Hand to Hand Combat Comparison Round 2

This session will cover the differences in the four basic hand to hand combat styles available to N&S, HU2, PF2, and the RGMG (AtB2 will not be looked at since it's just copy and paste, word for word, from the RGMG). "Two Attacks for Living" Note: Unless the book has the hand to hand system listed that way and specifically says that they get two extra attacks, they have not been added to the hand to hand combats. Note: Revised N&S clearly states that it's styles DO NOT RECEIVE two extra attacks (page 165).

We will also cover the differences between the original and revised edition of Ninjas & Superspies, delving into exclusive and non-exclusive styles.

Explanation of tables:

APM. Attacks per Melee

NA means Not Applicable/Not Available.

Strike, Dodge, Parry, Roll, Damage, Pull Punch, Initiative, and Disarm are all standard bonuses received from styles and will be listed with the bonus or lack thereof. Some martial art styles have other bonuses besides these, and those will be listed as well. Damages listed after the bonus indicate a damage bonus to the move. Numbers with a tick mark after a bonus indicate the number of additional feet for that move (typically a Leap or Jump).

Critical, KO/Stun, and Death Blow. Most of these are modifiers to attack that receive a natural number for them to work. If there is a number and a '+' symbol, it indicates that the number listed, and all numbers above it are acceptable natural numbers for the modifier to succeed. There is also the 'B' notation, meaning that the modifier is applied to attacks from Behind or the Rear. Unrestricted is a term from PF and HU where a Death Blow requires no Natural number to succeed (this version also costs two attacks).

Chi Modifiers. These are the modifiers to a character's chi that are added by a martial arts style.

Character Bonuses. These are bonuses to attributes and S.D.C. (exclusive of the occasional Chi Modifier, see above), the first number listed is for attribute bonuses, the second is for S.D.C. bonuses.

Martial Art Powers. The total number of martial art powers available to that style

Martial Art Power Categories. The total number of martial art power categories the style can choose from. There are seven basic martial art power categories; Arts of Invisibility, Atemi, Body Hardening Exercises, Chi Mastery, Martial Art Techniques, Special Kata(s), and Zenjorike (Mystic China adds four new categories; Advanced Atemi, Advanced Chi Mastery, Demon Hunter Body Hardening Exercises, and Chi Kata(s)). Note: Zenorike is often spelled as "Zenjoriki" throughout the books. Erick Wujcik has stated that Zenjorike is the spelling he intended (however, Japanese linguistic research shows us that Zenjoriki would be more accurate). Martial Art Skill, a term that often pops up in the Level Advancement Bonuses is just another term for Martial Art Power (loosely).

Escape Moves, Attack Moves, Basic Defense Moves, Advanced Defense Moves, Hand Attacks, Foot Attacks, Jumping Foot Attacks, Special Attacks, Holds/Locks, Weapon Kata, and Modifiers to Attacks. All of these are combat moves listed for a particular martial art style. Not every style has all of these (even in cases where they should).

Hand to Hand Basic

N&S HU2 PF2 RGMG
APM 5 7 5 7
Strike +2 +2 +2 +2
Dodge +4 +3 +3 +3
Parry +4 +3 +3 +3
Roll +4 +4 +4 +4
Damage +4 +4 +4 +4
Critical 19+ 19+/B 19+/B 19+/B
Ko/Stun 19+ B B B
Death Blow NA NA NA NA
Pull Punch +0 +4 +4 +4
Initiative +0 +1 +0 +0
Disarm +0 +1 +0 +0
Totals 18 22 20 20

Hand to Hand Expert

N&S HU2 PF2 RGMG
APM 5 7 5 7
Strike +3 +2 +2 +2
Dodge +3 +5 +5 +5
Parry +3 +5 +5 +5
Roll +2 +2 +2 +2
Damage +5 +3 +3 +3
Critical 19+/B 18+/B 18+/B 18+/B
Ko/Stun B 18+/B 18+/B 18+/B
Death Blow 20 19+ 20 20
Pull Punch +0 +4 +4 +2
Initiative +0 +2 +0 +0
Disarm +0 +2 +0 +0
Totals 16 25 21 19

Hand to Hand Martial Arts

N&S HU2 PF2 RGMG
APM 6 7 5 7
Strike +2 +2 +2 +2
Dodge +4 +5 +5 +5
Parry +4 +5 +5 +5
Roll +4 +3 +3 +3
Damage +6 +4 +4 +4
Critical 19+ 18+ 18+ 18+
Ko/Stun 20 18+ 18+ 18+
Death Blow 20 Unrestricted 20 20
Pull Punch +0 +3 +3 +3
Initiative +0 +3 +1 +1
Disarm +0 +4 +2 +2
Totals 20 29 25 25

Hand to Hand Assassin

N&S HU2 PF2 RGMG
APM 6 8 6 8
Strike +6 +5 +6 +6
Dodge +3 +3 +3 +3
Parry +3 +3 +3 +3
Roll +3 +5 +3 +3
Damage +6 +6 +6 +6
Critical 19+ 18+ 19+ 19+
Ko/Stun 18+ 17+ 17+ 17+
Death Blow 20 Unrestricted 20 20
Pull Punch +0 +5 +3 +0
Initiative +0 +6 +0 +2
Disarm +0 +4 +4 +0
Entangle +0 +0 +0 +2
Totals 21 37 24 25

As we can see, except for some specific minor differences, there is little to differentiate these styles from one another, even from system to system. With the vast changes and inclusions in post-N&S hand to hand combat (See Hand to Hand Combat Comparison 1) it is obvious that we need to take a more detailed look at and new approach to making these styles individual. I'd also like to address the applicability of attribute bonuses and hand to hand combat, since this has gone through many revisions.
I feel that each hand to hand combat style should be unique. There should be a reason to choose a more advanced hand to hand combat style over a more basic one. The first area I'd like to see changed is number of attacks. With the exception of Hand to Hand Assassin, all hand to hand combats are fundamentally the same in this department. That just doesn't make any sense. It makes even less sense when you compare it to the No Hand to Hand notation included in later books such as the RGMG and AtB2. I feel that Hand to Hand: Basic should have two attacks (rather than four), whereas Hand to Hand: Expert should have three attacks (rather than four). Martial arts I think should be removed entirely and replaced with a selection of 'Quickie' Martial Art styles (see my notes on creating 'Quickie' martial arts for more information on that). These 'Quickie' styles will have wildly varying attacks, with more internal styles receiving low number of attacks, while more external styles would have more attacks. For initial number of attacks, this could range from one (1) attack to possibly four (4) attacks, although I feel that some styles should have possibly more, in a setup similar to Hand to Hand: Assassin, where a portion of the attacks are granted at first level, with the remainder being applied at second level. Hand to Hand: Assassin is already different enough from the standard hand to hand combats that it works with the number of attacks it has (three at first level, two more at second). Even more advanced combats (such as Hand to Hand: Commando, included in the RGMG) should start with four attacks.
I would also like to see a more coherent system of modifiers and bonuses to the hand to hand combat styles. The inclusion of Initiative, Pull Punch, Disarm, Maintain Balance, and other combat moves into styles (which would mean the inclusion of a starting list of styles similar to N&S, though I think for these simplified combat forms, more in line with the RGMG would be more sensible) means the need for listed bonuses (and of course this would lead to their addition in the cases of Initiative and Pull Punch (possibly Disarm) in N&S styles). Critical Strikes, KO/Stun, Death Blow, and Critical Strike/KO/Stun from Behind/Rear Natural numbers and the inclusion of Unrestrained Death Blows also needs to be reworked. Having more basic styles of combat with these modifiers gained before more advanced styles makes little sense.
All in all, bonuses, modifiers, and number of attacks all need to be revised for the basic hand to hand combats. Of course, the inclusion of new moves, both initially and as level advancement bonuses should be looked at. In no way should these styles possess more moves than full blown N&S martial art style versions, but they should have a competent and clearly defined selection of them.

