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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 helplessA helpless character is vulnerable. Further, attacks targeting him within Melee Range gain a +4 bonus. Finally, he may be targeted with a Coup de Grace action., proneA prone character is intentionally lying on the ground. He may not take Standard Move, Bull Rush, Run, or Withdraw actions. He also suffers a –2 penalty with melee attacks, but may still take standard 5-ft. bonus steps to crawl along the ground and may Brace as a free action. Finally, non-adjacent attackers suffer a –2 penalty with all ranged attacks made against prone characters. , or sprawledA sprawledcharacter has been knocked off his feet. He is vulnerable and may not take any movement actions other than Crouch, Drop Prone, or Stand Up. Finally, he suffers a –2 penalty with all attack checks., 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. Unlike standard tricks, a character may benefit from only 1 trick granted by an Unarmed Combat feat at any time. Further, you may only apply 1 trick provided by a Melee Combat or Unarmed Combat feat to each action. This includes the Full Defense Action.

Note that unarmed "Moves" feats, unlike "Mastery" feats, do not have their corresponding "Basics" feats as prerequisites.

Berserker Basics

When you see red, wise men run!

Prerequisites: Base attack bonus +1 or higher.

Benefit: As a full action, you may work yourself into a “berserker rage” for 2d4+2 rounds, during which your Strength and Constitution scores rise by 3 each and you gain the enragedWhen attacking, an enraged character may only attack the nearest opponent and must do so at least once per round. If he is unable to attack an opponent, he must take a Run action toward the nearest opponent. When attacking, an enraged character must employ the most damaging lethal attack available to him, and may not employ any character option that penalizes his attack check or converts lethal damage to subdual damage. An enraged character completely ignores all dying, helpless, sleeping, and unconscious opponents. While enraged, a character gains a +8 bonus with any save made to resist becoming enraged, but if he is enraged a second time, he instead becomes frenzied. (See more) condition. You may choose to end your rage at any time by taking 1 half action to calm down. Immediately following your rage, you become exhaustedAn exhausted character may not Run, his Speed is reduced to 1/2 standard (rounded down), and his Strength and Dexterity scores are each reduced by 6. While exhausted, a character gains a +6 bonus with any save made to resist becoming fatigued or exhausted, but if he is fatigued, or exhausted a second time, he instead becomes unconscious. A character loses this condition after 1 full hour of sleep. for a number of minutes equal to the number of rounds you were enragedWhen attacking, an enraged character may only attack the nearest opponent and must do so at least once per round. If he is unable to attack an opponent, he must take a Run action toward the nearest opponent. When attacking, an enraged character must employ the most damaging lethal attack available to him, and may not employ any character option that penalizes his attack check or converts lethal damage to subdual damage. An enraged character completely ignores all dying, helpless, sleeping, and unconscious opponents. While enraged, a character gains a +8 bonus with any save made to resist becoming enraged, but if he is enraged a second time, he instead becomes frenzied. (See more). You may enter a berserker rage a number of times per session equal to your starting action dice.

Berserker Mastery

Your fury is as deadly as any gun.

Prerequisites: Base attack bonus +6 or higher, Berserker Basics.

Benefit: You may enter a “berserker rage” as a free action. Further, your rages may last for up to 3d4+3 rounds. Also, your Strength and Constitution scores rise by 5 each during your rage (this replaces the Berserker Basics benefit). Finally, while in a rage, you may make Intimidate checks as if you were armed with a deadly weapon.

Berserker Supremacy

Your legendary fury gives even the sternest combatants pause.

Prerequisites: Base attack bonus +12 or higher, Berserker Mastery.

