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TitleBlood & Fist - Hong Kong Knights
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Table of Contents
                            Introduction
Chapter 1: Characters
	Allegiances
		Danger
		Enlightenment
		Excitement
		Honor
		Loyalty
		Self-Defense
	Classes
		Advanced Classes
			Ninja
				Table 1-1: The Ninja
			Totem Warrior
				Table 1-2: Totem Warrior
			Weapon Master
				Table 1-3: The Weapon Master
			Yakuza
				Table 1-4: The yakuza
		Prestige Classes
			Sensei
				Table 1-5: The SENSEI
			Warrior Monk
				Table 1-6: The Warrior Monk
			Zen Master
				Table 1-7: The Zen Master
	Skills
		Balance (Dex)
Chapter 2: Martial arts
	General Feats
		Acupressure
		Analytical Combat
		Anatomical Expert
		Brute
		Death Wish
		Devotion
		Footwork
		High Pain Threshold
		Information Network
		Leadership
		Pacifist
		Perfectionist
		Street Samurai
		T’ai-Chi
		Teamwork - Specific Team
		Thrill Seeker
		Weapon Proficiency- Cloak
		Zen Focus
	Martial Arts Styles
		Animal-Imitating Chuan Fa
		Banshay
		Bear
		Brazilian Jiu Jitsu
		Bull
		Burmese Bando
		Burmese Boxing
		Chi Kung
		Deer
		Eastern Wrestling
		Fencing - French
		Fencing- Italian
		Fencing- Spanish
		Greco Roman Wrestling
		Goju-Ryu Karate
		Gun Fu
		Horse
		Hsing-I Kung Fu
		Hung Gar
		Hwa Rang Do
		Kajukenbo
		Kenpo
		Knife Fighting
		Krav Maga
		Kuk Sool Won
		Kyokushin Karate
		Lucha Libre
		Pa-Kua
		Pancration
		Pole Arm Fighting
		Professional Wrestling
		Rooster
		Shito-Ryu Karate
		Shotokan Karate
		Staff Fighting
		Stick Fighting
		T’ai-Chi Chuan
		Taiho-Jutsu
		Wado-Ryu Karate
		Ying Jow (Eagle Claw Kung Fu)
		Body Slam
		Clothesline
		Flying Tackle
		Full Nelson
		Groin Kick
		Half Nelson
		Joint Lock
		Lunge
		Lunge Punch
		Palm Strike
		Repelling Touch
		Slash
		Sticking Touch
		Tendon Lock
		Thrust
	Signature Maneuvers
		Bear Stance
		Bow And Arrow
		Crane’s Beaks
		Double Claw
		Dragon Stance
		Extended Dragon
		Lai Kai
		Landing Crane
		Riding Horse
		Snake
		Sword Dance
		Wing Punch
	Ki Feats
		Chyel Ki
		Jung Ki
		Ki Ryuk Sool
		Kyung Ki
		Ma Ki
		One Finger
		Shin Ki
	Legendary Maneuvers
		Breath Of Laughter
		No-Shadow Kick
	Martial Arts Mastery
		Banshay
		Bear
		Brazilian Jiu-Jitsu
		Bull
		Burmese Boxing
		Chi Kung
		Deer
		Eastern Wrestling
		Fencing- French
		Fencing- Italian
		Fencing- Spanish
		Goju-Ryu Karate
		Greco Roman Wrestling
		Gun Fu
		Horse
		Hwa Rang Do
		Kenpo
		Knife Fighting
		Krav Maga
		Kuk Sool Won
		Kyokushin Karate
		Lucha Libre
		Pole Arm Fighting
		Rooster
		Shito-Ryu Karate
		Shotokan Karate
		Staff Fighting
		Stick Fighting
		T’ai-Chi Chuan
		Taiho-Jutsu
Chapter 3: The Martial Arts Campaign
	Martial Arts Genres
		Gritty
			Injuries
			Gritty Campaign Model: Dark Apostle
		Cinematic
			Cinematic Campaign Model: Hong Kong Knights
			Bosozuku 1
			Bosozuku 2
			Bosozuku 3
			Yakuza
			Teppodama
			Fuku-Honbucho
			Shogu
			Cinematic Campaign Model: Favored Son
			Assault Ninja
			Infiltration Ninja
			Chunin
			Gonkuro Yokoyama
		Fantastic
			Mystic Encounter
			Fantastic Campaign Model: Totem War
Appendix 1: Using Blood and Fists with Blood and Vigilance
	BNF II Classes
	Ki Prowess (New Power)
                        