Attributes (and to a lesser degree Weapon Proficiencies) and hand to hand combat. There are a few areas of note that need to be taken into account when applying attribute bonuses to hand to hand combat. First let's define which attributes add effects in hand to hand combat. Of the eight standard attributes, only a select few will have any impact on combat, most notably P.S. and P.P., though to a lesser degree, P.E. and Spd. do play a roll in combat.
Physical Strength (P.S.) is important to combat because it modifies the amount of damage done on a attack. Fairly simple so far, however with the inclusion of a wide variety of P.S. types from Normal to Supernatural, this is wildly different from system to system. For instance, N&S uses a bizarre system that bases P.S. off the attribute level, changing the weight allowances for characters simply due to their P.S. (though not changing damage in the slightest), this system is clunky and useless and should be discarded. Other systems such as PF use a semi-simple system of Normal, Strong, and Supernatural Strength, with the only damage difference being in having Supernatural Strength. The RGMG uses a bizarre system that breaks strength down into Normal, Strong, "Augemented", Supernatural, and Robotic, with different damages for each as well as bizarre weight allowance modifiers. AtB2 uses a somewhat independent system of Normal, Brute (Strong), Beastly (Extraordinary), and Crushing (Supernatural) Strength that seems to be based off the HU2 standard. HU2 uses a fairly well defined system of Normal, Strong, Extraordinary, Superhuman (Robotic), and Supernatural Strength, with fairly well defined damages (though I dislike the idea of adding a damage base to the P.S. damage modifier table for Supernatural P.S.). Overall these systems often don't mesh well, creating havoc for people trying to convert things from one system to another.
Physical Prowess (P.P.) is important in combat because it adds a bonus to strike, parry, and dodge. Though some systems add this bonus to other combat moves, I find it should be simplified into two things, a strike or attack bonus that determines if you hit the target or opponent with a combat move (regardless of the move in question, it could be a punch, kick, weapon strike, grab, hold, lock, what have you), and a defensive bonus that adds a bonus to your defensive move (regardless of whether or not it's a dodge, parry, auto dodge, entangle, disarm, or back flip). Of course, with specialized hand to hand combat styles, where a bonus is granted to moves other than dodge or parry, this doesn't mean that you should add your dodge or parry bonus received from hand to hand combat training to the other moves, just that your P.P. bonus helps. Besides, it's much easier to list the bonus as "+# to Attack(Strike)/Defense." Another thing of note is that the P.P. bonus should NOT be added to Attack/Escape moves. These moves, while P.P. related, should have their own bonuses from hand to hand combat and/or skills that should be independent of attack or defense.
Physical Endurance (P.E.) and Speed (Spd) and hand to hand combat. Neither of these currently adds a bonus to combat (though older books such as N&S had a dodge bonus from Spd), and they don't factor into the combat moves involved except in a few instances. P.E. determines how long you can engage in combat without getting fatigued. This is most important when you are engaged with an opponent in a contest of strength, where your P.E. will determine how long you can hold your own in the contest (somewhat less important if the opponent is stronger or weaker than yourself). Spd determines how fast you can move in combat. The most simple way to determine how far you can move is to multiply your speed by five (5) and divide by number of attacks. Of course, while current books no longer give a bonus to dodge from Spd, you can still apply the attack penalty for striking at a moving target (typically -3, occasionally -4, faster moving targets up to -6).
Weapon Proficiencies and hand to hand combat. Weapons, particularly melee weapons, give combatants an edge in combat. The only real things of note is the question of whether or not to add weapon proficiency bonuses to hand to hand combat bonuses. While this works and is fairly simple in games other than N&S, the inclusion of Weapon Kata in N&S makes this problematic for conversions. Another thing of note is the Paired Weapons skill that is gained in HU2, where, when gained as a hand to hand combat ability applies to all weapons, but when chosen as a skill, only applies to a specific set of weapons. I think this idea needs to be looked at more, as in some games the limited number of skills available makes it prohibitive to take W.P. Paired Weapons for each type of Paired Weapon group the character wants to use. In N&S this is somewhat more reasonable, especially with the higher number of skills often available to characters.

Ninjas & Superspies comparison

Aikido Original Revised
APM 3 3
Chi Modifier x4 x4
Character Bonuses +6 +6
Martial Art Powers 8 7
Martial Art Power categories 3 3
Skills 4 4
Escape Moves 2 2
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 3 3
Hand Attacks 1 1
Foot Attacks 0 0
Jumping Foot Attacks 0 0
Special Attacks 2 2
Holds/Locks 3 3
Weapon Kata 0 0
Modifiers to Attacks 0? 0?
Total # of Combat Moves 14 14
Strike +0 +0
Dodge +5 +4
Parry +5 +4
Roll +4 +4
Damage +0 +0
Disarm +4 +3
Breakfall +7 +7
Body Flip/Throw +8 (3D6) +8 (3D6)
Critical BF/T 18+ BF/T 18+
Ko/Stun Special Special
Death Blow NA NA
Total # of bonuses +33 +30

No Modifiers to attack are listed. KO/Stun can only be performed with Knife Hand Knockout, Critical Strikes can only be performed with Body Flip/Throw

Bok Pai Original Revised
APM 6 6
Chi Modifier +10x2 +10x2
Character Bonuses +6/+10 +6/+10
Martial Art Powers 8 6
Martial Art Power categories 5 5
Skills 4 4
Escape Moves 2 2
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 2 2
Hand Attacks 4 4
Foot Attacks 5 5
Jumping Foot Attacks 0 0
Special Attacks 5 5
Holds/Locks 0 0
Weapon Kata 0 0
Modifiers to Attacks 3 3
Total # of Combat Moves 24 24
Strike +1 +1
Dodge +3 +3
Parry +3 +3
Roll +4 +4
Damage +2 +1
Crane Fist Strike +4 +4
Crane Fist Damage +4 +4
Critical 18+ 18+
Ko/Stun 19+ 19+
Death Blow 16+ 18+
Total # of bonuses +21 +20

The only thing of note is the exceptional level of Death Blow ability.

Ch'a Ch'uan Original Revised
APM 7 7
Chi Modifier NA NA
Character Bonuses +3/+15 +3/+15
Martial Art Powers 6 5
Martial Art Power categories 3 3
Skills 12 12
Escape Moves 3 3
Attack Moves 2 2
Basic Defense Moves 3 3
Advanced Defense Moves 1 1
Hand Attacks 3 3
Foot Attacks 3 3
Jumping Foot Attacks 2 2
Special Attacks 1 1
Holds/Locks 0 0
Weapon Kata 0 0
Modifiers to Attacks 3 3
Total # of Combat Moves 21 21
Strike +2 +2
Dodge +3 +3
Parry +3 +3
Roll +1 +1
Damage +4 +4
Disarm +0 +0
Leap/Jump +9/34' +9/34'
Back Flip +5 +5
Critical 19+/B 19+/B
Ko/Stun 19+ 19+
Death Blow 19+ 19+
Total # of bonuses +27 +27

Note the Leap distance and bonus. Also, the Critical Strike From Behind is listed in the Level Advancement Bonuses as, "Critical Strike on Sneak Attacks."

