Ninjas & Superspies Errata

It should be noted that without certain rulings being made available from Erick Wujcik and/or Palladium books, a true errata will not be possible for Ninjas & Superspies. This document therefore is an attempt to correct the known errors in the best way possible. Much information in this document does come from official sources, either missing material garnered from other books published by Palladium Books or through correspondence with Erick Wujcik to reconcile the differences and vagaries with the material. Other information is drawn from the author's understanding of the system, game mechanics, and from other sources of knowledge pertaining to the material within Ninjas & Superspies. Changes in language usage, particularly those regarding Japanese come directly from years of research and are backed by a multitude of sources. Whenever possible and applicable, optional information will be included to iron out the rough spots of the system and update it to follow current Palladium Megaversal System mechanics. Regardless of whether or not the optional system updates are included, the corrections and additions of missing material WILL change the page count for the book, this needs to be taken into account, especially for table of contents purposes.

I should note that I am willing to discuss the changes and reasons for them.

Author's general notes: In place of every reference to 'martial art forms' or 'forms' replace the use of 'forms' with 'styles' this minor change is due to both martial art styles and martial art kata being considered 'forms.' Change all references to "Katas" with "Kata" (the word is the same in singular or plural form). Change all references of "Zenjoriki" to "Zenjorike". (This is per Erick Wujcik's stated preference.) I should note that I'm not going to touch the use of either "Zenjoriki" or "Zenjorike" as a "Japanese" word, since it's not really important for game playability. I will note that Erick's use of "Xian Chi" in Mystic China positively precludes the use of either "Japanese" form since the ideograms would translate into Japanese as "Sen Ki" (though "Senjoriki" is another possibility).

Correct all spellings of "sub-machinegun" and "machinegun" to "submachine gun" and "machine gun".

In case I missed any, correct all spellings of "traveller" with "traveler", "travelling" with "traveling", "calibre" with "caliber" and any other British spellings of words that need to be corrected to American English.

Page 3 (revised edition): It may be wise to update the, "Compatible with Heroes Unlimited� and Teenage Mutant Ninja Turtles® RPG and the After the Bomb® series." blurb to reflect changes in Palladium's game lineup.

Page 4 (revised edition): Insert "Secondary Skills...........37" between "Skills Listed By Category...............36" and "Skill Descriptions...........37".

Replace both the reference to "The Martial Artist..............47 " and "The Superspy........48" with "Martial Artist.........47", "Dedicated Martial Artist.............47" and "Worldly Martial Artist..............47" in the Table of Contents

Page 5 (revised edition): It is suggested that the Quick Find Reference be changed to list locations of information NOT covered under the full blown Table of Contents. This information should be of particular interest to people using the Quick Find Reference.

For example, Determining Chi and Recovery of Chi are both useful entries on the Quick Find Reference, as they are not listed in the Table of Contents, but are of interest to people. Likewise, Chi and Insanity and Effects of Alcohol and Drugs on Chi should be added to the table.

Page 6 (revised edition): In the section The Story Behind Ninjas & Superspies, second paragraph on the right hand column, last sentence, "Now, in the Revised version of Ninjas & Superspies, it's also a lot easier to match martial artists and espionage agents against the player characters and NPCs of Revised Heroes Unlimited and Teenage Mutant Ninja Turtles." it may be wise to update the RPGs to reflect the changes in Palladium's game lineup.

Page 8 (revised edition): Rather than using the lift and carry multipliers listed in N&S and to bring them in line with the rest of the games use the following system:
Carrying Heavy Weights
Normal characters, with a P.S. of 3 to 16, can carry 10 times their P.S. in pounds (P.S.x10 = total in pounds). For example: A character with a P.S. of 9 can carry 90 pounds (40.5 kg). A character with a P.S. of 15 can carry 150 pounds (67.5 kg).
Strong characters, with a P.S. of 17 or higher, can carry 20 times their P.S. in pounds. This means a character with a P.S. of 18 can carry 360 pounds (162 kg).
Lifting Heavy Weights
Lifting weight is a little different than carrying weight. You may have noticed, yourself, that you can usually lift up a heavier amount than you can carry. I'm not talking about weight-lifting in a body building sense, nor lifting a heavy weight above the chest. Simply the ability to bend over and lift something that weighs more than you can carry. The simple rule is that a human character can lift TWICE as much as he can carry. This means that the character with a P.S. of 9 can carry 90 pounds, but can lift 180 pounds.

Also, In addition to the Attribute Bonus chart placement (see notes for page 17) and Movement and Exertion addition (see notes for page 44), I recommend that the Attributes Beyond 30 information from newer Palladium games (such as HU2) should be added.

Page 10 (revised edition): Change the reference to skill programs in the first paragraph to the following sentence:

"Possible skill programs include Espionage Skills, Military Skills, Medical Skills, Gizmoteer Skills, and Basic Skills."

Change the note under Selecting Secondary Skills to read "Skills selected from Available Skill Programs and/or Base Minimum Skills in the O.C.C. description are eligible for possible bonuses, either through a bonus listed in the Education Level, in parenthesis () next to the skill listing under a particular skill program, or both. Secondary Skills do not receive these bonuses, and may have a further penalty listed (as Secondary Skill Level) in the skill description. Special Bonuses available to skill combinations (as described in the skill description) are added to all skills, including Secondary Skills, if the skill combination is selected. All modifiers are a one time only bonus or penalty to the skill. All bonuses and/or penalties for skills stack with each other (with the exception of duplicate skill bonuses for receiving a skill through two (or more) skill programs, in these cases, use only the highest bonus)."