Document Text Contents
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Layout

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ProofReading
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Introduction
“Hong Kong Knights, Part 1”

Kimiko knelt on the matt, eyes closed. The sound
of her breathing became her entire world. Her body was
alive with sensation, muscles twitching with anticipation.
Suddenly she was on her feet, her sword in her hand.
Her eyes opened, slightly unfocused in the dim light of
the dojo. She whirled, performing simulated attacks and
defenses, parries and ripostes. The sword was a part of
her and she was a part of it. At no time did she feel more
alive. More at peace.

A frantic banging broke her reverie. Swiftly she crossed
the dojo and lifted a small curtain on the door. A small
Japanese boy, perhaps eight or nine, was standing in front
of the dojo, tears staining his young face. Instinctively,
Kimiko glanced around to make sure he was alone before
unlocking the door.

As soon as the door was unlocked he grabbed her
hand, tugging her, he seemed panicked. “C’mon you gotta
help me! It’s my brother, they’re killing him!”

Ari fell to his knees as another blow hit him square in
the face. Stunned, he watched as the boy, taller than him
when both were standing loomed over him for a moment,
a hellish grin cracking his face. Ari’s arms were like lead.
Compared to his tormentor he seemed to be moving in
slow motion. He was unable to raise them before the boy
hit him again. Ari’s heart pounded in his chest and the
noise seemed even louder than the laughter and taunts
that rained down on him as his tormentor turned to his
friends, hands raised in a mock victory celebration.

“C’mon show us the round kick!”
“Yeah you promised you’d show us! This little punk

can’t even move!”
The tormentor shrugged off his red silk jacket, “Ok, but

once I unleash that bad boy, he’ll need a doctor. No more
show…”

“Who cares, c’mon! You promised!”
Ari looked around, dazed, wondering what they were

talking about. Wishing he could make his legs work.

Kimiko pushed her way through the crowd. After they
noticed her, the boys, all wearing red silk jackets parted,
making her way clear into the center of the circle. The
crowd then closed behind her. Ignoring the boy at the
center of the crowd, Kimiko knelt beside Ari. She tilted

his head back, looking down critically into his eyes.
“Possible concussion,” she thought to herself. At least
nothing was broken.

The crowd had gone completely silent. Many looked
at the boy in the center, their unquestioned leader for
direction. Sure she was a girl. But she was also an adult.
Somehow that changed the dynamic of the situation.

The boy’s laughter broke the silence, “Looks like the
little boy’s rescuer has arrived. His little brother and
some girl.”

Kimiko looked up at the boy, frowning. “He needs a
doctor. I don’t know what this is about, but he’s coming
with me. Go home.”

The boy just laughed again. “I still need to
demonstrate the roundhouse kick for my boys here. Then
you can have him.”

Kimiko stood up, barefoot, still in her practice gi, she
moved between the boy and Ari. Her gaze locked with the
boy’s for a tense moment, “You may demonstrate your
kick.”

Laughter erupted from the crowd, but instantly quieted
down, “On me. Not the boy.”

Again they seemed to look to their leader for how to
respond to this unexpected development. He noticed
several of his friends glancing nervously at the sword
casually slung on her back. This only fueled the rage
inside him. This all seemed like a challenge to his
dominance somehow.

Regaining his composure, the boy grinned again, “All
right then.”