Chi Hsuan Men Original Revised
APM 4 4
Chi Modifier +5 +5
Character Bonuses +2/+10 +2/+10
Martial Art Powers 6 5
Martial Art Power categories 3 3
Skills 4 4
Escape Moves 1 1
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 0 0
Hand Attacks 2 2
Foot Attacks 0 0
Jumping Foot Attacks 0 0
Special Attacks 3 3
Holds/Locks 0 0
Weapon Kata 2 2
Modifiers to Attacks 4 4
Total # of Combat Moves 15 15
Strike +4 +1
Dodge +5 +5
Parry +5 +5
Roll +5 +5
Damage +8 +6
Disarm +7 +6
Critical 18+/B 18+/B
Ko/Stun 19+/B 19+/B
Death Blow 19+ 19+
Total # of bonuses +34 +28

Nothing of note.

Ch'in Na Original Revised
APM 5 5
Chi Modifier +5 +5
Character Bonuses +1/+2D4 +1/+2D4
Martial Art Powers 8 7
Martial Art Power categories 4 4
Skills 3 3
Escape Moves 2 2
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 2 2
Hand Attacks 3 3
Foot Attacks 0 0
Jumping Foot Attacks 0 0
Special Attacks 5 5
Holds/Locks 4 4
Weapon Kata 0 0
Modifiers to Attacks 3 3
Total # of Combat Moves 22 22
Strike +3 +3
Dodge +3 +3
Parry +3 +3
Roll +4 +4
Damage +12 +9
Disarm +0 +0
Maintain Balance +4 +4
Critical 18+/B 18+/B
Ko/Stun 19+/B 20/B
Death Blow 20 20
Total # of bonuses +29 +26

Note the Damage bonus. Note the changes in KO/Stun in the revised edition.

Choy Li Fut Original Revised
APM 5 5
Chi Modifier +5 +5
Character Bonuses +6/+10 +6/+10
Martial Art Powers 8 7
Martial Art Power categories 2 2
Skills 3 3
Escape Moves 2 2
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 1 1
Hand Attacks 7 7
Foot Attacks 2 2
Jumping Foot Attacks 0 0
Special Attacks 2 2
Holds/Locks 0 0
Weapon Kata 3 3
Modifiers to Attacks 4 4
Total # of Combat Moves 24 24
Strike +3 +3
Dodge +3 +3
Parry +3 +3
Roll +6 +6
Damage +6 +5
Disarm +0 +0
Leap +7/20' +7/20'
Critical 18+/B 18+/B
Ko/Stun 18+/B 18+/B
Death Blow NA NA
Total # of bonuses +28 +27

Nothing of note.

Drunken Style KF Original Revised
APM 5 5
Chi Modifier NA NA
Character Bonuses +4/+10 +4/+10
Martial Art Powers 5 4
Martial Art Power categories 2 2
Skills 9 9
Escape Moves 2 2
Attack Moves 3 3
Basic Defense Moves 3 3
Advanced Defense Moves 5 5
Hand Attacks 4 4
Foot Attacks 7 7
Jumping Foot Attacks 0 0
Special Attacks 10 10
Holds/Locks 4 4
Weapon Kata 0 0
Modifiers to Attacks 4 4
Total # of Combat Moves 42 42
Strike +2 +2
Dodge +4 +3
Parry +4 +3
Roll +7 +7
Damage +2 +2
Disarm +0 +0
SSRBf +8 +7
Rear Attacks +3 +3
Critical 19+/B (x3) 19+/B (x3)
Ko/Stun 19+/B (x3) 19+/B (x3)
Death Blow 20 20
Total # of bonuses +54 +48

SSRBf is a compilation of moves; Somersault, Stagger, Roll, and Back Flip. The bonus for these is multiplied for the total number of bonuses. Note the triple damage for critical strikes from behind. I should point out, that for not being an Exclusive style, this has a lot of power available (42 combat moves and the incredible number of bonuses makes this uber powerful).

Fong Ngan KF Original Revised
APM 7 6
Chi Modifier NA NA
Character Bonuses +5/+15 +5/+15
Martial Art Powers 8 7
Martial Art Power categories 5 5
Skills 5 5
Escape Moves 2 2
Attack Moves 1 1
Basic Defense Moves 3 3
Advanced Defense Moves 3 3
Hand Attacks 7 7
Foot Attacks 1 1
Jumping Foot Attacks 0 0
Special Attacks 8 8
Holds/Locks 2 2
Weapon Kata 0 0
Modifiers to Attacks 4 4
Total # of Combat Moves 33 33
Strike +4 +4
Dodge +3 +3
Parry +3 +3
Roll +3 +3
Damage +6 +6
Disarm +0 +0
Leap +5/8' +2/8'
Back Flip +2 +2
Critical 18+/B 18+/B
Ko/Stun B B
Death Blow 19+ 19+
Total # of bonuses +26 +23

Nothing of note.

Fu Chiao Pai KF Original Revised
APM 6 6
Chi Modifier NA NA
Character Bonuses +6/+15 +6/+15
Martial Art Powers 7 7
Martial Art Power categories 3 3
Skills 11 11
Escape Moves 4 4
Attack Moves 3 3
Basic Defense Moves 3 3
Advanced Defense Moves 2 2
Hand Attacks 5 5
Foot Attacks 7 7
Jumping Foot Attacks 1 1
Special Attacks 3 3
Holds/Locks 0 0
Weapon Kata 1 1
Modifiers to Attacks 4 4
Total # of Combat Moves 33 33
Strike +2 +2
Dodge +3 +3
Parry +3 +3
Roll +4 +4
Damage +8 +4
Disarm +0 +0
Leap +4/24' +4/24'
Critical 18+/B 18+/B
Ko/Stun 19+/B ?
Death Blow 19+ 19+
Total # of bonuses +24 +24

Note the vast change in modifiers from the original to the revised edition. Especially interesting since the Knock Out/Stun modifier is still listed in the modifiers to attack.

Hwarang-Do Original Revised
APM 8 7
Chi Modifier NA NA
Character Bonuses +7/+10 +7/+10
Martial Art Powers 8 7
Martial Art Power categories 5 5
Skills 3 3
Escape Moves 4 4
Attack Moves 3 3
Basic Defense Moves 3 3
Advanced Defense Moves 2 2
Hand Attacks 3 3
Foot Attacks 5 5
Jumping Foot Attacks 2 2
Special Attacks 4 4
Holds/Locks 1 1
Weapon Kata 1 1
Modifiers to Attacks 4 4
Total # of Combat Moves 32 32
Strike +1 +1
Dodge +1 +1
Parry +1 +1
Roll +4 +4
Damage +2 +2
Disarm +0 +0
Leap +1/4' +1/4'
Rear Attacks +3 +3
Body Flip/Throw +2/2D6 +2/2D6
Critical 18+/B 18+/B
Ko/Stun B B
Death Blow 20? 20?
Total # of bonuses +15 +15

No Natural Number is listed for Death Blow or Knockout/Stun.