The section on Age makes a note of "Year Costs" for skill programs. Until Erick Wujcik comes out with the official list, use the following guidelines:

Basic Skill Programs cost 1 year each, with Military Skill Programs costing the same.

Gizmoteer Skill Programs would probably cost 2-3 years, with most Espionage skills costing 2 years (with the exception of Pro Thief, which would only cost 1 year).

The two Medical Skill Programs would cost 4 years each, though they are still only available to those O.C.C.s with access to the selection of a skill program from any skill program category.

Page 11 (revised edition): Under the Background table, for 31-35 Hunted!, in the first sentence, change the word "labelled" to "labeled". (probably British spelling, not American English for sure)

Page 12 (revised edition): In the Family Background Table, for 21-25 Raised by Parents, in the first sentence, change the word "travelled" to "traveled". (British spelling, I'd also keep an eye out for this or "travelling" anywhere else in the book)

Page 16 (revised edition): Under the Determining Chi paragraph, change the last sentence to the following:
A character can only receive one Chi multiplier at a time. If the character has more than one Martial Art (or whatever) that grants Chi multipliers, they'll just have to select one. As for Chi multipliers from Level Advancement Bonuses, you can only get one for each level advancement.
Example: Martial Art 'A' gives you a X3 to start and X2 at 3rd and 6th levels, while Martial Art 'B' gives you a X2 to start and X2 at 6th and 9th levels. You could get the X3 when the character starts, and a X2 at 3rd, 6th and 9th levels.

Under the Recovery of Chi section, for disrupted Chi, change the entire paragraph to read as follows:
Characters who have had their chi disrupted can't just meditate or sleep to recover it. They must seek help from someone with the Chi Healing ability. Certain advanced techniques can also be used to recover their chi.

Page 17 (revised edition): While I applaud the placing of finding Attribute Bonuses as Step #6 (this clearly results in players knowing that attribute bonuses are determined after all the martial art and skill bonuses have been added to the attribute), I find the table's placement here to be problematic for players of other Palladium Games. The standard Palladium attribute bonus table should be used and should be placed on page 8 with the Rolling the Eight Attributes section.

Page 18 (revised edition): Delete the reference to the Seven Principles of Bushido. First off, they are a semi-accurate representation drawn from an untrustworthy source. Second, there is no letter 'l' in the Japanese language.

Page 19 (revised edition): For the description of Unprincipled (Selfish), in the second sentence, change the word "dislkes" to "dislikes".

Page 22 (revised edition): Add the following information to the section on Chi and Insanity:
Random Insanities not falling under other categories of insanity (i.e. Compulsive Liar, Kleptomaniac, and Recluse) have the same affect on chi as Affective Disorders.
Frenzy (from the Crazy Hero rules found in Heroes Unlimited) have the same affect on Chi as Psychosis.
Power by Association (from the Crazy Hero rules found in Heroes Unlimited) has the same affect on Chi as Affective Disorders, but only when the character is penalized by their association (i.e. they are without their imagined source of power).
Multiple Personalities (from the Crazy Hero rules found in Heroes Unlimited) is unaffected for the main personality and the following other personalities: Pacifist, Opposite Sex (only if the character's super abilities are known by the personality), and The Anti-Super Dude (though he is incapable of using any Chi powers or skills). Chi is affected as Obsession for the following personalities: The Normal, Opposite Sex (where the personality doesn't know about super abilities), and the Hypochondriac. In all of these cases, the personality cannot use any Chi powers or skills. Chi is affected as an Affective Disorder for the following personalities; Coward, Arrogant Warrior, Righteous Indignation, Kleptomaniac, and Greedy. Chi is affected as a Psychosis for the following personalities; The Wildman, Jack the Ripper, Traitor, Blood Thirsty, Megalomaniac, and the Psychopath.
The Crazyman (from the Crazy Hero rules found in Heroes Unlimited) suffers from both the affects of Phobias and Obsessions on Chi. Additionally, due to the Crazyman's hyperactivity, they cannot use Chi powers or skills ever! In other words, their hyperactivity prevents them from being able to focus on the use of Chi powers or skills and they permanently suffer the equivalent affects of a Phobia's panic attack on Chi.

Page 23 (revised edition): Under Psychosis, 74-85 Mindless Aggression, insert a hyphen between "Semi" and "functional" at "1-94 Semifunctional".

For the Note about Phobias, "reroll" needs a hyphen between "re" and "roll".

Page 24 (revised edition): It is suggested that the drinking rules as presented in Rifts (New West and Coalition Navy) be added to the section on Alcohol. The following information should replace the Effects of Alcoholism table and the penalties for being totally drunk:
The average character starts to notice the effects of alcohol after three drinks and most are pretty drunk after six drinks (especially if consumed in less than two hours) -- note a typical bottle of alcohol contains 16-20 shots/ounces. The effects of alcohol impairs the character's motor skills, sense of balance, and general perception of things.
Typical Characters (not heavy drinkers):
After three drinks: -6% on all skills.
After six drinks: -12% on all skills; initiative and all combat bonuses are -2, and reduce speed by 20%.
After nine drinks: -24% on all skills and reduce speed, initiative, attacks per melee round, and all combat bonuses by half.
After 12 or more drinks (falling down drunk): -40% on all skills, reduce speed to 20% of normal, and reduce initiative, attacks per melee and all combat bonuses to two!
Modifiers: Characters with the Drunken Style of Kung Fu or using Chi Relaxation can drink twice as much before feeling the negative effects (penalties).