Suddenly his body was in motion, a well-trained
compact pivot designed to take the annoying girl’s head
right off her shoulders.

Only it didn’t connect. The boy let his momentum carry
him around, head swiveling to locate his target for a
second attack. Except she seemed to have vanished.

Kimiko ducked beneath the boy’s kick with ease. It
wasn’t exactly clumsy, and he was extremely quick, but
an attack she knew was coming wasn’t hard for a woman
with her training to block. From a crouch she waited a
split second for the boy’s momentum to carry him around,
then she swept his weight bearing leg out from under him.

The boy was trying to figure out why he was on the
ground. His ankle was killing him, and stars were still
exploding from the back of his head where he had
unceremoniously landed on the pavement.

Kimiko stood up, and with the help of Ari’s younger
brother, got the boy on his feet. The crowd parted for

them. The silence was deafening as they moved through
the throng. A silence that was shattered by a click from
the center of the crowd.

Ari seemed a little better able to walk on his own, and
Kimiko whispered, “Head for the Gengetsu, then call the
police.”

Turning, she saw the boy at the center of the crowd,
a murderous rage in his eyes. A switchblade was in
his right hand and he motioned the girl forward. Eyes
never leaving the wicked little blade in his hand, Kimiko
stepped back into the center of the circle.

The sound of her breathing became her entire world.
The boy lunged forward. Thankfully he was a

better martial artist than he was knife fighter. Kimiko
sidestepped the lunge, bringing her open hand down
sharply on the boy’s wrist. He exhaled sharply in pain,
and the knife fell clattering to the ground. Kimiko hooked
one leg behind the boy, grabbing his shirt and using his
clumsy momentum to carry him over her hip and back
down to the pavement. In a heartbeat her sword was in
her hand, the naked blade seemed to hum as it moved
right against the boy’s throat, but no farther.

“What is your name boy?”
The boy stared up at her in stunned silence for

a moment, and swallowed. Finally he croaked out,
“Ryusaki Kata.”

Kimiko smiled for the first time that evening, “With a
name like Kata you’d think you would practice more.”

A titter of laughter was heard from the crowd at this.
“Well Ryusaki Kata, should you ever pull a blade on

me again, I will disarm you permanently. It will be your
hand on the ground alongside your blade. Do we have an
understanding?”

Kata’s eyes widened as he nodded.
Kimiko rose and pocketed the switchblade. Eyeing the

crowd of boys, she picked up Kata’s jacket and threw it
into the air. Her katana moved through it with no more
effort than it did the air and the jacket landed in two
pieces on the ground.

“You call yourself the Crimson Fists? Get off the street.
Go home. Stop harassing other boys. I am not going
anywhere. The choice is yours.”

Silence reigned as Kimiko sheathed her father’s sword
and once again walked through the crowd.

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Chapter 2: Martial Arts
Effect: You are proficient in punching and

kicking attacks and are considered armed when
making such attacks. This feat adds Balance, Bluff
and Intimidate to your list of class skills. Kajukenbo
is an external martial arts style whose attacks are
modified by Strength. Kajukenbo is a combination
style that contains elements of Karate, Jujutsu,
Kenpo, and Kung Fu.

Kenpo
(Also Called Kempo)
Martial Arts Style
Kenpo’s origins are shrouded in mystery, but
this art seems to be Chuan Fa, transplanted to
Okinawa and then Japan via wandering Chinese
monks. This inference is largely made because
the Shaolin martial art Chuan Fa translates to
“fist art” and Kenpo translates to “law of the fist”.
Regardless of its ancient origins the modern era
of Kenpo begins when James Mitose opens the
“Official Self Defense Club” in Honolulu in 1936.
Mitose taught William Chow, who in turn taught
Ed Parker, who brought Kenpo to the United
States. Parker, a greatly influential teacher, is often
credited with “discovering” Bruce Lee at a Kenpo
tournament, and was a martial arts instructor to
the stars, including Steve McQueen and Elvis
Presley. However, Parker also taught police self-
defense, lending credibility to his style’s combat
effectiveness.