Benefit: You may end a “berserker rage” as a free action. Further, your rages may last for up to 4d4+4 rounds. Also, while in a rage, you gain a +4 bonus with all saves made to resist becoming frenziedThis condition operates identically to enraged, except that the character cannot distinguish friend from foe — he attacks the nearest character rather than nearest opponent. Further, the DC to calm a frenzied character with a Tactics (Cha) check increases to 30.. Finally, when your rage ends, you become fatiguedA fatigued character may not Run, and his Strength and Dexterity scores are each reduced by 2. While fatigued, a character gains a +6 bonus with any save made to resist becoming fatigued, but if he is fatigued a second time, he instead becomes exhausted. A character loses this condition when he becomes exhausted, or after 8 hours of inactive rest. instead of exhaustedAn exhausted character may not Run, his Speed is reduced to 1/2 standard (rounded down), and his Strength and Dexterity scores are each reduced by 6. While exhausted, a character gains a +6 bonus with any save made to resist becoming fatigued or exhausted, but if he is fatigued, or exhausted a second time, he instead becomes unconscious. A character loses this condition after 1 full hour of sleep..

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 unconsciousAn unconscious character is helpless and may take no actions. A character loses this condition after 2d4 full hours of sleep. 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 drunkA drunk character suffers a –2 penalty with all Dexterity- and Wisdom-based checks. Further, at the start of each round when standing, he automatically repositions 5 ft. in a random direction (per the Deviation Diagram). This doesn’t count toward the character’s allowed movement for the round. A character loses this condition after 4 full hours of sleep. 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).

Boxing Supremacy

Comparisons to Ali are inevitable.

Prerequisites: Base attack bonus +12 or higher, Boxing Basics, Boxing Moves.

Benefit: Your Constitution score increases by 1. Further, you gain the following tricks.

Driving Punch (Trick): You may make a full-action unarmed Standard Attack, moving up to your Speed — and you must move at least 10 ft. toward your target — immediately before the attack. Your threat range increases by 2, but if the attack misses, you become flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked..

Turning Punch (Trick): You may make a full-action unarmed Standard Attack, against which the target’s dodge bonus to Defense, if any, is doubled. If the attack hits, you inflict triple damage.

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 heldA held character is vulnerable and may not move or take any non-free action except to attempt a full action Athletics (Str) check to escape the hold. This check possesses the Armor Check Penalty tag. or pinnedA pinned character is held, vulnerable, and may not move or act except to attempt a full-action Athletics (Str) check to break the pin. This check possesses the Armor Check Penalty tag. Also, a pinned character may be bound with static restraints — such as handcuffs — as a free action, and may only speak as the person pinning him allows. Further, a pinned character acts as a hostage, providing the person holding him with 1/2 cover. Finally, each adjacent opponent gains a +4 bonus with unarmed and melee attacks targeting a pinned character. by you, you may also inflict twice the same amount of flash damage. Further, when pinnedA pinned character is held, vulnerable, and may not move or act except to attempt a full-action Athletics (Str) check to break the pin. This check possesses the Armor Check Penalty tag. Also, a pinned character may be bound with static restraints — such as handcuffs — as a free action, and may only speak as the person pinning him allows. Further, a pinned character acts as a hostage, providing the person holding him with 1/2 cover. Finally, each adjacent opponent gains a +4 bonus with unarmed and melee attacks targeting a pinned character., 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 sprawledA sprawledcharacter has been knocked off his feet. He is vulnerable and may not take any movement actions other than Crouch, Drop Prone, or Stand Up. Finally, he suffers a –2 penalty with all attack checks. 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 nauseatedA nauseated character may take only 1 half action during each round, may not make more than 1 final attack per round, and may not make any skill check with the Concentration tag. for 1 round.

Brawling Supremacy

You’re a legend in fight clubs and street brawling communities.

Prerequisites: Base attack bonus +12 or higher, Brawling Basics, Brawling Moves.

Benefit: When you hit an opponent with 2 or more non-final unarmed attacks during a single round, you may immediately make 1 final attack against that opponent. Further, you gain the following tricks.

One-Two (Trick): When you make a successful unarmed Standard Attack with a result exceeding the target’s Defense by 4 or more, you inflict double damage.

