Optional Expanded Education Level Table for Ninjas & Superspies:

Roll Percentile:

01-03 Wild Self Education
: Everything is self taught as the character lives in the wilds with no help or assistance. Basic Math (40%). Wilderness skills include Prowl, Wilderness Survival, Climbing and Swimming. Character can select two Secondary Skills.

04-06 Fringe Self Education: By skulking around the fringes of society, the character picks up a rudimentary education. Base Minimum Skills: Speak Native Language, Basic Math. Automatically receives Prowl. Select four Secondary skills.

07-09 Street Education: No formal education, instead all skills are learned from parents (if any) and on the streets. The character is not necessarily a criminal, low-life, or an anti-authority punk, although gang membership is possible (01-33% chance, may or may not still be an active member). Base Minimum Skills: Speak Native Language, Basic Math. Automatically gets Literacy: Native Language at 30%, Prowl, Streetwise and W.P. Knife or W.P. Blunt (pick one). Select four Secondary Skills.

10-14 Basic Schooling (Elementary School, Grade 6): This is typically a rural character from a poor family that only completed an Elementary School Education. Base Minimum Skills: Read/Write Native Language, Speak Native Language, Basic Math. Select One Basic skill program. Select four Secondary Skills.

15-18 Military Draftee: These are either relatively young people turned into soldiers, or people from less educated lifestyles (think Billy Bob the farmer, who hasn't gone to school). Base Minimum Skills: Read/Write Native Language, Speak Native Language, Basic Math. Receives the Basic Military Skill Program and One Basic Skill Program, plus four Secondary skills.

19-22 Basic Schooling (Junior High School, Grade 9): This is typically a character who for some reason, dropped out of school before completing a High School education. Base Minimum Skills: Read/Write Native Language, Speak Native Language, Basic Math. Select One Basic skill program. Select six Secondary Skills.

23-30 High School Graduate or General Equivalency Degree: This is education for the average person who has completed basic education at a school or series of schools, but not the advanced education a college provides. Base Minimum Skills: Read/Write Native Language, Speak Native Language, Basic Math. Select Two Basic Skill Programs. (+5% to Base Minimum Skills and Skill Programs.) Select eight Secondary skills.

31-34 Trade School or On-The-Job Training: This is special training for one job or discipline. Roll on the following table to determine area of special training:

41-43 One Year of College: This is education equivalent to one year of college, without a specific discipline or area of study. Base Minimum Skills: Read/Write Native Language, Speak Native Language, Basic Math, Advanced Math. Select Two Basic Skill Programs. (+10% to Base Minimum Skills and Skill Programs) Select eight Secondary skills.

44-45 One Year of College and Trade School: This is education equivalent to one year of college, without a specific discipline or area of study and specific training for a job or discipline. Roll on the following table to determine area of special training:

49-56 Two Years of College: This is education equivalent to two years of college, without a specific discipline or area of study. Base Minimum Skills: Read/Write Native Language, Speak Native Language, Basic Math, Advanced Math. Select Four Basic Skill Programs. (+15% to Base Minimum Skills and Skill Programs) Select ten Secondary skills.


57-58 Two Years of College and Trade School: This is education equivalent to two years of college, without a specific discipline or area of study and specific training for a job or discipline. Roll on the following table to determine area of special training:

61-63 Three Years of College: This is education equivalent to three years of college, without a specific discipline or area of study. Base Minimum Skills: Read/Write Native Language, Speak Native Language, Basic Math, Advanced Math. Select Five Basic Skill Programs. (+20% to Base Minimum Skills and Skill Programs) Select ten Secondary skills.

64-65 Three Years of College and Trade School: This is education equivalent to three years of college, without a specific discipline or area of study and specific training for a job or discipline. Roll on the following table to determine area of special training:

68-73 Four Years of College: This is education equivalent to four years of college, without a specific discipline or area of study. Base Minimum Skills: Read/Write Native Language, Speak Native Language, Basic Math, Advanced Math, Research. Select Six Basic Skill Programs. (+25% to Base Minimum Skills and Skill Programs) Select ten Secondary skills.

