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Martial Arts Mayhem, Volume One

Martial Arts Mayhem, Volume One

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By Rich Redman, co-author of the d20 Modern Roleplaying Game and the 3.5 Dungeon Master's Guide.
Cover art by James Ryman.
Interrior art by Clarence Harrison.

Martial Arts Mayhem, Volume One is the first of a two-volume modern d20 System martial arts supplement. It's written by Rich Redman, a designer on the original d20 Modern Roleplaying Game from Wizards of the Coast, Inc.

When you use Martial Arts Mayhem, Volume One, every melee combat is unique thanks to added customization. Your heroes are no longer limited to the Brawl feat tree, the Combat Martial Arts feat tree, and Defensive Martial Arts. Instead, your heroes can become light-fingered masters of the Deft Touch School. They can confuse and befuddle opponents as masters of Drunken Fighting. Or they can launch powerful, lightning-fast kicks as masters of the Northern Leg School.

And because anyone can be members of these schools, your heroes will never know if the old man sweeping the sidewalk is a mere shopkeeper—or a secret master of Sticky Hands! Even when he takes his combat stance, they cannot be sure whether he knows the Thousand-League Eye technique, or Repulse the Monkey (or both) until it's too late.

Martial Arts Mayhem maintains the balance between firearms and martial arts found in the d20 Modern Roleplaying Game. We designed it to work with the feats in the d20 Modern game, not to replace them.

Martial Arts Mayhem started out as a set of Experiments we posted on The Game Mechanics website. It was so well received that we decided to expand it into a full product. The original free publications have, of course, remained free.

In addition to all the great free material, Martial Arts Mayhem, Volume One includes:

  • new feats
  • new schools
  • new secret techniques
  • stats for martial arts weapons
  • campaign models complete with NPCs
  • new optional rules

About the Author: Rich Redman is a former Wizards of the Coast RPG R&D staff member whose credits include the design of products such as the d20 Modern Roleplaying Game, Defenders of the Faith, Deities & Demigods, Monster Manual II, Savage Species, and the Dark*Matter Arms & Equipment Guide. He is also the author of Staves of Ascandance (available for download on and Come for the Reaping, (available for download on adventure for the Urban Arcana Campaign Setting from Wizards of the Coast, Inc.

Requires the use of the d20 ModernTM Roleplaying Game, published by Wizards of the Coast, Inc.