Isshin Ryu Karate Original Revised
APM 6 6
Chi Modifier +10x2 +10x2
Character Bonuses +6 +6
Martial Art Powers 8 7
Martial Art Power categories 4 4
Skills 12 12
Escape Moves 2 2
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 2 2
Hand Attacks 4 4
Foot Attacks 4 4
Jumping Foot Attacks 1 1
Special Attacks 4 4
Holds/Locks 0 0
Weapon Kata 1 1
Modifiers to Attacks 4 4
Total # of Combat Moves 25 25
Strike +3 +2
Dodge +4 +3
Parry +4 +3
Roll +6 +6
Damage +2 +2
Disarm +0 +0
Maintain Balance +5 +5
Critical 18+/B 18+/B
Ko/Stun 19+/B ?
Death Blow 20 20
Total # of bonuses +24 +21

Note the vast change in modifiers from the original to the revised edition. Especially interesting since the Knock Out/Stun modifier is still listed in the modifiers to attack

Jujutsu Original Revised
APM 6 6
Chi Modifier +5 +5
Character Bonuses +3/+5 +3/+5
Martial Art Powers 7 6
Martial Art Power categories 3 3
Skills 1 1
Escape Moves 2 2
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 3 3
Hand Attacks 3 3
Foot Attacks 6 6
Jumping Foot Attacks 1 1
Special Attacks 8 7
Holds/Locks 5 5
Weapon Kata 0 0
Modifiers to Attacks 6? 6?
Total # of Combat Moves 37 36
Strike +2 +2
Dodge +4 +4
Parry +4 +4
Roll +9 +9
Damage +1 +1
Disarm +3 +4
Body Flip/Throw +2/2D6 +2/2D6
Maintain Balance +4 +4
Critical 18+/B 18+/B
Ko/Stun 19+/B 19+
Death Blow 20 20
Total # of bonuses +29 +30

Jujutsu has Body Flip/Throw and Critical Flip/Throw listed as modifiers to attack. Jujutsu is also missing one finger attack, needed to deliver Dim Mak, which is available at 11th level. Note the loss of the Death Blow special attack in the revised edition, yet the Level Advancement Bonus remains the same. Also note the removal of KO/Stun from Behind.

Kuo-Ch'uan KF Original Revised
APM 7 7
Chi Modifier NA NA
Character Bonuses +7/+15 +7/+15
Martial Art Powers 7 6
Martial Art Power categories 3 3
Skills 7 7
Escape Moves 4 4
Attack Moves 4 4
Basic Defense Moves 3 3
Advanced Defense Moves 5 5
Hand Attacks 6 6
Foot Attacks 7 7
Jumping Foot Attacks 0 0
Special Attacks 2 2
Holds/Locks 0 0
Weapon Kata 0 0
Modifiers to Attacks 4 4
Total # of Combat Moves 33 33
Strike +4 +3
Dodge +6 +5
Parry +6 +5
Roll +5 +5
Damage +0 +0
Disarm +0 +0
BfSCH +4 +4
Rear Attacks +3 +3
Critical 19+/B 19+/B
Ko/Stun 18+/B 18+
Death Blow 19+ 19+
Total # of bonuses +40 +37

BfSCH is a bonus applied to several moves; Back Flip, Somersault, Cartwheel, and Handstand, the bonus is multiplied by number of moves for total bonuses. Note the lack of KO/Stun from behind in the revised edition.

Kyokushinkai Karate Original Revised
APM 9 7
Chi Modifier +10x2 +10x2
Character Bonuses +2/+10 +2/+10
Martial Art Powers 8 9
Martial Art Power categories 4 4
Skills 3 3
Escape Moves 1 1
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 4 4
Hand Attacks 3 3
Foot Attacks 3 3
Jumping Foot Attacks 1 1
Special Attacks 2 1
Holds/Locks 4 4
Weapon Kata 0 0
Modifiers to Attacks 4 4
Total # of Combat Moves 25 25
Strike +5 +2
Dodge +3 +3
Parry +3 +3
Roll +2 +2
Damage +11 +7
Disarm +0 +0
Critical 18+/B? 18+/B?
Ko/Stun 19+/B ?
Death Blow 20? NA
Total # of bonuses +24 +18

No Natural Number is listed for Death Blow in the Level Advancement Bonuses. Critical Strike has two places listing it as 18+, 6th level where it states, "Critical Strike on a Natural 18 or better," and 11th level, where it states, "Critical Strike on a Natural 18, 19, or 20." Note that the revised edition doesn't need a Natural Number for Death Blow as it was removed from the special attacks, however the KO/Stun natural numbers are missing. Note that Tamashiwara is automatically gained at "5th level skill," yet Tamashiwara doesn't have level advancement bonuses, making that an extraneous and useless note (the wording makes it clear that the ability isn't received at fifth level).

Lee Kwan Choo Original Revised
APM 4 4
Chi Modifier +10x4 +10x4
Character Bonuses +9 +9
Martial Art Powers 8 7
Martial Art Power categories 3 3
Skills 9 9
Escape Moves 2 2
Attack Moves 1 1
Basic Defense Moves 3 3
Advanced Defense Moves 3 3
Hand Attacks 1 1
Foot Attacks 1 1
Jumping Foot Attacks 0 0
Special Attacks 0 0
Holds/Locks 0 0
Weapon Kata 0 0
Modifiers to Attacks 0 0
Total # of Combat Moves 11 11
Strike +6 +5
Dodge +8 +7
Parry +8 +7
Roll +9 +9
Damage +0 +0
Disarm +0 +0
Leap +11/20' +7/20'
Critical NA NA
Ko/Stun 18+? 18+?
Death Blow NA NA
Total # of bonuses +42 +36

No Modifiers to Attack are listed, yet there is a bonus to Knockout Stun listed in the Level Advancement Bonuses.

Li Chia KF Original Revised
APM 7 7
Chi Modifier NA NA
Character Bonuses +5/+20 +6/+20
Martial Art Powers 7 6
Martial Art Power categories 2 2
Skills 1 1
Escape Moves 1 1
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 3 3
Hand Attacks 7 7
Foot Attacks 2 2
Jumping Foot Attacks 0 0
Special Attacks 5 5
Holds/Locks 0 0
Weapon Kata 0 0
Modifiers to Attacks 4 4
Total # of Combat Moves 25 25
Strike +7 +4
Dodge +4 +4
Parry +4 +4
Roll +3 +3
Damage +5 +4
Disarm +0 +0
Critical 17+/B 19+/B
Ko/Stun 19+/B 19+
Death Blow 19+ 19+
Total # of bonuses +23 +19

Note the removal of the Knockout/Stun from Behind, and the increased character bonuses (from +3 to Spd to +4) in the revised edtion.

Mien-Ch'uan KF Original Revised
APM 3 4
Chi Modifier +10x4 +10x4
Character Bonuses +5/+10 +5/+10
Martial Art Powers 9 8
Martial Art Power categories 4 4
Skills 5 5
Escape Moves 2 2
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 4 4
Hand Attacks 4 4
Foot Attacks 0 0
Jumping Foot Attacks 0 0
Special Attacks 4 4
Holds/Locks 0 0
Weapon Kata 0 0
Modifiers to Attacks 4 4
Total # of Combat Moves 21 21
Strike +3 +2
Dodge +4 +4
Parry +4 +4
Roll +6 +6
Damage +3 +1
Disarm +0 +0
Maintain Balance +7 +7
Critical 18+? 18+?
Ko/Stun ? ?
Death Blow 20? 20?
Total # of bonuses +27 +24

Critical Strike from Behind and Knockout/Stun are listed in the Modifiers to Attack, but no Level Advancement Bonus is given for either. No Natural Number is listed for Death Blow.

