dodge bonus to Defense against attacks made by the target for 1 full round.

Spirit Basics
Your martial arts channel internal power for great effects.
Benefit: Once per combat, you may decrease the lethal damage you suffer from 1 source by your base attack bonus (minimum 1 point). Further, you gain the following stance and trick. The benefits of this feat are not lost when you’re forced to move (e.g. when you’re the target of a successful Bull Rush action).
Rooted Stance (Stance): While in this stance, you gain a +1 bonus with all saves, but may not leave your current square.
Palm Strike (Trick): You may make an unarmed Standard Attack. With a hit, your opponent is pushed 5 ft. away from you (unless the square is occupied or blocked, in which case he suffers 1d4 subdual damage).

Spirit Moves
It’s not supernatural… it’s just an awful lot of practice.
Prerequisites: Base attack bonus +3 or higher.
Benefit: You gain the following tricks.
One Warning (Trick): Once per opponent per combat, you may make a Threaten action targeting an uninjured target. With a success, you inflict an additional amount of stress damage equal to the amount by which your base attack bonus exceeds the target’s base attack bonus (minimum 0).
Shatter Weapon (Trick): Once per round when benefiting from a Total Defense action, you may make an Athletics/Smash check targeting an adjacent opponent’s weapon used to attack you. This Smash check occurs after the opponent’s attack is resolved.
Vitalize (Trick): Once per teammate per scene, you may make an unarmed Standard Attack. With a hit, the target immediately recovers 1 wound point and 1d6 vitality points.

Submission Basics
You’re intimately familiar with ground fighting and savage pins.
Benefit: When you use a Cheap Shot trick as part of a successful unarmed attack, the target’s penalties are doubled. Further, you gain the following stance and trick.
Prone Stance (Stance): While in this stance, you gain a +1 bonus with all skill checks made as part of a Grapple action and suffer no penalties with attack checks for being prone. Further, any effect that would cause you to become sprawled instead makes you prone. Finally, becoming prone does not return you to normal stance.
Snap! (Grapple Trick): When you inflict your standard unarmed damage upon an opponent currently pinned by you, you may also try to break a limb of your choice. The opponent must make a Fortitude save (DC 10 + 1/2 the damage inflicted) or suffer a broken limb critical injury (see page 332).

Submission Moves
If someone slips into your grasp, they never leave without something to show for their trouble.
Prerequisites: Base attack bonus +3 or higher.
Benefit: You gain the following grappling tricks.
Bone Grind (Grapple Trick): You may inflict 1 point of temporary Strength or Dexterity damage upon 1 opponent currently held or pinned by you (your choice of attribute). This may not reduce the target attribute below 1/2 standard (rounded up).
Joint Lock (Grapple Trick): You may inflict a –4 penalty with all skill checks made to escape upon 1 held or pinned opponent.
Reversal (Grapple Trick): While pinned, you may become held to make your opponent pinned.

Vital Points Basics
You’ve learned exotic techniques for striking and protecting the body’s most vulnerable points.
Benefit: You gain 6 points of sneak attack damage resistance. Further, you gain the following stance and trick.
Guard Stance (Stance): While you’re in this stance, the threat ranges of all hurled, melee, and unarmed attacks made against you decrease by 2 (minimum 20). However, you may not take Run actions or make Acrobatics/Tumble checks while in this stance.
Atemi (Trick): You may make an unarmed Standard Attack. With a hit, you inflict 1d6 subdual damage instead of your standard damage. With a threat or critical hit, the target also suffers 1 point of temporary Strength, Dexterity, or Wisdom damage until the end of the current scene (your choice of attribute). This may not reduce the target attribute below 1/2 standard (rounded up).

Vital Points Moves
You can strike nerve points, controlling your opponent’s body for a short time.
Prerequisites: Base attack bonus +3 or higher.
Benefit: You gain the following tricks.
Nerve Jam (Trick): You may make an unarmed Standard Attack, suffering a –4 penalty with your attack check. Your threat range increases by 1. If you score a threat or critical hit, the target becomes stunned for 1 full round.
One Finger (Trick): You may make an unarmed Standard Attack against a flat-footed opponent, suffering a –4 penalty with your attack check. Your threat range increases by 4.
Spike (Trick): You may make an unarmed Standard Attack, with which your threat range increases by 1.

Wrestling Basics
You prefer to tackle opponents at close range.
Benefit: You gain a +1 bonus to Defense against adjacent opponents. Further, you gain the following stance and trick.
Open Stance (Stance): Once per round while you’re in this stance and an opponent within your Reach misses you with an attack, you may draw the opponent into your square and immediately target him with a Grapple or Trip action as a free action. However, you may not take Run actions while in this stance.
Brush (Trick): You may make an unarmed Standard Attack. With a hit, you inflict 1d6 subdual damage instead of your standard damage. The target’s Initiative Count decreases by the amount of subdual damage inflicted.

Wrestling Moves
In the ring, in the dojo, or on the street, you’ve always got the moves to finish the job.
Prerequisites: Base attack bonus +3 or higher.
Benefit: You gain the following tricks.
Clothesline (Trick): You may take an unarmed Standard Attack. This attack gains the takedown quality, the Fortitude save DC of which increases by 4.
Hip Toss (Trick): You may take a Trip action. With success, you also inflict your standard unarmed damage and the target must make a Fortitude save (DC 10 + the damage inflicted) or become fatigued for 1d4 rounds.
Fling (Grapple Trick): As your first grapple benefit during any grapple, you may throw a held character into an unoccupied square up to 15 ft. away, inflicting double your standard unarmed damage. The formerly held or pinned character becomes sprawled.
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Hope that helps!
 

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