74-75 Fours Years of College and Trade School: This is education equivalent to four years of college, without a specific discipline or area of study and specific training for a job or discipline. Roll on the following table to determine area of special training:

81-84 Bachelor's Degree: This is education equivalent to one or two years of college, in a specific discipline allowing them to gain a Bachelor's Degree in that discipline. Base Minimum Skills: Read/Write Native Language, Speak Native Language, Basic Math, Advanced Math, Research. Select Three Basic Skill Programs. (+15% to Base Minimum Skills and Skill Programs) Select ten Secondary skills.

85-86 Master's Degree: This is education equivalent to three to four years of college, in a specific discipline allowing them to gain a Master's Degree in that discipline. Base Minimum Skills: Read/Write Native Language, Speak Native Language, Basic Math, Advanced Math, Research. Select Four Basic Skill Programs. (+20% to Base Minimum Skills and Skill Programs) Select ten Secondary skills.

87-88 Multiple Bachelor's Degrees: This is education equivalent to three to four years of college, in more than one discipline, allowing the character to gain Bachelor's Degrees in several areas. Roll on the following table to determine area of special training:

91-94 Doctorate or Ph.D: This is education equivalent to four to six years of college, in a specific discipline allowing them to gain a Doctorate or Ph.D in that discipline. Base Minimum Skills: Read/Write Native Language, Speak Native Language, Basic Math, Advanced Math, Research. Select Six Basic Skill Programs.(+25% to Base Minimum Skills and Skill Programs) Select ten Secondary skills.

95-96 Multiple Master's Degrees: This is education equivalent to three to four years of college, in more than one discipline, allowing the character to gain Bachelor's Degrees in several areas. Base Minimum Skills: Read/Write Native Language, Speak Native Language, Basic Math, Advanced Math, Research. Select Seven Basic Skill Programs. (+25% to Base Minimum Skills and Skill Programs) Select ten Secondary skills.

97-98 Post Graduate Training: This is education equivalent to six to eight years of college, in a specific discipline allowing them to gain be considered as a Post Graduate for that discipline. Base Minimum Skills: Read/Write Native Language, Speak Native Language, Basic Math, Advanced Math, Research. Select Seven Basic Skill Programs. (+30% to Base Minimum Skills and Skill Programs) Select twelve Secondary skills.

99-00 Multiple Doctorates: This is education equivalent to eight to ten years of college, in more than one discipline, allowing the character to gain Doctorates or Ph.Ds in several areas. Base Minimum Skills: Read/Write Native Language, Speak Native Language, Basic Math, Advanced Math, Research. Select Ten Basic Skill Programs. (+30% to Base Minimum Skills and Skill Programs) Select twelve Secondary skills.

A couple of general things to remember:

Gizmoteer Skill Programs
-- The Basic Gizmoteer Construction Skill comes with any selection of a Gizmoteer Skill Program.

Espionage Skill Programs-- Espionage Skill Programs may be used in place of Rogue or Police Skill Programs for GMs who don't want to use these skill programs in their games.

Rogue Skill Programs-- These are a new sub-category of Espionage skill programs, and at the GMs option, may be taken by anyone with access to Espionage skill programs.

Police Skill Programs-- These are a new sub-category of Espionage skill programs, and at the GMs option, may be taken by anyone with access to Espionage skill programs.

Medical Skill Programs-- These now become a sub-category of Basic skill programs. However, these programs are limited to characters who have achieved the educational level of Master's (spent years of study, although not a legal, practicing doctor) and Doctorate Ph.D (a legal, full-fledged doctor). Characters with less education must settle for paramedic and/or holistic medicine. First Aid is available as a secondary skill. Note: The Science Program must also be selected to be an M.D.

Basic Military Skill Program--This doesn't necessarily have to be the one from N&S, especially when you take into consideration that Wet Navies, Space Navies, Marines, Air Forces, etc. (i.e. the different branches of service) are going to have different sets of skills that they would teach as part of their Basic program.

Military Occupational Specialty-- MOSs can be either the MOS style skill programs (ala Southern Cross) or Military skill programs as found in N&S (and on the N&S GMs Netbook).