Monkey Style KF Original Revised
APM 6 6
Chi Modifier +10x2 +10x2
Character Bonuses +7/+10 +7/+10
Martial Art Powers 7 6
Martial Art Power categories 5 5
Skills 7 7
Escape Moves 4 4
Attack Moves 4 4
Basic Defense Moves 3 3
Advanced Defense Moves 3 3
Hand Attacks 6 6
Foot Attacks 4 4
Jumping Foot Attacks 0 0
Special Attacks 6 6
Holds/Locks 4 4
Weapon Kata 0 0
Modifiers to Attacks 4 4
Total # of Combat Moves 38 38
Strike +0 +0
Dodge +6 +5
Parry +6 +5
Roll +8 +8
Damage +4 +4
Disarm +0 +0
LBfSC +7 +7
Critical 18+/B 18+/B
Ko/Stun 19+/B 19+/B
Death Blow 20 20
Total # of bonuses +52 +50

LBfSC is the abbreviation for Leap, Back Flip, Somersault, and Cartwheel. This bonus is multiplied by the number of moves for the total number of bonuses.

Moo Gi Gong Original Revised
APM 5 5
Chi Modifier NA NA
Character Bonuses +2/+10 +2/+10
Martial Art Powers 4 4
Martial Art Power categories 2 2
Skills 3 3
Escape Moves 4 4
Attack Moves 2 2
Basic Defense Moves 3 3
Advanced Defense Moves 1 1
Hand Attacks 3 3
Foot Attacks 3 3
Jumping Foot Attacks 1 1
Special Attacks 2 2
Holds/Locks 0 0
Weapon Kata 2* 2*
Modifiers to Attacks 4 4
Total # of Combat Moves 25 25
Strike w/any object +4 +3
Dodge +0 +0
Parry +2 +2
Roll +0 +0
Damage w/any object +3 +3
Disarm +0 +0
Entangle +1 +1
Entangle w/any object +2 +2
Critical 18+? 18+?
Ko/Stun ? ?
Death Blow 20 20
Total # of bonuses +12 +11

Moo Gi Gong's specialized weapon katas means that Moo Gi Gong teaches how every "Ancient" weapon is used. Critical Strike from Behind and Knockout/Stun are listed in the Modifiers to Attack, but no Level Advancement Bonus is given for either.

Ninjutsu Original Revised
APM 5 5
Chi Modifier NA NA
Character Bonuses +10 +9
Martial Art Powers 9 7
Martial Art Power categories 5 5
Skill 16 16
Escape Moves 3 3
Attack Moves 2 2
Basic Defense Moves 3 3
Advanced Defense Moves 2 2
Hand Attacks 3 3
Foot Attacks 4 4
Jumping Foot Attacks 1 1
Special Attacks 4 4
Holds/Locks 4 4
Weapon Kata 2 2
Modifiers to Attacks 4 4
Total # of Combat Moves 32 32
Strike +3 +2
Dodge +3 +2
Parry +3 +2
Roll +7 +7
Damage +4 +4
Disarm +0 +0
Roll/Knockdown +5 +5
Leap +4/12' +4/12'
BfC +6 +5
Critical 18+/B 18+/B
Ko/Stun 19+/B 19+
Death Blow 19+ 19+
Total # of bonuses +41 +36

BfC is the abbreviation for Back Flip/Cartwheel, bonus is doubled to get the total number of bonuses.

Pao Pat Mei KF Original Revised
APM 10 7
Chi Modifier NA NA
Character Bonuses +10/+10 +12/+10
Martial Art Powers 6 5
Martial Art Power categories 3 3
Skills 6 6
Escape Moves 1 1
Attack Moves 1 1
Basic Defense Moves 3 3
Advanced Defense Moves 2 2
Hand Attacks 3 3
Foot Attacks 4 4
Jumping Foot Attacks 0 0
Special Attacks 3 3
Holds/Locks 0 0
Weapon Kata 0 0
Modifiers to Attacks 4 4
Total # of Combat Moves 21 21
Strike +3 +3
Dodge +5 +5
Parry +5 +5
Roll +4 +4
Damage +6 +6
Disarm +0 +0
Leap +5/9' +3/9'
Rear Attacks +3 +2
Critical 18+/B 18+/B
Ko/Stun 20/B 20/B
Death Blow 20 20
Total # of bonuses +31 +28

Note the number of attacks in the original version, and the number of character bonuses in the revised edition.

Sankukai Karate Original Revised
APM 5 5
Chi Modifier +5 +5
Character Bonuses +5/+10 +5/+10
Martial Art Powers 7 6
Martial Art Power categories 4 4
Skills 4 4
Escape Moves 2 2
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 5 5
Hand Attacks 3 3
Foot Attacks 5 5
Jumping Foot Attacks 1 1
Special Attacks 5 5
Holds/Locks 2 2
Weapon Kata 0 0
Modifiers to Attacks 4 4
Total # of Combat Moves 30 30
Strike +2 +2
Dodge +7 +5
Parry +7 +5
Roll +7 +7
Damage +2 +2
Disarm +0 +0
Rear Attacks +2 +1
Maintain Balance +2 +2
Critical 18+/B 18+/B
Ko/Stun 19+/B 19+
Death Blow 20 20
Total # of bonuses +29 +24

Note the loss of the Knockout/Stun from Behind in the revised edtion.

Shaolin KF Original Revised
APM 7 7
Chi Modifier NA NA
Character Bonuses +6/+10 +6/+10
Martial Art Powers 8 7
Martial Art Power categories 2 2
Skills 3 3
Escape Moves 2 2
Attack Moves 2 2
Basic Defense Moves 3 3
Advanced Defense Moves 3 3
Hand Attacks 5 5
Foot Attacks 5 5
Jumping Foot Attacks 1 1
Special Attacks 3 3
Holds/Locks 4 4
Weapon Kata 0 0
Modifiers to Attacks 4 4
Total # of Combat Moves 32 32
Strike +5 +4
Dodge +4 +1
Parry +4 +1
Roll +6 +6
Damage +3 +2
Disarm +0 +0
BfL +3 +3
Critical 18+/B 18+/B
Ko/Stun 18+/B 18+
Death Blow 19+ 19+
Total # of bonuses +28 +20

BfL is an abbreviation for Back Flip/Leap, bonus is doubled to represent both moves. Note the loss of the Knockout/Stun from Behind in the revised edtion.

Snake Style KF Original Revised
APM 4 4
Chi Modifier x8 x8
Character Bonuses +8 +8
Martial Art Powers 9 8
Martial Art Power categories 3 3
Skills 4 4
Escape Moves 1 1
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 2 2
Hand Attacks 2 2
Foot Attacks 0 0
Jumping Foot Attacks 0 0
Special Attacks 2 2
Holds/Locks 0 0
Weapon Kata 0 0
Modifiers to Attacks 3 3
Total # of Combat Moves 13 13
Strike +3 +2
Dodge +4 +3
Parry +4 +3
Roll +3 +3
Damage +4 +3
Disarm +0 +0
Critical 18+/B 18+/B
Ko/Stun B ?
Death Blow 20 20
Total # of bonuses +18 +14

KO/Stun doesn't have a Natural Number Listed. Note the removal of KO/Stun from Behind in the revised edition.