Page 26 (revised edition): Under the Skill Program List, add the skill program Cybernetics to the Medical Skill Program category.

Page 29 (revised edition): Under the Computer Hacking Skill Program, change Mathematics: Basic to Mathematics: Advanced. (Basic Math is already available to every O.C.C. capable of selecting the skill program and doesn't reflect the level of mathematics needed to hack computers.)

Page 30 (revised edition): Under 8. Gas Analysis Chip, change the word "signalling" to "signaling".

Under 14. Memory Chip, in the sentence concerning BRAM, there needs to be a hyphen between "re" and "recorded" in "rerecorded".

Page 32 (revised edition): Under the Medical Doctor Skill Program, add the following prerequisite skills and bonuses:
Chemistry (+10%)
Chemistry: Analytical (+5%)
Advanced Mathematics (+5%)

Under the Medical Cybernetic Skill Program, add the following prerequisite skill and bonus:
Chemistry (+5%)

Under the description of Espionage skill programs, change the last note from "See Secret Cover Identities" to "See Cover Identities and Background." (page 56 revised edition)

Page 36 (revised edition): Change Bonsai to Bonsen in the list of Cultural Skills

Insert Play Musical Instrument to the list of Cultural skills.

Insert Horsemanship into the list of Piloting skills.

Insert W.P. Fan to the list of ancient weapons.

Delete "SKILLS" from the "PILOT SKILLS" list title.

Delete "SKILLS" from the "PILOT RELATED SKILL" list title.

Delete "PHILOSOPHIES & SKILLS" from the "TEMPLE PHILOSOPHIES & SKILLS" list title.

Page 37 (revised edition): Remove "Hand to Hand: Basic" from the list of available Secondary Skills. This skill does not exist as a physical skill in N&S.

Delete "SKILLS" from the "PILOT RELATED SKILL" list title.

For the Cryptography skill, change "Cyphers" to "Ciphers" (appears twice, once in the title and once in the last sentence) and "codebooks" is two words (in Code Book Based Codes, third sentence).

Page 38 (revised edition): Replace the sentence "Note: Computer Repair is found under mechanical skills." with "Note: Computer Repair is found under electrical skills."

Under the Note for Cultural skills, change the word "calbre" to "caliber" in the first sentence.

In Cultural Skills, under the Calligraphy skill, change the word "ideag-rams" (yes it's hyphenated in the book) to "ideo-grams" (the hyphen can stay, but the "a" needs to be changed to an "o" and the hyphen needs to be moved) in the third sentence.

Under Cultural Skills, replace Bonsai with Bonsen. Bonsen is the art of tending, trimming, and growing tiny miniature trees (bonsai) and bushes. (Simply put, Bonsen is performed on Bonsai.)

Page 39 (revised edition): Between the Cultural skills of Mountaineering and Poetry (Haiku), insert the following skill description:
Play Musical Instrument: The individual has learned to play a particular musical instrument with a fair amount of skill. The sound is generally pleasant (except when a bad roll is made). Note that each specific instrument requires the selection of this skill. For example: A character who can play the guitar, violin, and harmonica must select the play musical instrument skill three different times, once for each instrument. Base Skill: 35%+5% per level of experience. The character's playing ability is of professional quality if taken as part of a skill program.

In Cultural Skills, under the Poetry (Haiku) skill, insert a hyphen between "three" and "line" in "threeline" in the second sentence.

In Cultural Skills, under the Sports skill is another instance of "travelling" that needs to be changed to "traveling" in the second sentence under OPTIONAL.

Page 40 (revised edition): In Espionage skills, under Escape Artist, insert a hyphen between "straight" and "jackets" in the word "straightjackets" in the second sentence.

In Espionage skills, under MICROFILM/MICROFICHE/MICRODOT TECHNOLOGY, insert a hyphen between "micro" and "sized" in the word "microsized" in the first sentence.

Page 41 (revised edition): Delete the reference to Veritech Fighters under the Aircraft Mechanics skill.

Page 42 (revised edition): Delete the reference to the Armorer skill being equivalent to Road Hogs "Automobile Armor and Weaponry."

Page 43 (revised edition): For the Physical skills of Acrobatics and Gymnastics, the changes seen in Palladium's newer RPGs (specifically the "An automatic kick attack at first level" and reduction of P.P. bonus from +1D4 to +1) have to be considered carefully before they are added to the skills' descriptions for update purposes. In the first case, the use of the word "automatic" has game mechanic meanings not in line with what this note should do (basically they raise the question in players (especially rules lawyers) minds that the kick does not cost an attack to use (as defined for "Automatic" in the Combat Terms section). Erasure of the word "automatic" must be performed to prevent this question/problem from arising. The reduction of P.P. bonus is a much easier sell as it does not impinge on game mechanics.