Sleeper Hold (Grapple Trick): As a free action, you may force 1 opponent currently heldA held character is vulnerable and may not move or take any non-free action except to attempt a full action Athletics (Str) check to escape the hold. This check possesses the Armor Check Penalty tag. or pinnedA pinned character is held, vulnerable, and may not move or act except to attempt a full-action Athletics (Str) check to break the pin. This check possesses the Armor Check Penalty tag. Also, a pinned character may be bound with static restraints — such as handcuffs — as a free action, and may only speak as the person pinning him allows. Further, a pinned character acts as a hostage, providing the person holding him with 1/2 cover. Finally, each adjacent opponent gains a +4 bonus with unarmed and melee attacks targeting a pinned character. by you to make a Fortitude save (DC 15 + 1 per consecutive round you’ve used this ability). With failure, the target begins sleepingA sleeping character may take only passive actions and is also considered blinded and helpless. A character loses this condition immediately upon being touched, suffering any damage, or making a successful Notice/Awareness check. for a number of minutes equal to your Strength modifier + 1d6.

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 sickenedA sickened character suffers a –2 penalty with all attack checks and skill checks, as well as all damage rolls and saves. 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 blindedA blinded character is vulnerable and cannot see anything. His result cap with each skill check possessing the Vision tag is reduced by 20 (minimum 0). Further, his targets gain a bonus to Defense, and his opponents gain a +2 bonus with attack checks made against him. Finally, a blinded character’s Speed is reduced to 1/2 standard (rounded down). 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 hit, the target becomes nauseatedA nauseated character may take only 1 half action during each round, may not make more than 1 final attack per round, and may not make any skill check with the Concentration tag. for 1 round.

Dirty Fighting Supremacy

You make underhanded fighting look like high art.

Prerequisites: Base attack bonus +12 or higher, Dirty Fighting Basics, Dirty Fighting Moves.

Benefit: When you hit with an unarmed attack, you inflict 1 die of sneak attack damage. Further, you gain the following tricks.

Curb Stomp (Trick): You may make an unarmed Coup de Grace action, even against a sprawledA sprawledcharacter has been knocked off his feet. He is vulnerable and may not take any movement actions other than Crouch, Drop Prone, or Stand Up. Finally, he suffers a –2 penalty with all attack checks. target.

Work the Head (Grapple Trick): You may inflict double your standard unarmed damage against an opponent currently pinnedA pinned character is held, vulnerable, and may not move or act except to attempt a full-action Athletics (Str) check to break the pin. This check possesses the Armor Check Penalty tag. Also, a pinned character may be bound with static restraints — such as handcuffs — as a free action, and may only speak as the person pinning him allows. Further, a pinned character acts as a hostage, providing the person holding him with 1/2 cover. Finally, each adjacent opponent gains a +4 bonus with unarmed and melee attacks targeting a pinned character. by you.

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-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked..

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-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked..

Fist Supremacy

The old masters taught you well.

Prerequisites: Base attack bonus +12 or higher, Fist Basics, Fist Moves.

Benefit: Each time you make an unarmed attack against a vulnerableA vulnerable character loses his Dexterity bonus to Defense (if positive), as well as all dodge bonuses to Defense. He may also be targeted with a variety of special effects, such as sneak attack damage. opponent, your threat range increases by 1 and the attack gains the takedownThe kinetic energy delivered by this weapon has near-cinematic “knockdown power.” Each time a character suffers damage from an attack with this weapon, he must make a Fortitude save (DC equal to the damage he sustained before DR was applied). With failure, he becomes sprawled. If the character loses 1 or more wound points due to this attack, the save DC increases by 10. quality. Further, you gain the following tricks.

1,000 Hands (Trick): As a full action, you may make an unarmed Standard Attack. With a hit, you inflict your standard unarmed damage once, plus 1 additional time for every 3 by which your attack result beats the target’s Defense. You may not activate this attack as a critical hit. Also, if the attack misses, you become flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked..