Prerequisites: Combat Martial Arts or Defensive
Martial Arts

Effect: You are proficient in punching and
kicking attacks are considered armed when making
such attacks. This feat adds Balance, Jump, and
Tumble to your list of class skills. Kenpo is an
external martial art whose attacks are modified by
Dexterity.

Style Maneuvers: Axe Kick, Back Kick, Body
Blow, Circle Kick, Flying Kick, Heart Punch, Hook,
Instant Stand, Jab, Jump Kick, Kidney Punch, Leg
Sweep, Lunge Punch, Snap Kick, Thigh Kick,
Uppercut

Knife Fighting
(Also Known As Tanto-Jutsu In Japan)
Weapon Style
As long as there have been blades there have been
those who sought to master every facet of their
bladed weapon both in combat where the best
techniques for attack and defense are studied, and
out of combat where meticulous care of the blade is
performed. Although this martial art has a street or
gang connotation today, in the form of Tanto-jutsu
the noble Samurai of medieval Japan studied it.

Prerequisite: Weapon Focus (knife)
Effect: Your damage when using a knife is

increased to the next larger die (from 1d4 to 1d6
for example). You may feint as a move action. This
feat adds Bluff, Knowledge (streetwise), and Repair
(for blade maintenance and repair). Knife Fighting
is an external style whose attacks are modified by
Dexterity.

Style Maneuvers: Slash and Thrust

Krav Maga
Martial Arts Style
Krav Maga was created by Imi Lichtenfeld, who
was born in Bratislava, Czechoslovakia, a rough
and tumble Jewish ghetto, where his father, Samuel,
taught self-defense techniques and was a highly
decorated police inspector. One of the lessons
Samuel taught to his students and his policemen
was the importance of proper moral conduct. As
Czechoslovakia became increasingly hostile for
Jews in the 30’s, Imi was involved in numerous
streetfights against fascist gangs that taught him
the difference between the self-defense techniques
taught by his father in the gym, and the reality of
street fighting. When Hitler turned Europe into a
battleground and conquered Czechoslovakia, local
authorities forced Imi to flee, and he eventually
made his way to Palestine (modern day Israel),
where he joined Haganah, a paramilitary group that
sought to create a Jewish State. Imi began teaching
hand-to-hand combat to his fellow soldiers at this
time. After WWII, when Israel was recognized as

a state, Haganah became the nucleus of the Israeli
Defense Force, and the Israeli government named
Imi the Chief Physical Training Instructor for the
Defense Force and asked him to create a system
for hand to hand combat. This system, called Krav
Maga, is still taught to Israeli soldiers today. The
style detailed below is the “military” style of Krav
Maga.

Prerequisite: Combat Martial Arts or Defensive
Martial Arts

Effect: You are proficient in punching attacks and
are considered armed while making such attacks.
You also provoke no attacks of opportunity from
grapple or disarm attacks. This feat adds Balance,
Sense Motive and Escape Artist to your list of class
skills. Krav Maga attacks are modified by Strength.
Krav Maga is an adaptable, non-aesthetic style.

Kuk Sool Won
Martial Arts Style
In 1910 the Japanese conquered Korea. During
the reign of the occupation, which lasted until the
end of the Second World War, Japan outlawed
virtually all aspects of native Korean culture,
from their spoken language to their native martial
arts. Many martial arts masters went into hiding
to avoid imprisonment or execution. One such
master was Suh Myung-duk, martial arts instructor
to the Korean Royal Family. In the face of severe
penalties for teaching his art he decided to secretly
pass on his knowledge to one of his grandsons so
that it could be preserved for future generations.
His grandson, In-hyuk Suh is the founder of
Kuk Sool Won. In-hyuk Suh trained with his
grandfather beginning at the age of five. Although
an Allied victory brought about the end of Japanese
occupation, Korea was to see little peace, and In-
hyuk Suh’s grandfather was killed by North Korean
soldiers during the Korean War. However In-hyuk
Suh continued his training, traveling Korea studying
ancient texts at Buddhist temples and seeking out
legendary masters in the remotest areas. After
decades of training In-hyuk Suh named his new

