Any character may become proficient in martial arts, but only Warriors, some Priests and single-class Rogues (not including bards) can specialize. Masters in the martial arts travel all over the world, which makes the ability available to anyone who searched them out and not just in an oriental campaign. (If a player wishes to use martial arts I usually have them work something into their background that would accomodate it)
The rules for the attack role are the same as with a weapon, including the double damage concept for a natural 20 critical. As well, the same armor penalties apply as with punching and wrestling. However, instead of rolling damage the player roles 1d20 and uses the Martial Arts Results Table (below) to determine what maneuver was performed, how much damage was inflicted and the percent chance of a knock out.
Specialists receive the normal +1 to hit and +1 to damage, as well as an additional martial arts attack per round...
They also receive a +1 modifier to their Results Table role, and an AC bonus of +1 when not wearing any armor.
Continuing Specialization is something I only allow fighters and priests using the fighting-monk kit to do.
Martial Arts Results Table Die Roll Maneuver performed Damage %KO 20+ Head Kick 4 20 19 Head Punch 3 15 18 Vitals Kick 3 10 17 Vitals Punch 3 8 16 High Kick 2 5 15 Knee Shot 2 5 14 Side Kick 2 3 13 Elbow Shot 2 2 12 Body Punch 1 2 11 Low Kick 1 1 10 Body Punch 1 2 9 Low Kick 1 1 8 Elbow Shot 2 2 7 Side Kick 2 3 6 Knee Shot 2 5 5 High Kick 2 5 4 Vitals Punch 3 8 3 Vitals Kick 3 10 2 Head Punch 3 15 1- Head Kick 4 20