Between the Physical skills of Acrobatics and Athletics (general), insert the following skill description:
Archery: The practiced use of a bow and arrow or crossbow. The archery skill is effectively a weapon proficiency with bow weapons.
Bonus to strike with bow and arrow/crossbow: +1 at first level plus +1 to strike for each additional TWO levels of experience. For example: Level one +1, level three +2, level five +3, and so on.
Rate of Fire: Two at level one and ONE for each, additional TWO levels of experience. For Example: Level one 2 shots per melee, level three 3 shots, level five 4 shots and so on.
Bow Type and Ranges---------Damage Per Arrow
Short Bow (ninja)-420ft--------------------1D6
Large Bow (long bow)-700ft--------------1D8
Compound Bow-800ft---------------------2D6
Cross Bow-700ft----------------------------1D8

Between the Physical skills of Climbing and Gymnastics, insert the following skill description:
Fencing: The ancient arts of Hand to Hand weapons are learned from fencing teachers. This includes not only Olympic-style fencing with foil, epee or saber, but also Kendo (use of the Samurai sword) and other weapons. Adds a bonus of + 1 to strike and parry when combined with W.P. Sword. Note: Paired weapons is a separate skill. See the W.P. tables in the Combat Section for details.

More of a side note than a real change. The sub-skill of Sense of Balance under the skills Gymnastics and Acrobatics is equivalent to the Combat Term Maintain Balance. GMs may wish to provide bonuses to maintain balance based on this skill. (I recommend the system Perception in the Nightbane RPG uses, where the skill percentage is divided by 15 to give the bonus to Maintain Balance.)

Page 44 (revised edition): Swimming and S.C.U.B.A. bring up an interesting point regarding fatigue rates in Palladium. The standard rules (as found in HU2) state:
Movement and Exertion
Keep the game simple and quick moving. Light activity, such as walking, jogging, driving, standing guard, doing repairs and similar activity, can be conducted for hours without affecting the character adversely. Both players and Game Master should apply common sense and logic to the duration of an activity. Even intense activity, such as 20 minutes of combat followed by rest or light action, will not significantly impair the character's efficiency. It's all a matter of pacing. Prolonged periods of combat or heavy exertion (an hour or more of intense, continual, physical exertion) will take its toll on the character.
Reduce the following once every hour:
Speed -2
Initiative -2
Parry and Dodge -1
Damage -2

Now, in After the Bomb 2nd Edition, it is stated that, "For humans and similar surface dwelling people, the act of swimming on the surface of the water has the same fatigue rate as running and medium to heavy exertion." (Page 51 under the Swimming & Fatigue Note.)

Combat is described as "Even intense activity, such as 20 minutes of combat followed by rest or light action, will not significantly impair the character's efficiency. It's all a matter of pacing. Prolonged periods of combat or heavy exertion (an hour or more of intense, continual, physical exertion)" making it either 'intense' exertion or heavy exertion, yet the character can carry the maximum weight and run and fight for P.E. x2 minutes

As with combat, the character can carry their max carry weight for P.E. x2 minutes when running, yet the character can normally only run at max speed for P.E.x1 minute. Likewise a character with SCUBA can swim for P.E.x1 minute (listed as P.E. x4 melee which is the same thing) or P.E.x1 melee with swimming. (Neither rate is changed in ATB2.)

None of these contradictory rates of exertion are really useful in terms of game mechanics as the activities are equated with one level of exertion on hand and listed with a fatigue rate of a different level of exertion on the other. The end result is a huge contradiction (and a vague idea of how exertion and fatigue work) in the Palladium system.

All of this boils down into the serious need for revised, comprehensive Fatigue & Exertion Rules which are applied universally across the board, with activities clearly specified for different levels of exertion, and the effect they have on fatigue. I recommend the following information be used, though it's open to some modification:
Exertion Levels
Light Exertion: walking, jogging, driving, standing guard, SCUBA, doing repairs and similar activity, without carrying or lifting maximum weights.
Medium Exertion: Carrying maximum weight while walking, standing around, or other light activity.
Heavy Exertion: Combat, Swimming, Running (all without carrying or lifting maximum weights).
Strenuous Exertion: Running, Swimming or Combat while carrying maximum weight.
All-Out Exertion: Lifting maximum capacity.* Alternatively, the character could have lifting max capacity considered Strenuous activity, with All-Out Exertion covering Lifting Max Capacity while walking (running, swimming, and combat would all be impossible).

Fatigue Rates:
Light Exertion: Negligible fatigue.
Medium Exertion: P.E. in hours.
Heavy Exertion: P.E. in minutes.
Strenuous Exertion: P.E. in melee rounds.
All-Out Exertion: P.E. in melee attacks (or seconds).

Exertion penalties should then be applied cumulatively for each time period beyond the fatigue rate for the type of exertion (i.e. a character in combat could fight for his P.E. in minutes, after which, he would suffer the (cumulative) penalties for fatigue for each additional minute of combat).

Delete the word "Pilot" from the "Pilot Automobile" skill.

Change the last sentence of the Automobile skill to read, "All ground vehicles with Speed Class of 11 or higher must have manual transmission."

Delete the words "Pilot" and "(Automobile)" from the "Pilot (Automobile) Professional Race Car" skill.

Change the note under the Motorcycle skill to read "the character also has a Dodge: Vehicle to Vehicle bonus of +2."

Change the sentence under Offensive Driving from "With Vehicle Pursuit and Vehicle-to-Vehicle Combat there is not limit and characters may have percentiles over 100%." to "With Offensive Driving there is no limit and characters may have percentiles over 100%." Change the sentence "30%+5% per level." to "A bonus of 30%+5% per level is added to the regular Pilot Skill." Delete the sentence that references this skill being equivalent to Road Hog's "Vehicle-to-Vehicle Combat."