Primary MOS--This is typically a cut down version of the OCC skills to represent the nominal basics of what the OCC would be taught, in addition to basic military skills.

Secondary MOS--this is typically a second (or one of several other) area(s) where the character has received military training.

Basic Skill Programs--These are either basic (home-schooled, basic schooling, etc) education or professional (collegiate, On-The-Job, Tech school) training that a character has learned from other than military sources (well, except in those cases where the military structure does all a culture's education).

Basic Skill Programs from Heroes Unlimited or Ninjas & Superspies that state, "select x number of category skills". If a skill program is selected a second time, the player can make four skill selections of choice from whatever skills are left in the Skill Category that seems appropriate (most are self-evident; i.e. Doctor selects from medical and/or science skill category, mechanic from mechanical skills, etc.), or whatever skills remain in the overall Category, whichever is less. For example, there might only be one or two skills available under the Mechanical Category, but it would be a significant one, like Robot and/or Aircraft Mechanics.

If skills are duplicated in two or more Skill Programs, the one with the highest bonus counts, the other repeats are ignored.

Space Skill Programs-- These are essentially a sub-category of Basic Skill Programs, though some programs and some games may limit them to the Military category. It is up to the GM to determine if these skill programs are available.

Aliens Unlimited Galaxy Guide Skill Programs -- Professional Combat Athlete, Special Space Infantry Soldier, Xeno-Biologist, and Xeno-Robotics are not commonly available, for space-based campaigns however, these skills cost two skill programs. TG Special Operative, TMC Officer, Weapons Technician all cost two skill programs.

For non-martial artist characters, unless otherwise stated in the education description, only one hand to hand combat skill can be selected, with the exception of a gravity based hand to hand and a zero gravity hand to hand, with these two types, one of each can be selected. In other cases where more than one type is available, the player must select only one and disregard the others.
Hand-to-Hand: None is the default level and doesn't cost any skills to know.
Hand-to-Hand: Basic, Hand-to-Hand: BASIC (AGENT), Hand-to-Hand: Bull Fight, Hand-to-Hand: Judo, and Hand-to-Hand: Zero Gravity Combat: Basic all count as one skill selection.
Hand-to-Hand: Expert, Hand-to-Hand: EXPERT COMMANDO (AGENT), and Hand-to-Hand: Zero Gravity Combat: Elite always cost two skill selections.
Hand-to-Hand: Assassin, Hand-to-Hand: ASSASSIN COMMANDO (AGENT), Hand-to-Hand: Foot Ninjitsu, Hand-to-Hand: Martial Arts, Hand-to-Hand: MARTIAL ARTS (AGENT), Hand-to-Hand: Talitsu (Class Specific), and Hand-to-Hand: Tarlok Martial Arts (Class Specific) always costs three skill selections.
More specialized hand to hand skills such as Hand-to-Hand: Aikido, Hand-to-Hand: Arkenas, Hand-to-Hand: Aslyl Okta, Hand-to-Hand: Blade Master, Hand-to-Hand: Commando, Hand-to-Hand: Dog Boxing Kung Fu, Hand-to-Hand: Donathair (Not Recommended), Hand-to-Hand: Dragon Combat (Limited to Dragons), Hand-to-Hand: Drunken Style Kung Fu, Hand-to-Hand: Eighteen Weapons Kung Fu, Hand-to-Hand: Evasive Combat (Class Specific), Hand-to-Hand: Gladiator, Hand-to-Hand: Jujitsu, Hand-to-Hand: Karate, Hand-to-Hand: Kendo, Hand-to-Hand: Kirndayv'Zhyf (Kirn), Hand-to-Hand: Knight, Hand-to-Hand: Kung Fu (Terran), Hand-to-Hand: Long Bowman, Hand-to-Hand: Mercenary, Hand-to-Hand: Mngutch (Ular), Hand-to-Hand: Monkey Style Kung Fu, Hand-to-Hand: Ninjitsu (Has Prerequisite Skills), Hand-to-Hand: Ninjitsu/Tai-Jutsu, Hand-to-Hand: Nomadic Tribesman, Hand-to-Hand: Non-Men of Arms, Hand-to-Hand: Palladin, Hand-to-Hand: Ranger, Hand-to-Hand: Shao-Lin Kung Fu, Hand-to-Hand: Shtek-iyr (Chiropti), Hand-to-Hand: Slaver/Enforcer/Bounty Hunter, Hand-to-Hand: Soldier, Hand-to-Hand: Tai-Chi Ch'uan, Hand-to-Hand: Teng-Jutsu, Hand-to-Hand: Thief, Hand-to-Hand: White Jade Fan, Hand-to-Hand: Zanji Shinjinken-Ryo (Ryu), Hand-to-Hand: Zanji Shinjinken Ryu all cost four skill selections, if the GM allows them to be used.*
* Some GMs prefer to have the martial art skills which aren't class specific (Aikido, Dog Boxing Kung Fu, Drunken Style Kung Fu, Eighteen Weapons Kung Fu, Jujitsu, Karate, Kendo, Monkey style Kung Fu, Ninjitsu (with the prerequiste skills, not the Rifts Japan version), Shao-Lin Kung Fu, Tai-Chi Ch'uan, and White Jade Fan) cost the same as Hand to Hand: Martial Arts.
Hand-to-Hand: Aggressive and Deadly Combat and Hand-to-Hand: Defensive and Fast Combat, if the GM makes them available should cost at least six skill selections.

