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Master of Kung Fu

teitan

Legend
I am trying to find a cool system for Master of Kung Fu, the hyper cool 70's Marvel comic series. I was looking into M&M for it but it seems a bit too grainy maybe or high powered. Any other suggestions out there?
 

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Dannyalcatraz

Schmoderator
Staff member
Supporter
I think you could run it in M&M2, you just need to run it at a lower power level than is presented in the book.

If you're not hung up on D20, I'd also reccomend HERO, especially with the Ultimate Martial Artist supplement.

While I don't like the system, GURPS Martial Arts has a LOT to offer in its sheer breadth of detailed martial arts styles. Even if you don't play the game, you might want to track down the book for use as a sourcebook.
 

EditorBFG

Explorer
I posted on this same subject here in a recent similar thread.

Spycraft might be cool not just for cinematic martial arts, but simulating the espionage stuff that was that book alot.

Not to say Blood & Fists isn't a good choice, of course, just offering more options.
 

solkan_uk

First Post
Spycraft (2.0) rocks for cinematic martial arts, with interesting options, 1 can do near as well, if you get the Pan-Asian book.
Rampant FanBoi point over, I have no idea of the source material so can contribute no-more.
 

Morgenstern

First Post
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!
 

Morgenstern

First Post
I just wanted to add that while I'm very pleased with what Spycraft can do, Blood and Fists is an excellent read and source of inspiration for any d20 martial arts-fest campaign :).
 



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