Delete the word "Pilot" from the "Pilot Heavy Machinery" skill.

Change the sentence under the Jet skill from "Includes the fan jet and commercial jet liners." to "Includes all commercial jet liners and scramjets."

Between the Pilot skills Pilot (Automobile) Professional Race Car and Motorcycle, insert the following skill description:
Horsemanship: Horsemanship has the following skills and areas of knowledge. The higher the skill percentage the better the skill or ability. Note: To avoid being thrown from the horse when jumping, charging, kicking or performing some other difficult maneuver or trick, the character must roll under his percentage to remain in the saddle and in control of his animal. Base Skill: 35%/20%+5% per level of experience.
Ride & care of horses: The first percentile number indicates the character's riding ability and a fundamental knowledge of feeding, caring, and grooming of horses.
Recognize quality/breed: The first percentile number also indicates the success ratio of recognizing the breed quality, age, strength, speed, health, and general attributes/capabilities (race horse, workhorse, warhorse, etc.) of the animal.
Breed horses: The second percentile number indicates the knowledge in the raising, breaking, training and breeding of horses. It includes shoeing horses, giving birth, and curing minor ailments and injuries.
Jumping: The second percentile number also indicates the success ratio of NOT being thrown from the horse when jumping, charging, kicking or performing some other difficult maneuver or trick, character must roll under his percentage to remain in the saddle and in control of his animal. Damage from being thrown off a horse is typically 1D6.
Racing: The second percentile number also indicates the success ratio of maintaining control and getting maximum speed while racing at full gallop. A failed roll means the horse runs quickly but 10% short of its maximum speed attribute. A successful roll not only means running at maximum speed, but the rider can coax that little extra spirit and speed out of the animal. Once every four minutes, the rider can get the horse to kick into overdrive and run at 25% faster than its normal maximum. However, this speed can only be maintained for one minute at a time and cannot be done more than three times in a 15 minute period. Maximum running speed can be maintained for a period of minutes equal to the horse's P.E. attribute. Pushing the horse beyond its endurance will cause it to slow down by 30% and after 4D4 minutes, collapse from exhaustion (requires at least a half hour rest and light activity for another hour).
Combat: All bonuses are in addition to other combat skills, weapon proficiencies, or attribute bonuses. Applies to the rider, not the horse. The rider gains a combat advantage from the height and speed of being mounted.
� +1 to parry or dodge while on horseback.
� Inflicts +1D4 to damage when on horseback.
� Charge attack (running horse) with a lance, polearm or spear: +1D6 damage. The attacker must roll under the second percentile number to avoid being dismounted. Charge attacks count as two melee actions/attacks.
� Horse attack: This indicates that the rider is skilled enough to remain saddled while he attacks and has his horse rearing or kicking in simultaneous attack (roll under second percentile number). Damage from the kick of a horse will vary with the size and breed of the animal; generally 2D6 from the front legs and 4D6 from the rear legs.

Re-order the Pilot Skills from Pilot Automobile, Pilot (Automobile) Professional race Car, Motorcycle, Offensive Driving, Truck, Pilot Heavy Machinery, Commercial Vehicles, and Freight Hauler to Automobile, Commercial Vehicles, Freight Hauler, Heavy Machinery, Horsemanship, Motorcycle, Offensive Driving, Professional Race Car, Truck.

Page 45 (revised edition): Delete "SKILLS" from the "PILOT RELATED SKILL" list title.

Delete the reference to "4D6x100 for Veritech Fighters" under the Navigation skill.

Delete the reference to Destroids under the Weapon Systems skill.

Delete the following reference to Japanese under the Language skill:

"Take Japanese as an example, it contains no less than six different "alphabets" or styles of script ranging from Kanji (somewhat like a western system where different sounds correspond to different characters) to Chinese characters (where there are tens of thousands of individual symbols, each representing a word or concept)."

This sentence is incorrect, and even contradicts the note on page 35 (revised edition) under the Oriental Studies Skill Program. The Japanese have four different 'alphabets'; kanji (Chinese characters), hiragana (essentially a cursive syllabic script), katakana (a block syllabic script), and romaji (English characters)."

Note: Role-Playing Game Design was put in N&S as a joke, don't take it too seriously. This doesn't mean I don't think the skill should be included however.

Delete "PHILOSOPHIES AND SKILLS" from the "TEMPLE PHILOSOPHIES AND SKILLS" list title.

Page 46 (revised edition): Between the Ancient Weapon Proficiencies W.P. Chain and W.P. Forked, insert the following skill description:
W.P. Fan: +1 to parry at levels 1, 3, 6, 9, 12 and 15. It can be used in place of a sword or knife to parry attacks. Damage: 1D4 S.D.C.; it is not designed to be a striking weapon.

Under W.P. Knife, change the sentence, "Combat skill with all types of knives." to read, "Combat skill with all types of knives and claws."