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Chapter 2: Martial Arts
art Kuk Sool Won in 1961. In 1974 In-hyuk Suh
came to America, and today the World Kuk Sool
Association is headquartered in Houston. This
headquarters houses a magnificent training facility
for hand-to-hand combat, knife throwing, archery,
swordsmanship, and horseback riding.

Prerequisite: Combat Martial Arts or Defensive
Martial Arts

Effect: You are proficient in punching and
kicking attacks and are considered armed while
making such attacks. This feat adds Concentration,
Jump and Tumble to your list of class skills. Kuk
Sool Won is an external style whose attacks are
modified by Dexterity.

Style Maneuvers: Axe Kick, Back Kick, Body
Blow, Circle Kick, Dodge Roll, Flying Kick, Heel
Kick, Hook, Immovable, Instant Stand, Jab, Jump
Kick, Leg Sweep, Snap Kick and Thigh Kick

Kyokushin Karate
Martial Arts Style
Masutatsu Oyama is the creator of Kyokushin
Karate. Born in Korea in 1923, Oyama began to
study the martial arts at the age of nine. As the
Second World War approached, Oyama moved to
Japan and trained to become a pilot. While doing so
he continued his study of the martial arts, studying
Karate under the tutelage of Gichin Funakoshi,
the founder of Shotokan Karate (see the Shotokan
Karate entry for more information). Following
WWII Oyama trained in Goju-ryu Karate under
So Nei Chu, who was himself a student of Chojun
Miyagi, that style’s founder (see Goju-Ryu Karate
for more information). Following a retreat to the
mountains, during which Oyama trained for nearly
three years in complete solitude, he began to tour
and demonstrate his skills. During a yearlong trip
through the United States, Oyama would accept
any challenge as he traveled to dojo after dojo,
and defeated all who opposed him, often with a
single punch. Upon his return to Japan in 1953 he
opened his first “dojo” in a vacant grass lot outside
of Tokyo. Within four years he had a real dojo and

700 students. In 1964 a new facility was opened,
and the style was given its own name, Kyokushin,
or “Ultimate Truth”. Oyama passed away in 1994,
but his martial art continues to grow, currently
having ten million registered practitioners, making
this potent Karate-do one of the most widely
practiced martial arts in the world today. Kyokushin
practitioners greet one another with “Osu” instead
of hello. This greeting comes from osu no seidhen
and means “perseverance under pressure”. Through
this greeting students are reminded to always
persevere regardless of circumstances.

Prerequisite: Combat Martial Arts or
Defensive Martial Arts

Effect: You are proficient in punching
and kicking attacks, and are considered
armed while making such attacks. You
provoke no attacks of opportunity from
trip attacks. This feat adds Balance and
Concentration to your list of class skills.
Kyokushin Karate is an internal style
whose attacks are modified by Wisdom.

Style Maneuvers: Axe Kick, Back Kick, Body
Blow, Circle Kick, Heart Punch, Heel Kick, Hip
Throw, Hook, Jab, Leg Sweep, Lunge Punch,
Ridgehand, Short Power, Snap Kick, Thigh
Kick

Lucha Libre
Martial Arts Style
A martial art that believes mystery
is the key to victory, masks are worn
during combat to protect the fighter’s
identity and give him added ferocity
in battle. Like many pure wrestling
traditions Mexican Masked
Wrestling has made its way into
Professional Wrestling… at least the
masks have.

Prerequisite: Brawl, Combat
Martial Arts or Defensive Martial
Arts

Effect: You provoke no attacks of opportunity
from making grapple or trip attacks. This feat adds
Concentration, Disguise and Tumble to your list
of class skills. Mexican Masked Wrestling is an
internal style whose attacks are based on Charisma.