Sumo Original Revised
APM 5 5
Chi Modifier +5x2 +5x2
Character Bonuses +5/+30 +5/+30
Martial Art Powers 5 4
Martial Art Power categories 2 2
Skills 3 3
Escape Moves 2 2
Attack Moves 1 1
Basic Defense Moves 3 3
Advanced Defense Moves 4 4
Hand Attacks 4 4
Foot Attacks 0 0
Jumping Foot Attacks 0 0
Special Attacks 6 6
Holds/Locks 3 3
Weapon Kata 0 0
Modifiers to Attacks 2 2
Total # of Combat Moves 25 25
Strike +4 +2
Dodge +1 +1
Parry +6 +6
Roll +6 +5
Damage +3 +2
Disarm +0 +0
Body Flip/Throw +5 (4D6) +6(4D6)
Maintain Balance +8 +6
Critical 19+ 19+
Ko/Stun NA NA
Death Blow NA NA
Total # of bonuses +37 +31

Note the Body Flip/Throw modifiers. Note that a Critical Flip/Throw would do a whopping 6D6 damage since at 14th level the normal Body Flip/Throw does "Critical/Double Damage" at 15th level.

Tae Kwon Do Original Revised
APM 11 8
Chi Modifier NA NA
Character Bonuses +8/+15 +8/+15
Martial Art Powers 5 4
Martial Art Power categories 3 3
Skills 2 2
Escape Moves 2 2
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 4 4
Hand Attacks 5 5
Foot Attacks 6 6
Jumping Foot Attacks 3 3
Special Attacks 4 4
Holds/Locks 0 0
Weapon Kata 0 0
Modifiers to Attacks 4 4
Total # of Combat Moves 31 31
Strike +3 +2
Dodge +4 +4
Parry +4 +4
Roll +7 +7
Damage +6 +4
Disarm +0 +0
Maintain Balance +7 +7
Critical 18+/B 18+/B
Ko/Stun 18+/B 18+
Death Blow 19+ 19+
Total # of bonuses +31 +28

Note the loss of KO/Stun from Behind in the revised edition.

Tai Chi Ch'uan Original Revised
APM 4 4
Chi Modifier +15x8 +15x8
Character Bonuses +5 +5
Martial Art Powers 8 7
Martial Art Power categories 3 3
Skills 2 2
Escape Moves 2 2
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 2 2
Hand Attacks 3 3
Foot Attacks 3 3
Jumping Foot Attacks 0 0
Special Attacks 0 0
Holds/Locks 0 0
Weapon Kata 0 0
Modifiers to Attacks 3 3
Total # of Combat Moves 19 19
Strike +2 +1
Dodge +5(6) +3(4)
Parry +5(6) +3(4)
Roll +4 +4
Damage +0 +0
Disarm +0 +0
Maintain Balance +4 +4
Critical 19+/B? 19+/B?
Ko/Stun 19+/B? 19+
Death Blow NA NA
Total # of bonuses +21 +17

Critical Strike and Knockout from Behind are listed in the Level Advancement Bonuses, but not in the Modifiers to Attack. At 12th level, the bonus states, "+1 to parry or Dodge," making this a selection for the character. Note the removal of KO/Stun from Behind in the revised edition.

Taido Original Revised
APM 3 3
Chi Modifier +10x6 +10x6
Character Bonuses +8 +10
Martial Art Powers 9 8
Martial Art Power categories 3 3
Skills 3 3
Escape Moves 2 2
Attack Moves 1 1
Basic Defense Moves 4 4
Advanced Defense Moves 3 3
Hand Attacks 2 2
Foot Attacks 4 4
Jumping Foot Attacks 1 1
Special Attacks 1 1
Holds/Locks 0 0
Weapon Kata 0 0
Modifiers to Attacks 4 4
Total # of Combat Moves 22 22
Strike +1 +1
Dodge +4 +3
Parry +4 +3
Roll +0 +0
Damage +0 +0
Disarm +0 +0
Turn +5 +5
Back Flip +4 +4
Spin +4 +3
Critical 19+/B 19+/B
Ko/Stun 19+/B 19+
Death Blow NA NA
Total # of bonuses +22 +19

Note the removal of KO/Stun from Behind in the revised edition. PS: The special technique names in the description are misspelled.

T'ang Su Original Revised
APM 7 7
Chi Modifier NA NA
Character Bonuses +2/+15 +2/+15
Martial Art Powers 7 6
Martial Art Power categories 2 2
Skills 5 5
Escape Moves 1 1
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 3 3
Hand Attacks 4 4
Foot Attacks 5 5
Jumping Foot Attacks 2 2
Special Attacks 6 6
Holds/Locks 0 0
Weapon Kata 0 0
Modifiers to Attacks 4 4
Total # of Combat Moves 28 28
Strike +4 +2
Dodge +3 +3
Parry +3 +3
Roll +5 +5
Damage +6 +4
Disarm +0 +0
Maintain Balance +3 +3
Critical 18+/B 18+/B
Ko/Stun 19+/B 19+
Death Blow 19+ 19+
Total # of bonuses +24 +20

Other than wondering why a Korean style has Bushido as a philosophy, nothing of note in the original edition. Note the removal of KO/Stun from Behind in the revised edition.

Te Original Revised
APM 7 7
Chi Modifier NA NA
Character Bonuses +5/+10 +7/+10
Martial Art Powers 6 5
Martial Art Power categories 3 3
Skills 8? 6?
Escape Moves 1 1
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 0 0
Hand Attacks 7 7
Foot Attacks 2 2
Jumping Foot Attacks 0 0
Special Attacks 5 5
Holds/Locks 0 0
Weapon Kata 2 2
Modifiers to Attacks 4 4
Total # of Combat Moves 24 24
Strike +4 +2
Dodge +4 +3
Parry +4 +3
Roll +6 +6
Damage +5 +5
Disarm +0 +0
Critical 18+/B 18+/B
Ko/Stun 20/B 20
Death Blow 20 20
Total # of bonuses +23 +21

Weapon Skills reads, "W.P Bo Staff, W.P. Sai-Paired, W.P.. Kama-Paired, W.P. Tuifa-Paired, or W.P. Nunchaku-Paired. But no where does it state, "Pick one (or more)." Note the removal of KO/Stun from Behind in the revised edition. Tuifa and Kama are removed from the skills selection in the revised edition.

Thai Boxing Original Revised
APM 11 9
Chi Modifier NA NA
Character Bonuses +7/+10 +7/+10
Martial Art Powers 5 4
Martial Art Power categories 3 3
Skills 2 2
Escape Moves 2 2
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 3 3
Hand Attacks 4 4
Foot Attacks 9 9
Jumping Foot Attacks 1 1
Special Attacks 7 7
Holds/Locks 0 0
Weapon Kata 0 0
Modifiers to Attacks 4 4
Total # of Combat Moves 33 33
Strike +8 +4
Dodge +3 +3
Parry +6 +5
Roll +5 +4
Damage +3 +3
Disarm +0 +0
Maintain Balance +6 +6
Critical 18+/B 18+/B
Ko/Stun 18+/B 19+
Death Blow 19+ 19+
Total # of bonuses +31 +25

Nice Strike bonus, other than that it's general setup makes one wonder why it costs two martial arts to learn. Note the changes to KO/Stun in the revised edition.