Page 47 (revised edition): The revised edition omits the compiled O.C.C. breakdown table that the original edition contained. Why this was removed is a mystery. For those wishing to include such a breakdown for their revised editions here it is:

The 5 Major O.C.C. Categories Requirements
Martial Artist None
Espionage Agent
Cyber Agent I.Q. 8
Wired Agent I.Q. 8 and P.E. 12
Gadgeteer Agent I.Q. 9 and P.P. 9
Operative Agent I.Q. 11
Free Agent
Private Eye I.Q. 9 and P.E. 8
Professional Free Agent I.Q. 9 and P.E. 10
Wandering Free Agent I.Q. 9 and P.E. 8
Thief I.Q. 8 and P.P. 12
Gizmoteer
Dreamer Gizmoteer I.Q. 14
Gizoid Gizmoteer I.Q. 11
Tinker Gizmoteer I.Q. 11
Mercenary
Academy Officer I.Q. 10
Commando Mercenary P.E. 10 and P.P. 10
Cyborg Soldier I.Q. 8
Veteran Grunt I.Q. 8 and P.P. 8

For each O.C.C. category, there are two to four variations of that category. Each O.C.C. variation offers a different set of possible abilities for the character. The combined O.C.C.s and their respective variations, offer a player a total of seventeen different types of characters to play. Here's a list of all 17 Occupational Character Classes, with a summary of their main differences.
1. O.C.C. MARTIAL ARTIST -- Dedicated Martial Artist. No Superspy modifications, and no skill programs, but two or three martial arts.
2. O.C.C. MARTIAL ARTIST -- Worldly Martial Artist. No Superspy modifications, and two skill programs, but one or two martial arts.
3. O.C.C. ESPIONAGE AGENT -- Cyber Agent. No martial arts, four skill programs, $1,250,000 for Superspy Modifications using Cyber-Attachments and Cyber-Disguises.
4. O.C.C. ESPIONAGE AGENT -- Wired Agent. One martial art, four skill programs, and $1,000,000 of Superspy Modifications available. Choose from Implants, Cyber-Attachments and Cyber-Disguises.
5. O.C.C. ESPIONAGE AGENT -- Gadgeteer Agent. One martial art, five skill programs, and a $150,000 Superspy Modifications budget for Implants or Cyber-Disguise.
6. O.C.C. ESPIONAGE AGENT -- Operative Agent. No Superspy modifications, one martial art, and six skill programs.
7. O.C.C. FREE AGENT -- Private Eye. No martial arts, six skill programs, no Superspy modifications, but starts with own Agency.
8. O.C.C. FREE AGENT -- Professional Free Agent. No martial arts, $50,000 for Cyber-Disguises, and six skill programs.
9. O.C.C. FREE AGENT -- Wandering Free Agent. One martial art, no Superspy modifications, but six skill programs.
10. O.C.C. FREE AGENT -- Thief. Some martial arts available, no Superspy Modifications, but four skill programs.
11. O.C.C. GIZMOTEER-- Dreamer Gizmoteer. One martial art, no Superspy modifications, but five skill programs.
12. O.C.C. GIZMOTEER - Gizoid Gizmoteer. No martial arts, only five skill programs, but $500,000 for Superspy Modifications using Implants and Cyber-Disguises.
13. O.C.C. GIZMOTEER - Tinker Gizmoteer. No martial arts, no Superspy Modifications, but six skill programs.
14. O.C.C. MERCENARY -- Academy Officer. No martial arts, no Superspy Modifications, but seven skill programs.
15. O.C.C. MERCENARY -- Command Mercenary. One martial art, no Superspy Modifications, but five skill programs.
16. O.C.C. MERCENARY -- Cyborg Soldier. Some martial arts available, four skill programs, and $450,000 of Superspy Modifications in Cyber-Attachments and Cyber Disguises.
17. O.C.C. MERCENARY -- Veteran Grunt. One martial art, no Superspy Modifications, but five skill programs.
*Note: Some of these entries will change as the individual O.C.C.s are revised to reflect the changes listed herein.

Page 47-48 (revised edition): Delete the word "THE" from both the Dedicated Martial Artist and Worldly Martial Artist O.C.C. titles.
The Dedicated Martial Artist O.C.C. in the revised edition has a few problems. As one can see from the above list, they receive little in the way of abilities compared to the other O.C.C.s. The first thing of particular note is their allotted S.D.C. In the original edition they received more S.D.C. than the Worldly Martial Artist, in the revised edition they receive less. For those wishing to correct this, switch the values, giving a Dedicated Martial Artist 35 S.D.C. and a Worldly Martial Artist 25 S.D.C.
The next note for the revised Dedicated Martial Artist is the inherently flawed martial arts selection. By not having access to skill programs from their O.C.C. the Dedicated Martial Artist should be able to select more martial arts to compensate. This is clearly not the case when they're limited to two non-Exclusive martial art styles or one Exclusive style. This selection further breaks down when styles like Thai Kick Boxing and Ninjitsu require two martial art selections to be taken and are Exclusive styles. This means that by the wording in the revised edition prevents any character in the game from taking either style. Also is the note that only the dedicated martial artist can select Exclusive styles. This is a problem considering that the Thief and Commando Mercenary O.C.C.s both have access to Exclusive styles. To fix this problem, there are two possible solutions that present themselves. Either solution changes both the Dedicated and Worldly Martial Artist martial art selections.
Solution A: The Dedicated Martial Artist can select two martial arts. (That's right period, delete any other references to their martial art selections. Remember that Exclusive styles must be the character's Primary Martial Art, and cannot be selected as a secondary martial art.)
The Worldly Martial Artist can select one martial art. Delete the reference to physical skills. (Remember the old note for Dedicated Martial Artist supposedly prevented any other O.C.C. from being able to select an Exclusive style.)
Solution B: Dedicated Martial Artist: Choose one Primary (Exclusive) style and one Secondary style, or three (3) Secondary styles, or One Exclusive style and the Special Martial Arts Bonus previously part of the WMA O.C.C., or two Secondary styles and the Special Martial Arts Bonus previously part of the WMA O.C.C.
Worldly Martial Artist: Choose one Exclusive style or two non-Exclusive martial art styles. (Disregard the physical skill selections and Special Martial Arts Bonus.)