Modern Sourcebooks from The Game Mechanics

Modern Player's Companion, Volume One
With all the great material in the core rulebook, what else could you possibly need for modern-era d20 roleplaying? How about class combinations that help you to construct the character you want using only the basic classes? Or inside tips on why the rules work the way they do? This book features those and more, including new advanced classes, new equipment, new feats, and starting equipment packages to help speed up character creation.
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Modern Player's Companion, Volume Two
When building a character for your modern d20 System game, there's no such thing as too many options. This book picks up where the Volume I left off, providing more feats, advanced classes, equipment, and equipment packages. You'll also find prestige classes, spells, magic items, variant rules for use in combat and with the Wealth system, and more tips on why the game works the way it does, all written by people who designed the rules in the first place.
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Martial Arts Mayhem, Volume One
Rich Redman adds depth and flavor to the martial arts options in the d20 Modern Roleplaying Game. Martial Arts Mayhem, Volume One builds on the free material already published on The Game Mechanics website. When you use this supplement, every melee combat is unique thanks to added customization. Your heroes are no longer limited to the Brawl feat tree, the Combat Martial Arts feat tree, and Defensive Martial Arts. Instead, your heroes can become masters of diverse and specialized martial arts schools.
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Martial Arts Mayhem, Volume Two
Rich Redman adds still more depth and flavor to the martial arts options in the d20 Modern Roleplaying Game. Martial Arts Mayhem, Volume Two builds on the free material already published on The Game Mechanics website and ups the ante with more schools, feats, secret techniques, and campaign options!
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Modern Magic, Volume One
This modern d20 System supplement brings magic and spellcasting into the 21st century. Today's mages, witches, and conjurers bring magic to the cutting edge, and corporations, researchers, and the military are using magic to give them an edge over their competitors. Modern Magic, Volume One includes new spells and items crafted with a modern perspective, expanded rules for ritual magic, new classes for spellcasting heroes, and new feats to help spellcasters refine their powers. Modern Magic, Volume One brings a fresh, contemporary feel to the magic and spellcasting in your modern d20 System game.
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Modern Magic, Volume Two
This modern d20 System supplement picks up where best selling Modern Magic, Volume One left off—-bringing magic and spellcasting into the 21st century. A spellcaster's creativity is the only limit when centuries old traditions meet cutting edge technology. Modern Magic, Volume Two includes more new magic spells and items as well as rules for Voudon spellcasting, the Loa, and ritual possessions as well as new rules covering forensic investigations of magical crimes and new ways for nonspellcasters to protect themselves from magical attacks.
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Modern Organizations: Crime and Punishment
This modern d20 System sourcebook details seven organizations that heroes are likely to encounter in just about any modern campaign setting. Inside, you'll learn details about criminal and justice groups from the mysterious assassins of the House of Dusk to the vigilantes in the Shield of Justice. On the way, you'll meet characters like Solomon "Big Solly D" Dimitriano and fourth-generation policeman Captain Anton Dwyer, each with character backgrounds and stat blocks. Each organization also includes new game options, including new rules for bribery, action points, and sneak attacks.
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Sci-Fi Sourcebooks from The Game Mechanics

Future Player's Companion: Tomorrows' Foundation
Like its spiritual predecessor (Modern Player's Companion), the Future Player's Companion focuses on the material used in character creation and game play designed for use by players but also valuable for Gamemasters. Tomorrows' Foundation, the first FPC volume, provides more character fundamentals for your sci-fi d20 System game. From basics such as talent trees to innovative new options like Environment Packages for characters from alien worlds, we give you the tools necessary to define your hero of tomorrow.
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Future Player's Companion: Tomorrows' Hero
Tomorrows' Hero brings theory to practice. Building on the material from Tomorrows' Foundation, we work through methods for building your starting sci-fi hero. Inside, you will find systems for creating your sci-fi hero with options like mutations and cybernetics, new rules for bioware, biotech, and genetic engineering, guidelines for creating new player races, and much more.
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Future Player's Companion: Tomorrows' Evolution
Tomorrows' Evolution focuses on options for advancing your sci-fi hero in experience and equipment. Inside, you'll find new advanced and prestige classes; cybernetic upgrades for flesh-and-blood heroes; new equipment, plus gadgets to modify existing equipment; and rules for defining designer drugs.
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April 12th, 2007
Excellent product yet again by TGM. Keep up the good work and bring out more Modern (or Post-Modern) supplements.<br><br> <b>LIKED</b>: For standard high Fantasy/Ficition games rules are very balanced, like the use of optional [...]
August 24th, 2005
I liked the way martial arts were handles in this release, but the school sthat wound up interesting me the most turned out to be in the sequel. Still, a nicely-realized way of handling martial arts in d20.<br><br><b>QUALITY</b> [...]
July 29th, 2004
I really liked this one - it gives a great deal more flavour to martial arts than the Martial Artist class from the Modern core rulebook. No more "generic" martial artists. [...]
February 2nd, 2004
An excellent sourcebook. It was just what I needed. I highly recommend this product for GMs who want to include different styles of Martial Arts, and the rules for them, without having everyone play a monk. [...]
January 27th, 2004
The great thing about this book is that you can drop it into any campaign. It does a good job of covering many style of martial arts in an easy to use system. Overall, i'm very impressed. [...]
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File Last Updated:
September 26, 2003
This title was added to our catalog on September 26, 2003.