Violent Fist (Trick): Before you make an unarmed Standard Attack, you may apply the takedownThe kinetic energy delivered by this weapon has near-cinematic “knockdown power.” Each time a character suffers damage from an attack with this weapon, he must make a Fortitude save (DC equal to the damage he sustained before DR was applied). With failure, he becomes sprawled. If the character loses 1 or more wound points due to this attack, the save DC increases by 10. and keenWhen a character hits with a trained attack with this weapon, his damage increases by the number following the quality in parentheses for two purposes only: determining whether a Fortitude save is required to avoid critical injury and determining the critical injury’s severity. (X) qualities, where X is equal to the damage inflicted. If the attack misses, however, you become flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked..

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.

Footwork Supremacy

You don’t just dance around foes — you dance on them!

Prerequisites: Base attack bonus +12 or higher, Footwork Basics, Footwork Moves.

Benefit: Your maximum rank in the Acrobatics and Athletics skills increases to your Career Level + 6. This bonus does not stack with any other ability that increases your maximum ranks in these skills. Further, you gain the following grapple benefit and trick.

Pop Goes the Weasel (Grapple Benefit): During a grapple against a standard character, if your Athletics check exceeds that of your opponent by 4 or more, your opponent dies.

Triple Kick (Trick): You may apply the Burst trick when taking a Kick action.

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 1/2 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-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked. when you miss with an attack check made as part of a Trip action. You do become flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked. 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-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked..

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 reelingA reeling character loses his next 2 half actions. A character may not be sent reeling 2 or more times simultaneously..

Power Kick (Trick): You may take a Kick action. This attack gains the armor-piercingThis quality applies to weapon damage, reducing damage reduction. (2) and takedownThe kinetic energy delivered by this weapon has near-cinematic “knockdown power.” Each time a character suffers damage from an attack with this weapon, he must make a Fortitude save (DC equal to the damage he sustained before DR was applied). With failure, he becomes sprawled. If the character loses 1 or more wound points due to this attack, the save DC increases by 10. qualities.

Kicking Supremacy

Your dizzying kicks mercilessly batter nearby opponents.

Prerequisites: Base attack bonus +12 or higher, Kicking Basics, Kicking Moves.

Benefit: Your Dexterity score increases by 1. Further, you gain the following tricks.

Hurricane Kick (Trick): Once per round, you may spend 1 full action to take 5 Kick attacks. These attacks may be divided among adjacent opponents in any combination. Each of these attacks suffers a –2 penalty with damage (minimum 1). After the last Kick attack is resolved, each opponent who was hit is pushed 5 ft. away from you (unless the square is occupied or blocked, in which case he suffers 1d4 subdual damage).

Thrust Kick (Trick): You may take a Kick action. With a hit, you may immediately take a Bull Rush action targeting the same opponent as a free action.

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 combat damage increases to 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. 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.

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-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked.. 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.

Rolling Supremacy

Your speed and agility are unreal.

Prerequisites: Base attack bonus +12 or higher, Rolling Basics, Rolling Moves.

Benefit: Your Speed increases by 10 ft. Further, you gain the following tricks.

Sticky Fingers (Trick): When you take a Total Defense action, you also gain DR 5/— against all adjacent opponents.

Torpedo (Trick): You may take a full-action Bull Rush action, gaining a +2 bonus with your Athletics (Str) check and inflicting double your standard unarmed damage with a hit.

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.

Spirit Supremacy

On the other hand, maybe it is supernatural.

Prerequisites: Base attack bonus +12 or higher, Spirit Basics, Spirit Moves.

Benefit: Your Wisdom score increases by 1. Further, you gain the following tricks.

Hand of God (Trick): Once per round when benefiting from a Total Defense action, you may inflict an adjacent opponent’s damage upon him when he misses you with an attack.

Shadow Walk (Trick): Before you take a Pummel action, you may move up to your Speed, passing freely through squares adjacent to or occupied by opponents.