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Feat tables

Slash Any slashing weapon style Weapon damage increased to next larger die

Sticking Touch
One of the following: Aikido, Cobra, Kung Fu,
Pentjak Silat, Praying Mantis, Shao-Lin Kung Fu,
T’ai-chi Kung Fu

+2 bonus to attack rolls, +4 bonus to Sense Motive checks to predict attacks upon successful Sticking Touch
attack

Tendon Lock Joint Lock, Pressure Points 5 ranks Make Pressure Points check as free action while grappling and add pressure point damage to grapple damage

Signature Maneuvers
Maneuver Name Prerequisites Effect
Bear Stance Bear +2 bonus to hook or grapple attack rolls
Bow and Arrow Kung Fu +2 bonus to hit with punch attacks
Crane’s Beaks White Crane, Nerve Strike +2 bonus to hit on all pressure point attack and skill rolls; pressure point damage increased by +1d6
Double Claw Tiger, Tiger Claw +2 bonus on all block, disarm, grapple attack and opposed rolls
Dragon Stance Dragon +2 bonus to damage on Lunge Punch attacks

Extended Dragon Dragon, Dragon Stance, Balance 5 ranks

If a punch attack is executed from this stance in the first round of combat the practitioner gains a +4 Initiative
bonus cumulative with any other bonus the attacker receives; attacker may spend an action point to render one
Lunge Punch attack unblockable; attacker may also spend an action point to render his opponent flat-footed
against next Leg Sweep attack

Lai Kai Burmese Boxing, Perform (dance) 5 ranks, BAB +3
If you perform this maneuver for one minute (10 rounds) and then successfully make a Perform (dance) skill
check (DC 20) you gain a +2 morale bonus to initiative and attack rolls for the next minute (10 rounds)

Landing Crane White Crane +2 bonus to hit with kick attacks
Riding Horse Horse, Balance 5 ranks +4 bonus on all Balance checks; may make Balance checks to avoid trip attacks as a move action

Snake Cobra
+1 to hit or dodge bonus to defense against melee attacks every round this stance is maintained; +2 bonus to
Fort saves vs Body Blow, Groin Kick, Heart Punch

Sword Dance
Dex 13+, Banshay, Weapon Focus (machete), Two
Weapon Fighting, BAB +6

+2 cover bonus to defense; +2 bonus to hit opposed blocking attack rolls; melee opponents are subject to
attacks of opportunity

Wing Punch White Crane, Jab +2 bonus to damage on jab attacks; character can not be flanked

Legendary Maneuvers
Maneuver Name Prerequisites Effect

Breath of Laughter Ki, Inner Strength, Inner Power, Repelling Touch
Successful Repelling Touch attack plus one action point sends opponent back a number of feet equal to 10
times Wis. modifier; usable with One Finger at range

No-Shadow Kick Ki, Inner Strength, Inner Power, Snap Kick
Snap kick attacks may not be blocked; spend one action point to make opponent flat footed against your attacks
for the next round

Ki Feats
Feat Name Prerequisites Effect
Chyel Ki Ki, Inner Strength, Inner Peace, Concentration 5 ranks Gain DR equal to Wis. modifier for a number of rounds equal to Concentration skill
Jung Ki Ki, Inner Strength, Immovable, Concentration 5 ranks May not be tripped or thrown; duration equal in rounds to Concentration skill

Ki Ryuk Sool
Ki, Inner Strength, Inner Peace, Treat Injury 8 ranks,
Wis 15+

Use Ki to heal others of 1 point of damage per rank in Treat Injury

Kyung Ki Ki, Inner Strength, Concentration 5 ranks
Add Wis. modifier to all Balance, Jump, Move Silently, Tumble skill checks; duration equal in rounds to
Concentration skill

Ma Ki
Ki, Inner Strength, Inner Peace, Concentration 5
ranks, Wis 15+

Immune to pressure point damage for a number of rounds equal to Concentration skill; relieve or reduce
exhaustion conditions

One Finger Ki, Inner Strength, Repelling Touch Use Repelling Touch maneuver at 10’ range + 10 times Wis. modifier feet

Shin Ki Ki, Inner Strength, Awareness, Concentration 5 ranks
Add Wis. modifier to Concentration, Listen, Spot checks for a number of rounds equal to your modified
Concentration skill

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Open game license

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights
Reserved.