In Solution B there should be a further change to reflect the increased martial art selection of the Worldly Martial Artist. For this solution, change the Available Skill Programs to: Character can select any two (2) Basic skill programs.
I personally recommend Solution B, since it balances the Martial Artist O.C.C.s against the other O.C.C.s by giving them more widely diverse access to martial art styles than the other O.C.C.s have.
NOTE: Either solution would change the write-up for the compiled O.C.C. breakdown table listed for page 46.

Page 48 (revised edition): Under Why I love being a Martial Artist O.C.C., in the second sentence, change the word "sutdy" to "study".

Delete "The Superspy".

Replace "Espionage "Agents"" with "O.C.C. Espionage Agent".

Page 49 (revised edition): Change the paragraph about the kinds of espionage agents at the top of the left column to the following (fixing the grammar and spacing):
There are four kinds of espionage agents in Ninjas & Superspies. First there's the Cyber and Wired agents. They are the agents who have been the most extensively outfitted with implants and cybernetics. The Gadgeteer specializes in gimmicks, gadgets, weapons and devices. Finally, the Operative is the one who is the most extensively trained in espionage, intelligence, and other skills.

Cyber Agent. Delete the question mark after the mention of cybernetic armor in the Base S.D.C. Delete the +10% education bonus. Under Superspy Modifications Available, insert a space between "For a strictly Ninjas & Superspies campaign:" and "All".
Change the Available Skill Program selection to read:
Character selects any three (3) Espionage Skill Programs, and any one (1) skill program from among Military Programs, Medical Programs, or Gizmoteer Programs.

Wired Agent. Insert a space after Base S.D.C.: and before 20.
For the Wired Agent Martial Art selections, change to read, "Choose one (1) martial art style. Any of the 37 martial arts can be selected, except Exclusive styles."

Page 50 (revised edition): For the Gadgeteer and Operative Agent Martial Art selections, change to read, "Choose one (1) martial art style. Any of the 37 martial arts can be selected, except Exclusive styles."

For the Operative Agent, add an "s" at the end of "Attribute Requirement".
For the Operative Agent, insert a space between Starting Age: and 20.

Page 51 (revised edition): Under the Private Investigation Agency, change "Sponsorship MUST BE Private Industry" to "Sponsorship MUST BE Private Industry or Agent Sponsored"
Delete the +15% education bonus for the Private Eye.

Page 52 (revised edition): For the Private Eye, delete the reference to "(Scholastic skill)" for new languages under Level Advancement Bonuses.

For the Professional Free Agent, insert a space between Starting Age: and 19 and between Base S.D.C.: and 15.

For the Wandering Free Agent, delete the reference to "(Scholastic skill)" for new languages under Level Advancement Bonuses. Replace "travelling" and "traveller" with "traveling" and "traveler" in the Social Contacts section.

Delete "(Free Agent)" from "Thief (Free Agent)".
Under the Thief there are two solutions available to correct the problem with Aikido (an Exclusive style) being available to the O.C.C.:
Solution A: Delete the reference to Aikido under Martial Art Forms.
Solution B: Replace the optional selection of Aikido with Te.
I prefer Solution B myself, since it keeps the Thief from being too limited in martial art style selection.

Page 53 (revised edition): Delete the word "THE" from the Dreamer Gizmoteer O.C.C. title.

Page 54 (revised edition): Under the Tinker Gizmoteer, delete "S.D.C." after 15 for Base S.D.C.

The Starting Age of the Academy Officer should be 28 to reflect the 10 years the character has served their country's armed forces. For the Available Skill Programs of the Academy Officer, insert a space between the first and second sentence.

Additional option for the Academy Officer and Commando Mercenary: The player may wish to randomly roll the various countries that the character has fought or served in. Use the Country of Origin table 1D6 times.

Delete "(add Martial Art Skill Cost years)" for the Starting Age of the Commando Mercenary.
Under the Commando Mercenary there are two solutions to correct the problems inherent with Tien-Hsueh Touch Mastery, Wui Wing Chun, and Wu Shu T'Sung P.R.C. Kung Fu being available (since all three are Exclusive styles).
Solution A: Delete the references to Tien-Hsueh Touch Mastery, Wui Wing Chun, and Wu Shu T'Sung P.R.C. Kung Fu.
Solution B: Replace the selection of Tien-Hsueh Touch Mastery with Tae Kwon Do Karate, the selection of Wui Wing Chun with Isshin-Ryu Karate, and the selection of Wu Shu T'Sung P.R.C. Kung Fu with T'ang-Su Karate.
I prefer Solution B, which gives a more useful selection of martial arts for the Commando Mercenary.

At this point I feel it worthwhile to point out that Wu Shu T'Sung P.R.C. Kung Fu is described as being a requirement for Chinese espionage agents and it's status as an Exclusive style prevents that situation from occurring. Since there is no logical reason to make Wu Shu an Exclusive style, the word "Exclusive" should be deleted from it's description and statistics.