Tien Hsueh Original Revised
APM 2 2
Chi Modifier x8 x8
Character Bonuses +6 +6
Martial Art Powers 10 8
Martial Art Power categories 4 4
Skills 3 3
Escape Moves 1 1
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 0 0
Hand Attacks 2 2
Foot Attacks 0 0
Jumping Foot Attacks 0 0
Special Attacks 2 2
Holds/Locks 0 0
Weapon Kata 0 0
Modifiers to Attacks 0 0
Total # of Combat Moves 8 8
Strike +4 +2
Dodge +6 +5
Parry +5 +5
Roll +3 +3
Damage +1 +0
Disarm +0 +0
Critical 18+/B(x3)? 18+/B(x3)?
Ko/Stun B B
Death Blow Dim Mak* Dim Mak*
Total # of bonuses +19 +15

Critical Strike, Critical Strike and Knockout from Behind are not listed in the Modifiers to Attack (probably because there aren't any listed at all), yet they appear in the Level Advancement Bonuses. Dim Mak is listed as "Dim Mak (Death Blow)" in the Level Advancement Bonuses.

Wui Wing Chun Original Revised
APM 8 7
Chi Modifier +10x4 +10x4
Character Bonuses +6 +6
Martial Art Powers 7 6
Martial Art Power categories 5 5
Skills 7 7
Escape Moves 2 2
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 4 4
Hand Attacks 6 6
Foot Attacks 5 5
Jumping Foot Attacks 1 1
Special Attacks 7 7
Holds/Locks 1 1
Weapon Kata 2* 2*
Modifiers to Attacks 4 4
Total # of Combat Moves 35 35
Strike +4 +2
Dodge +5 +4
Parry +5 +4
Roll +5 +5
Damage +2 +2
Disarm +0 +0
Maintain Balance +4 +4
Critical 18+/B 18+/B
Ko/Stun 19+/B 19+
Death Blow 20 20
Total # of bonuses +25 +21

The weapon kata listed under Combat moves are Butterfly Knives-Paired and Bo Staff, yet the Level Advancement Bonus for 4th level states, "Add 4 Levels to W.P. Naginata." Of course since this neither appears as a Weapon Kata or Weapon Proficiency (in the skills section) (or as a weapon in China for that matter), one has to wonder how this note got entered. Note the removal of KO/Stun from Behind in the revised edition.

Wu Shu T'sung Original Revised
APM 6 6
Chi Modifier NA NA
Character Bonuses +8/+10 +8/+10
Martial Art Powers 6 5
Martial Art Power categories 3 3
Skills 6 6
Escape Moves 5 5
Attack Moves 5 5
Basic Defense Moves 3 3
Advanced Defense Moves 4 4
Hand Attacks 7 7
Foot Attacks 6 6
Jumping Foot Attacks 1 1
Special Attacks 3 3
Holds/Locks 3 3
Weapon Kata 3 3
Modifiers to Attacks 4 4
Total # of Combat Moves 44 44
Strike +3 +2
Dodge +5 +4
Parry +5 +4
Roll +7 +6
Damage +2 +2
Disarm +0 +0
BfS +4 +4
HC +5 +5
Leap +5/18' +4/18'
Critical 19+/B 19+/B
Ko/Stun 19+/B 19+
Death Blow 20 20
Total # of bonuses +45 +39

BfS is the abbreviation for Back Flip/Somersault, the bonus is doubled for total number of bonuses. HC is the abbreviation for Handstand/Cartwheel, the bonus is doubled for total number of bonuses. Note the removal of KO/Stun from Behind in the revised edition.

Xing Chiao Original Revised
APM 7 7
Chi Modifier +10x4 +10x4
Character Bonuses +4 +4
Martial Art Powers 5 4
Martial Art Power categories 3 3
Skills 3 3
Escape Moves 4 4
Attack Moves 5 5
Basic Defense Moves 3 3
Advanced Defense Moves 1 1
Hand Attacks 2 2
Foot Attacks 4 4
Jumping Foot Attacks 2 2
Special Attacks 3 3
Holds/Locks 0 0
Weapon Kata 0 0
Modifiers to Attacks 4 4
Total # of Combat Moves 28 28
Strike +4 +1
Dodge +0 +0
Parry +5 +4
Roll +4 +4
Damage +0 +0
Disarm +0 +0
BfS +5 +5
Leap +4/18' +4/18'
HC +6 +5
Critical 18+/B 18+/B
Ko/Stun 19+/B 19+
Death Blow 20 20
Total # of bonuses +39 +33

BfS is the abbreviation for Back Flip/Somersault, the bonus is doubled for total number of bonuses. HC is the abbreviation for Handstand/Cartwheel, the bonus is doubled for total number of bonuses. Note the removal of KO/Stun from Behind in the revised edition.

Yu Sool Original Revised
APM 4 4
Chi Modifier +10x4 +10x4
Character Bonuses +3/+10 +3/+10
Martial Art Powers 8 7
Martial Art Power categories 4 4
Skills 2 2
Escape Moves 2 2
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 3 3
Hand Attacks 3 3
Foot Attacks 1 1
Jumping Foot Attacks 0 0
Special Attacks 8 8
Holds/Locks 1 1
Weapon Kata 0 0
Modifiers to Attacks 4 4
Total # of Combat Moves 25 25
Strike +3 +2
Dodge +5 +5
Parry +5 +5
Roll +4 +4
Damage +1 +1
Disarm +0 +0
Body Flip/Throw +2(2D6) +2(2D6)
Back Flip +1 +1
Critical 18+/B 18+/B
Ko/Stun 19+/B 19+/B
Death Blow 20? 20?
Total # of bonuses +21 +20

Death Blow has no Natural Number listed in the Level Advancement Bonuses. Yu-Sool has the ability to do an "Automatic Arm Lock" yet this move isn't described anywhere. This move is similar to an Elbow Lock, but immobilizes the victim from shoulder to hand. Unlike the Elbow Lock in that brute force doesn't do damage (but doesn't help either).

Zanji Shinjinken Ryu Original Revised
APM 10 9
Chi Modifier +10x2 +10x2
Character Bonuses +5 +5
Martial Art Powers 7 6
Martial Art Power categories 4 4
Skills 7 7
Escape Moves 2 2
Attack Moves 0 0
Basic Defense Moves 3 3
Advanced Defense Moves 6 6
Hand Attacks 1 1
Foot Attacks 2 2
Jumping Foot Attacks 1 1
Special Attacks 5 5
Holds/Locks 0 0
Weapon Kata 5* 5*
Modifiers to Attacks 4 4
Total # of Combat Moves 29 29
Strike +7 +3
Dodge +3 +3
Parry +4 +4
Roll +3 +3
Damage +0 +0
Disarm +0 +0
Maintain Balance +3 +3
Critical 18+/B 18+/B
Ko/Stun 19+/B 19+
Death Blow 20 20
Total # of bonuses +20 +16

The weapon kata selection for Zanji is special, they receive four weapon kata initially, and are able to choose from one of two weapon kata at fourth level or one weapon kata at third level (not that this selection is reflected in the Level Advancement Bonuses, probably due to it's nature). Note the removal of KO/Stun from Behind in the revised edition.