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owners who have contributed Open Game Content; (b)”Derivative
Material” means copyrighted material including derivative works
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be recast, transformed or adapted; (c) “Distribute” means to reproduce,
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d)”Open Game Content” means the game mechanic and
includes the methods, procedures, processes and routines to the extent
such content does not embody the Product Identity and is an enhancement
over the prior art and any additional content clearly identified as Open
Game Content by the Contributor, and means any work covered by this
License, including translations and derivative works under copyright
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personas, likenesses and special abilities; places, locations, environments,
creatures, equipment, magical or supernatural abilities or effects, logos,
symbols, or graphic designs; and any other trademark or registered
trademark clearly identified as Product identity by the owner of the
Product Identity, and which specifically excludes the Open Game Content;
(f) “Trademark” means the logos, names, mark, sign, motto, designs that
are used by a Contributor to identify itself or its products or the associated
products contributed to the Open Game License by the Contributor (g)
“Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative Material of Open
Game Content. (h) “You” or “Your” means the licensee in terms of this
agreement.

2. The License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice
to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself.
No other terms or conditions may be applied to any Open Game Content
distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate
Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty-free,
non-exclusive license with the exact terms of this License to Use, the
Open Game Content.

5.Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights
to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright date,
and the copyright holder’s name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly licensed
in another, independent Agreement with the owner of each element of that
Product Identity. You agree not to indicate compatibility or co-adaptability
with any Trademark or Registered Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does
not constitute a challenge to the ownership of that Product Identity. The
owner of any Product Identity used in Open Game Content shall retain all
rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open
Game Content.

9. Updating the License: Wizards or its designated Agents may publish
updated versions of this License. You may use any authorized version
of this License to copy, modify and distribute any Open Game Content
originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with
every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open
Game Content using the name of any Contributor unless You have written
permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of
the terms of this License with respect to some or all of the Open Game
Content due to statute, judicial order, or governmental regulation then You
may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail
to comply with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall survive the
termination of this License.

14 Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.

15 COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

Modern System Reference Document Copyright 2002, Wizards of the
Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles
Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams,
Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy
Collins, and JD Wiker.

Ultramodern Firearms d20, Copyright 2002, Charles McManus Ryan

d20 Modern Weapons Locker, Copyright 2004, Wizards of the Coast, Inc.;
Author Keith Potter

Blood and Vigilance Copyright 2003, RPGObjects; Author Charles Rice

Blood and Fists Copyright 2003, RPGObjects; Author Charles Rice

Blood and Fists: Hong Kong Knights Copyright 2004, RPGObjects;
Author Charles Rice

open gaming content

Designation of Product Identity: The following terms are designated as
product identity as outline in section 1(a) of the Open Gaming License:
Blood and Fists, Hong Kong Knights, Blood and Vigilance.

Designation of Open Gaming Content: The following sections of Blood
and Fists: Hong Kong Knights are designated as open gaming content
except for terms defined as product identity above. All illustrations,
pictures, and diagrams are Product identity and property of RPGObjects™.

Introduction: This entire chapter is closed content.

Chapter 1: The class descriptions and fiction (italicize text) are closed
content. All other text in this chapter is open content.

Chapter 2: The fiction (italicize text) introductions and martial arts style
descriptions are closed content. All other text in this chapter is open
content.

Chapter 3: The fiction (italicize text) introduction and epilogue (italicize
text) are closed content. All other text in this chapter is open content.

Appendix 1: This entire section is open content.

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