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 proneA prone character is intentionally lying on the ground. He may not take Standard Move, Bull Rush, Run, or Withdraw actions. He also suffers a –2 penalty with melee attacks, but may still take standard 5-ft. bonus steps to crawl along the ground and may Brace as a free action. Finally, non-adjacent attackers suffer a –2 penalty with all ranged attacks made against prone characters. . Further, any effect that would cause you to become sprawledA sprawledcharacter has been knocked off his feet. He is vulnerable and may not take any movement actions other than Crouch, Drop Prone, or Stand Up. Finally, he suffers a –2 penalty with all attack checks. instead makes you proneA prone character is intentionally lying on the ground. He may not take Standard Move, Bull Rush, Run, or Withdraw actions. He also suffers a –2 penalty with melee attacks, but may still take standard 5-ft. bonus steps to crawl along the ground and may Brace as a free action. Finally, non-adjacent attackers suffer a –2 penalty with all ranged attacks made against prone characters. . Finally, becoming proneA prone character is intentionally lying on the ground. He may not take Standard Move, Bull Rush, Run, or Withdraw actions. He also suffers a –2 penalty with melee attacks, but may still take standard 5-ft. bonus steps to crawl along the ground and may Brace as a free action. Finally, non-adjacent attackers suffer a –2 penalty with all ranged attacks made against prone characters. does not return you to normal stance.

Snap! (Grapple Trick): When you inflict your standard unarmed damage upon an opponent currently pinnedA pinned character is held, vulnerable, and may not move or act except to attempt a full-action Athletics (Str) check to break the pin. This check possesses the Armor Check Penalty tag. Also, a pinned character may be bound with static restraints — such as handcuffs — as a free action, and may only speak as the person pinning him allows. Further, a pinned character acts as a hostage, providing the person holding him with 1/2 cover. Finally, each adjacent opponent gains a +4 bonus with unarmed and melee attacks targeting a pinned character. 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.

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 heldA held character is vulnerable and may not move or take any non-free action except to attempt a full action Athletics (Str) check to escape the hold. This check possesses the Armor Check Penalty tag. or pinnedA pinned character is held, vulnerable, and may not move or act except to attempt a full-action Athletics (Str) check to break the pin. This check possesses the Armor Check Penalty tag. Also, a pinned character may be bound with static restraints — such as handcuffs — as a free action, and may only speak as the person pinning him allows. Further, a pinned character acts as a hostage, providing the person holding him with 1/2 cover. Finally, each adjacent opponent gains a +4 bonus with unarmed and melee attacks targeting a pinned character. 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 heldA held character is vulnerable and may not move or take any non-free action except to attempt a full action Athletics (Str) check to escape the hold. This check possesses the Armor Check Penalty tag. or pinnedA pinned character is held, vulnerable, and may not move or act except to attempt a full-action Athletics (Str) check to break the pin. This check possesses the Armor Check Penalty tag. Also, a pinned character may be bound with static restraints — such as handcuffs — as a free action, and may only speak as the person pinning him allows. Further, a pinned character acts as a hostage, providing the person holding him with 1/2 cover. Finally, each adjacent opponent gains a +4 bonus with unarmed and melee attacks targeting a pinned character. opponent.

Reversal (Grapple Trick): While pinnedA pinned character is held, vulnerable, and may not move or act except to attempt a full-action Athletics (Str) check to break the pin. This check possesses the Armor Check Penalty tag. Also, a pinned character may be bound with static restraints — such as handcuffs — as a free action, and may only speak as the person pinning him allows. Further, a pinned character acts as a hostage, providing the person holding him with 1/2 cover. Finally, each adjacent opponent gains a +4 bonus with unarmed and melee attacks targeting a pinned character., you may become heldA held character is vulnerable and may not move or take any non-free action except to attempt a full action Athletics (Str) check to escape the hold. This check possesses the Armor Check Penalty tag. to make your opponent pinnedA pinned character is held, vulnerable, and may not move or act except to attempt a full-action Athletics (Str) check to break the pin. This check possesses the Armor Check Penalty tag. Also, a pinned character may be bound with static restraints — such as handcuffs — as a free action, and may only speak as the person pinning him allows. Further, a pinned character acts as a hostage, providing the person holding him with 1/2 cover. Finally, each adjacent opponent gains a +4 bonus with unarmed and melee attacks targeting a pinned character..

