1 | Aikido | d6 | When you successfully dodge an attack, you redirect it back at the attacker. |
2 | Capoeira | d6 | When reduced to 0 hp, immediately gain an extra turn. You may drop to 0 hp at will. |
3 | Celestial Monkey King style | d8 | Once per enemy, you may disarm, trip or pickpocket them with no save. |
4 | Charcoal March of Spiders style | d8 | When you roll max damage, you may remove one of your foe's magical or combat abilities until they rest. |
5 | Demon Flips the Cart style | d8 | You can automatically succeed on a STR check by dropping to 0 hp. |
6 | Dreaming Pearl Courtesan style | d6 | Step up damage if you're prim and proper, and again if your foe could be sexually attracted to you. |
7 | Elemental Bending: Air style | d6 | You can push air to project your strikes at range. You can double jump. |
8 | Elemental Bending: Fire style | d6 | Your strikes can deal fire damage. You take half damage from fire and heat. |
9 | Elemental Bending: Metal style | d10 | Metal weapons shatter when they strike you. Still take the damage normally. |
10 | Elemental Bending: Water style | d8 | Breathe and move freely underwater. |
11 | Elemental Bending: Wood style | d8 | Plants never harm, snare or slow you down. You can climb trees and move between treetops at full running speed. |
12 | Falling Cherry Blossom style | d6 | You fall as a feather and can jump or glide long distances. |
13 | Fierce Horse Soul style | d8 | You run as fast as a horse and can run forever without tiring. |
14 | Five Deadly Venoms: C | d8 | You may decide to impair your damage, but attack everyone in reach. |
15 | Five Deadly Venoms: Lizard style | d6 | You can run on walls and ceiling until you stop moving. |
16 | Five Deadly Venoms: Scorpion style | d8 | Your strikes can deal either bludgeoning or piercing damage. Roll damage with advantage against unsuspecting foes. |
17 | Five Deadly Venoms: Snake style | d8 | Your strikes are fast nobody can even see you move. No counters, dodging or defensive actions are possible. |
18 | Five Deadly Venoms: Toad style | d6 | Take 1 less damage from all sources. |
19 | Five Dragons As One style | d6 | For each ally in the fight that also knows this style, gain +1 damage, to a maximum of +4. |
20 | Head of John style | d6 | Your head is completely invulnerable, both to physical and mental effects. |
21 | Hungry Ghost style | d6 | Ignore all special defenses (like intangibility or invulnerability). |
22 | Jade Mountain Stance style | d6 | You cannot be moved, tripped, etc. Gain a free attack against anyone who would try. |
23 | Jiu-Jitsu | d6 | You can knock prone anyone, no save, as long as you also fall with them. You deal full damage in a grapple. |
24 | Judo | d6 | When you roll higher than your foe, you may decide to deal no damage and instead reposition them with no save. |
25 | Karate | d8 | If you have enough time to properly concentrate, you can punch through any inanimate obstacle short of adamant. |
26 | Ki Rata | d12 | Whenever you roll 10+ on a damage die, add another die. If you roll 3+ dice in a single attack, all the bones in your arm shatter from the strain. |
27 | Kickbox | d8 | While at full hp, reroll all 1s. |
28 | Krav Maga | d10 | When you roll higher than your foe, you may decide to deal no damage and instead disarm a weapon-wielding attacker. |
29 | Krayu Mat | d8 | You can spend a round focusing your ki to fire a beam of pure energy on your next turn, dealing your unarmed damage to everyone in a line. |
30 | Kung-Fu: Crane style | d8 | Your attacks have reach as a spear. You never need to roll for balance. |
31 | Kung-Fu: Dragon style | d10 | Murder one low-level mook per round, no questions asked. Must be indistinguishable from all other mooks. |
32 | Kung-Fu: Mantis style | d8 | When you roll max damage, you may maim your opponent. |
33 | Kung-Fu: Panda style | d8 | Advantage on STR saves with your hands pressed together. |
34 | Kung-Fu: Tiger style | d8 | Your strikes can deal either bludgeoning or slashing damage. Roll damage with advantage when you can run and pounce at your foe. |
35 | Laughing Wounds style | d10 | If you die in combat, you may continue fighting for 5 more rounds while laughing madly. |
36 | Leisure Kicks style | d6 | When you roll max damage, you may reroll the damage and send the target flying. |
37 | MMA | d8 | Once ever, when you fight another martial artist, you may decide that you know the trick of their style. |
38 | Muay Thai | d10 | Make a free attack when an enemy retreats or moves past you. |
39 | Ninjutsu | d6 | You can climb nearly anything without a roll. Only impossible climbs require (and always allow) a roll. |
40 | Old-school Fisticuffs | d8 | When you drop a foe to 0 hp, make an extra attack. |
41 | Pankration | d8 | Take no penalties from tight squeezes, being prone, grappled, engulfed, or tied up. |
42 | Pattram Sword Hand style | d10 | When you deal max damage, cut off a limb of the victim's choice. This style is considered evil and its adherents often persecuted. |
43 | Peasant's Path | d6 | You can teach this style to anyone within a week at no XP cost. |
44 | Porcelain Fist style | d8 | You may deal max damage by taking half that yourself. |
45 | Pressure Point style | d8 | When you reduce a foe to 0 hp, they are completely paralysed until they can regain hp. |
46 | Prismatic Arrangement of Creation style | d6 | Choose one damage type other than bludgeoning. While at full hp, you are completely immune to it. |
47 | Senjutsu | d8 | You are never surprised and always act first in an encounter. You can sense nearby danger. |
48 | Soul Reaper style | d6 | Once you strike a foe, you can freely teleport behind their back as a move until the end of the encounter. |
49 | Straw Stops Sleet style | d6 | Immune to ranged attacks if aware of them. Your choice of dodging, deflecting or catching them. |
50 | Taekwondo | d6 | When you attack, deal the higher of your damage roll and your opponent's roll. |
51 | Tai Chi | d6 | You can walk on top of snow, or twigs and leaves. You can run water surface. You leave no footprints. |
52 | Tenfold Ebon Shadow style | d6 | The first attack you ever make against each individual enemy deals 1d20 damage, but only if you know their name. |
53 | Void Lotus style | d6 | Specify a duration to lock yourself out of time, becoming inviolable. If you have an immovable rod, you also become locked in place. |
54 | Vulcan Nerve Pinch style | d6 | You can forgo doing damage to instead stun the enemy for half the rolled number of rounds. |
55 | Way of the Masters | d8 | You can teach this style to any animal, and talk with any animal that knows this style. |
56 | White Hand style | d6 | Your hand counts as a shield. "Sundering" doesn't destroy your hand, but you will have to meditate to recover. |
57 | Wrestling | d6 | A flashy finisher can instakill anyone at 0 hp with no save and force their allies to roll Morale. |
58 | Zui Quan | d6 | When drunk, you automatically counter-attack against all enemies that strike at you. |
59 | 25 Purities Path | d6 | As long as you lead an ascetic life, you are immune to poisons, diseases and ageing. You also need only half rations. |
60 | 49 Empty Palms style | d8 | Your attacks count as blessed if you ask for forgiveness before attacking. |