Exclusive and Non-Exclusive Style comparisons

Explanation of abbreviations:
A=Aikido
BP=Bok Pai (Crane Style Kung Fu)
CC=Ch'a Ch'uan (Kung Fu)
CN=Ch'in-Na (Seizing)
CHM=Chi Hsuan Men (White Jade Fan)
CLF=Choy-Li-Fut (Kung Fu)
FN=Fong Ngan (Kung Fu)
FCP=Fu-Chiao Pai (Tiger Claw Kung Fu)
HD=Hwarang-Do
IR=Isshin-Ryu (Karate)
J=Jujutsu
KC=Kuo-Ch'uan (Dog Boxing Kung Fu)
KK=Kyokushinkai (Karate)
LKC=Lee Kwan Choo (Non-violent)
LC=Li-Chia (Short Hand Kung Fu)
MC=Mien-Ch'uan (Cotton Fist Kung Fu)
MGG=Moo Gi Gong
TKB=Muay Thai (Thai Boxing)
N=Ninjutsu
PPM=Pao Pat Mei (Leopard Kung Fu)
SK=Sankukai (Karate)
SL=Shao-Lin (Kung Fu)
SS=She Shen (Snake Style Kung Fu)
S=Sumo (Wrestling)
TKD=Tae Kwon Do
TCC=Tai-Chi-Ch'uan
MS=Tai Sing Pek Kwar (Monkey Style Kung Fu)
TA=Taido (Spins & Falls)
TS=T'ang-su
Te=Te
TH=Tien-Hsueh (Touch Mastery)
DS=Ts'ui Pa Hsien (Drunk Style Kung Fu)
WWC=Wui Wing Chun (Kung Fu)
WST=Wu Shu T'sung (People's Republic of China Kung Fu)
XC=Xing Chiao (Eagle Claw Kung Fu)
YS=Yu-Sool
ZSR=Zanji Shinjinken-Ryu (Swordsmanship)
AVG=Average

Original Exclusive Styles

A CHM HD N S TKB TH WWC WST AVG
APM 3 4 8 5 5 11 2 8 6 5.78
Martial Art Powers 8 6 8 9 5 5 10 7 6 7.1
Combat Moves 14 15 32 32 25 33 8 35 44 26.4
Bonuses +33 +32 +15 +41 +37 +31 +19 +25 +45 30.89

Revised Exclusive Styles

A CHM HD N S TKB TH WWC WST AVG
APM 3 4 7 5 5 9 2 7 6 5.33
Martial Art Powers 7 5 7 7 4 4 8 6 5 5.88
Combat Moves 14 15 32 32 25 33 8 35 44 26.4
Bonuses +30 +28 +15 +36 +31 +25 +15 +21 +39 26.67

Original non-Exclusive Styles 1

BP CC CN CLF DS FN FCP IR J KC KK LKC LC MC MS MGG PPM SK SL SS TKD TCC
APM 6 7 5 5 5 7 6 6 6 7 9 4 7 3 6 5 10 5 7 4 11 4
Martial Art Powers 8 6 8 8 5 8 7 8 7 7 8 8 7 9 7 4 6 7 8 9 5 8
Combat Moves 24 21 22 24 46 33 33 25 37 33 25 11 25 21 38 25 21 30 32 13 31 19
Bonuses +21 +27 +29 +28 +54 +26 +24 +24 +29 +40 +24 +42 +23 +27 +52 +12 +31 +29 +28 +18 +31 +21

Original non-Exclusive Styles 2

Ta TS Te XC YS ZSR AVG
APM 3 7 7 7 4 10 6.18
Martial Art Powers 9 7 6 5 8 7 7.14
Combat Moves 22 28 24 28 25 29 27.1
Bonuses +22 +24 +23 +39 +21 +20 28.18

Revised non-Exclusive Styles 1

BP CC CN CLF DS FN FCP IR J KC KK LKC LC MC MS MGG PPM SK SL SS TKD TCC
APM 6 7 5 5 5 6 6 6 6 7 7 4 7 4 6 5 7 5 7 4 8 4
Martial Art Powers 6 5 7 7 4 7 7 7 6 6 9 7 6 8 6 4 5 6 7 8 4 7
Combat Moves 24 21 22 24 46 33 33 25 36 33 25 11 25 21 38 25 21 30 32 13 31 19
Bonuses +20 +27 +26 +27 +48 +23 +24 +21 +30 +37 +18 +36 +19 +24 +50 +11 +28 +24 +20 +14 +28 +17

Revised non-Exclusive Styles 1

Ta TS Te XC YS ZSR AVG
APM 3 7 7 7 4 9 5.86
Martial Art Powers 8 6 5 4 7 6 6.25
Combat Moves 22 28 24 28 25 29 26.57
Bonuses +19 +20 +21 +33 +20 +16 22.21

As we can see, there is a wide variety of differences in the styles. What is most interesting to note however, is the odd breakdown between Exclusive and non-Exclusive styles. It seems that from the numbers, that Exclusive styles really aren't that much better (and in some cases, often worse) than non-Exclusive styles. We also see that internal styles and external styles also have very little to disginguish them. So then, what is the point of even having these distinctions if they aren't going to be demonstrated.
Let's break down each of the four areas and how they should be implemented to firmly make each style unique based on it's focus.
Number of Attacks: It should be pretty obvious that internal styles are going to have less attacks than external styles. Since we typically see one (1) to five (5) attacks, this is easy to accomplish. Internal styles will have one or two attacks, external styles will have four or five attacks. Styles that are a mixture of both will have three attacks.
Martial Art Powers: Somewhat more difficult to break down, since nothing prevents External styles from focusing on outward developing martial art powers like Body Hardening, Atemi, Martial Art Techniques, and Special Kata. Internal styles would develop Arts of Invisibility, Atemi, Chi Mastery, and Zenjorike. However, the overall picture makes a balance between these and the other sections of the style paramount.
Combat Moves: Ok, it should make sense that external styles are going to have more combat moves than an internal style. However, we have to take into account both martial art powers and number of attacks to balance the overall effect. A style with many combat moves should not have a high number of martial art powers. Conversly a style which has a low number of combat moves should have more martial art powers.
Bonuses: Simple, those styles with more combat moves and attacks are going to have more bonuses than styles with more martial art powers. Of course, a reasoned breakdown for each level of advancement, as well as an overall bonus cap should be considered. For instance, internal styles aren't going to have high damage or attack bonuses, whereas external styles would.
Overall, each style should have a niche that it fills (of course more than one style will fill that niche). Some styles are going to have lots of martial art powers, others lots of combat moves. Some will have lots of attacks, others few. Others will have lots of bonuses, with some havign few bonuses. However there's two things to remember. One, every style does not do everything well. Several styles do one or a few things great, and suck in other areas. Then there are intermediate styles that are good at almost everything, but exceptional or poor in almost nothing. Two, Exclusive styles should be more powerful on average than non-Exclusive styles (and overall--having Drunken Style with more combat moves and bonuses than Thai Boxing, when TKB needs two slots in addition to being an Exclusive style makes absolutely no sense), otherwise, why have Exclusive styles?

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