Submission Supremacy

Only the doomed know your grip.

Prerequisites: Base attack bonus +12 or higher, Submission Basics, Submission Moves.

Benefit: You may target an opponent with the Cheap Shot trick multiple times per scene, but must choose a different penalty each time. Further, you gain the following grappling tricks.

Death Grip (Grapple Trick): You may make a Coup de Grace action against an opponent currently pinnedA pinned character is held, vulnerable, and may not move or act except to attempt a full-action Athletics (Str) check to break the pin. This check possesses the Armor Check Penalty tag. Also, a pinned character may be bound with static restraints — such as handcuffs — as a free action, and may only speak as the person pinning him allows. Further, a pinned character acts as a hostage, providing the person holding him with 1/2 cover. Finally, each adjacent opponent gains a +4 bonus with unarmed and melee attacks targeting a pinned character. by you.

Breathtaking Hold (Grapple Trick): As a free action, you may cause an opponent currently pinnedA pinned character is held, vulnerable, and may not move or act except to attempt a full-action Athletics (Str) check to break the pin. This check possesses the Armor Check Penalty tag. Also, a pinned character may be bound with static restraints — such as handcuffs — as a free action, and may only speak as the person pinning him allows. Further, a pinned character acts as a hostage, providing the person holding him with 1/2 cover. Finally, each adjacent opponent gains a +4 bonus with unarmed and melee attacks targeting a pinned character. by you to suffocate until you release him, he escapes the pin, or he dies.

Two-Hit Combo

…and the hits just keep on coming.

Prerequisites: Base attack bonus +3 or higher, at least 1 other Unarmed Combat feat.

Benefit: At the start of your Initiative Count, you may choose to gain 1 final unarmed attack. If you do so, you suffer a –2 penalty with all attack and skill checks — including the final attack — for 1 full round.

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 stunnedA stunned character is vulnerable, may take no actions, and may not hold any objects in his hands. for 1 full round.

One Finger (Trick): You may make an unarmed Standard Attack against a flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked. 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.

Vital Points Supremacy

You can stun or kill an opponent with a single touch… and that’s when you’re in a good mood.

Prerequisites: Base attack bonus +12 or higher, Vital Point Basics, Vital Point Moves.

Benefit: With a successful unarmed attack, you gain 1 die of sneak attack damage. Further, you gain the following tricks.

Bar the Gates (Trick): You may make an unarmed Standard Attack. With a hit, the target must make a Fortitude save (DC 10 + the damage inflicted) or become ParalyzedA paralyzed character is frozen in place and may not move or speak. He is also helpless, cannot make Strength- and Dexterity-based checks, and may only take actions that are purely mental (such as Knowledge checks). for 1d4 rounds.

Black Palm (Trick): You may make an unarmed Standard Attack, with which your error range increases by 2. With a hit, you may spend 1 action die to expose the target to an exotic poison with the following statistics — Primary Phase Onset Time: Instant; Primary Phase Save DC: 20; Primary Phase Damage/Effect: 1d2 Con; Secondary Phase Onset Time: 12 hrs.; Secondary Phase Save DC: 20; Secondary Phase Damage/Effect: drainedA character loses 1 or more career levels each time he is drained. For each level lost, all benefits of the most recently acquired level — including all level-dependent benefits, the chosen class level, and other character options — are forfeit. When a character is drained of multiple levels, the most recent level is forfeit in turn (e.g. when a 4th-level character is drained of 2 levels, he loses his 4th level, then his 3rd level). At the end of each mission when a character remains drained of 1 or more levels, he may make a Resolve (Wis) check (DC 15 +5 per drained level). With success, he regains all benefits of the most recently drained level. A character may not be drained below Level 1. Each time a standard character is drained, he loses 1 quality (of the GC’s choice), and each of his Roman numeral grades drops by 1 (minimum I). (1 level). A person may only suffer from 1 black palm poison at a time; a character suffering from this poison is immune to all black palm effects until he heals all damage, including the drainedA character loses 1 or more career levels each time he is drained. For each level lost, all benefits of the most recently acquired level — including all level-dependent benefits, the chosen class level, and other character options — are forfeit. When a character is drained of multiple levels, the most recent level is forfeit in turn (e.g. when a 4th-level character is drained of 2 levels, he loses his 4th level, then his 3rd level). At the end of each mission when a character remains drained of 1 or more levels, he may make a Resolve (Wis) check (DC 15 +5 per drained level). With success, he regains all benefits of the most recently drained level. A character may not be drained below Level 1. Each time a standard character is drained, he loses 1 quality (of the GC’s choice), and each of his Roman numeral grades drops by 1 (minimum I). condition.