Revised Martial Art Style Categorization -- I use the following replacement for determining Exclusive/non-Exclusive styles:
The following Revised Ninjas & Superspies and Mystic China martial arts are not Exclusive: Aikido, An Yin, Ba Gua, Bak Mei, Bok Pai, Ch'a Ch'uan, Chao Ta, Chi Hsuan Men, Chin-Na, Choy-Li-Fut, Gui Long, Han Yu, Hsing-I, Lee Kwan Choo, Li Chia, Liang Hsiung, Mien Chuan, Moo Gi Gong, Pao Pat Mei, Sankukai Karate, Shan Tung, Shih Ba Ban Wu Yi, Snake Style, Tai Chi Chuan, Taido, Tang Su, Te, Tong Lun, Triad Assassin, Yu Sool, and Zanji Shinjinken Ryu
The following martial art styles are considered Exclusive (meaning they must be the first style learned by the character): Drunken Style, Fong Ngan, Fu Chiao Pai, Hsien Hsia*, Hwarang Do, Isshin Ryu, Jujutsu, Kuo-Ch'uan, Kyokushinkai, Monkey Style, Ninjutsu, Pao Chih, Shao Lin, Sumo, Tae Kwon Do, Thai Kick Boxing, Tien Hsueh, Wu Shu Tsung**, Wui Wing Chun, and Xing Chiao.
*Note: Hsien Hsia, if taken, can be the only martial art learned by that character.
**Wu Shu Tsung is listed in its description as being a requirement for Chinese espionage agents. This note should either be removed, or a reasonable solution should be found which would make the style available for espionage agent O.C.C.s ( I recommend additional loss of skill programs).
This revised system results in a much more balanced approach to equating martial art styles with skills and their availability.

Trading Skill Programs for Martial Arts-- Skill programs can be traded for N&S martial art styles at an exchange rate of three skill programs for a non-exclusive style or five skill programs for an Exclusive style. (Remember, a character can only have one Exclusive style and it must be their primary style.)

Martial Art Selections-- Worldly Martial Artists and better have more options than just martial arts alone, to reflect their advanced training in the martial arts. Their selections are noted in the descriptions. Here are the two new areas of selection for advanced martial artists:

Special Martial Arts Bonus: Select one additional Martial Art Power from those available through the character's martial arts style(s)
at levels one and six. At level ten, add one Zenjorike power.

Special Abilities of the Master: Select one special ability at levels one, six, and ten. Special abilities available include Feign Death, The Cleansing Spirit, Positive Energy, Channel and Unleash Physical Energy, and Extraordinary Powers (all abilities can be found on page 213 of HU2, however some GMs may wish to restrict access to superpowers altogether).

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