Warrior’s Grace

When you kick butt, it’s a thing of beauty.

Prerequisites: Base attack bonus +12 or higher, Two-Hit Combo, at least 2 other Unarmed Combat feats.

Benefit: When you use your Two-Hit Combo feat ability to gain 1 final attack, you may increase your attack and skill check penalty to –4 in order to gain 1 additional final unarmed attack (for a total of 2 final attacks).

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 takedownThe kinetic energy delivered by this weapon has near-cinematic “knockdown power.” Each time a character suffers damage from an attack with this weapon, he must make a Fortitude save (DC equal to the damage he sustained before DR was applied). With failure, he becomes sprawled. If the character loses 1 or more wound points due to this attack, the save DC increases by 10. 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 fatiguedA fatigued character may not Run, and his Strength and Dexterity scores are each reduced by 2. While fatigued, a character gains a +6 bonus with any save made to resist becoming fatigued, but if he is fatigued a second time, he instead becomes exhausted. A character loses this condition when he becomes exhausted, or after 8 hours of inactive rest. for 1d4 rounds.

Fling (Grapple Trick): As your first grapple benefit during any grapple, you may throw a heldA held character is vulnerable and may not move or take any non-free action except to attempt a full action Athletics (Str) check to escape the hold. This check possesses the Armor Check Penalty tag. character into an unoccupied square up to 15 ft. away, inflicting double your standard unarmed damage. The formerly heldA held character is vulnerable and may not move or take any non-free action except to attempt a full action Athletics (Str) check to escape the hold. This check possesses the Armor Check Penalty tag. or pinnedA pinned character is held, vulnerable, and may not move or act except to attempt a full-action Athletics (Str) check to break the pin. This check possesses the Armor Check Penalty tag. Also, a pinned character may be bound with static restraints — such as handcuffs — as a free action, and may only speak as the person pinning him allows. Further, a pinned character acts as a hostage, providing the person holding him with 1/2 cover. Finally, each adjacent opponent gains a +4 bonus with unarmed and melee attacks targeting a pinned character. character becomes sprawledA sprawledcharacter has been knocked off his feet. He is vulnerable and may not take any movement actions other than Crouch, Drop Prone, or Stand Up. Finally, he suffers a –2 penalty with all attack checks..

Wrestling Supremacy

Your fight-ending moves are spectacular.

Prerequisites: Base attack bonus +12 or higher, Wrestling Basics, Wrestling Moves.

Benefit: Your Strength score increases by 1. Further, you gain the following tricks.

Double Hurl (Trick): You may take a Trip action. With success, you also inflict double your standard unarmed damage and an equal amount of flash and bang damage.

Back Breaker (Grapple Trick): As a free action, you may take a Coup de Grace action targeting an opponent currently pinnedA pinned character is held, vulnerable, and may not move or act except to attempt a full-action Athletics (Str) check to break the pin. This check possesses the Armor Check Penalty tag. Also, a pinned character may be bound with static restraints — such as handcuffs — as a free action, and may only speak as the person pinning him allows. Further, a pinned character acts as a hostage, providing the person holding him with 1/2 cover. Finally, each adjacent opponent gains a +4 bonus with unarmed and melee attacks targeting a pinned character. by you.


Spycraft 2.0
Characters - Skills - Feats - Gear - Combat - Dramatic Conflict

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