Delete the +15% education bonus for the Commando Mercenary. (At this point, you're probably wondering why I'm stating that the education bonuses for the new O.C.C.s in the revised edition should be deleted. The reasoning is simple. These bonuses derive from the Heroes Unlimited education system which isn't applicable in Ninjas & Superspies. Since the skill programs already provide their own bonuses and (should) have year costs associated with their learning the normal bonuses for learning the skills of those programs is already factored in. Adding an extra education bonus based on how long they went to school then becomes extraneous. Something overlooked by whoever added them in the first place. Now other O.C.C.s still get their original education bonus, but in each case you'll note that they apply only to specific skills gained by that specific O.C.C. to represent their refined learning of those skill programs and doesn't reflect a general bonus based on how long they were educated.)

Page 55 (revised edition): For the Cyborg Soldier's Base S.D.C., delete the reference to Heroes Unlimited for additional S.D.C. gained from cybernetic armor. (Cybernetic armor does exist in N&S.)
Change "Kypkunshinkai Karate" to "Kyokunshinkai Karate" under the Martial Art selections for the Cyborg Soldier.
For the Cyborg Soldier, change the Education Level to read "General & Military." Delete the +10% education bonus.
Additional option for the Cyborg Soldier: The player may wish to randomly roll the various countries that the character has fought in. Use the Country of Origin table 1D6 times.

Page 56 (revised edition): Change the Starting Age of the Veteran Grunt from "16" to "16+2D4 (18-24)" to reflect the time the character has spent fighting in various wars.
For the Veteran Grunt Martial Art selections, change to read, "Choose one (1) martial art style. Any of the 37 martial arts can be selected, except Exclusive styles."
Under Level Advancement Bonuses, change "(select from special skill list)" to "(select from Military W.P. list)". Additional option for the Veteran Grunt: The player may wish to randomly roll the various countries that the character has fought in. Use the Country of Origin table 2D6 times.

Page 57 (revised edition): Unfortunately, the revised edition suffers from having a complete list of required skills for the Cover Identities. I suggest requiring certain skills or skill programs to be known by the character before selecting a specific cover. Unfortunately this means that several skills need to be added to N&S. Applicable skills include; Business & Finance, Etiquette, Law, Geology, Gambling (any of the gambling skills), Map Making, and History.

Under 9. Diamond Trader, replace "travellers" with "travelers".

Page 58 (revised edition): Under 21. Missionary, replace "travelling" with "traveling".

Page 59 (revised edition): Under 25. Roustabout, insert a hyphen between "over" and "enthusiasm" in "overenthusiasm" in the last sentence of the description.

Page 61 (revised edition): Delete the reference to "(None)" for the level received if no points are spent on a particular feature. (Not every level 1entry contains the word "none.")

Page 62 (revised edition): Remove the bold coding from the sentences, "Characters must use public phones and pay for all calls out of their own pockets. Agency Cost: None" under the Communications category.

Page 63 (revised edition): Remove the bold coding from the sentences, "No money available for any special projects. Agency Cost: None" under the Budget category.

Page 66 (revised edition): Change the word 'anaesthetic' in both paragraphs of the description of the Needle Projector eye augmentation to 'anesthetic' (anaesthetic is the British spelling of the word).

Delete the superimposed 'a' and '1' for the damage listed in the Spike Thrower eye augmentation.

Page 67 (revised edition): Under 7 Infra-Red Heat Sensor, insert a hyphen between "warm" and "blooded" in the word "warmblooded" in the second sentence.

Page 68 (revised edition): Change the word 'anaesthetic' in the paragraph of the description of the Needle Projector hand augmentation to 'anesthetic' (anaesthetic is the British spelling of the word).

Under the description of 10. Mini-Laser, insert hyphens between "hand" and "sized" in the word "handsized" (first sentence) AND between "Built" and "in" in the word "Builtin" (second sentence).

Page 70 (revised edition): Under the bonus for the Eyelid Compression Device, change 'tp' to 'to'.

Under the description of 5. Adjustable Hair Follicles, insert a hyphen between "cross" and "section" in the word "crosssection" in the fourth sentence of the third paragraph.

Page 71 (revised edition): Under the Larynx Manipulator, change the "Imitate Speech skill" to the "Imitate Voice skill", removing the bold codes from the word 'skill'.

Delete the "(car)" from between 'cellular' and 'telephone' in the Built-In Telephone jawbone implant description.

Insert a hyphen between 'two' and 'way' in the Built-In Radio jawbone implant description.

Delete the semicolon between 'i.e.' and 'bullets' in the parenthetical note under the Radar-Imaging Device jawbone implant description.

Page 72 (revised edition): Change the period to a comma in the cost of the On-Body Computer (so that it reads "$80,000" instead of "$80.000").

Page 73 (revised edition): Change the word "XRay" under the Realistic Looking Implant description to "X-ray" or "X ray".

Change the description of S.D.C. under step one of the building the super vehicle rules to read, "The amount of damage the vehicle can take before it ceases to operate."

Page 75 (revised edition): Insert a column into the Basic Air Vehicles table. This column fits between the S.D.C. and Max. Seats columns on the table and is labeled "T.M.F." The following breakdown is to show exactly which entry on the table gets which number entry on the column.
Helicopters (Maximum TMF = 7)
Small Observation = 3
Civilian Transport = 2
Cargo Transport = 1
Combat Transport = 4
Combat Fighter = 5

Conventional Airplanes (Maximum TMF = 8)
Single Engine Civilian = 4
Single Engine Fighter = 5
Twin Engine Civilian = 2
Twin Engine Transport = 2
Twin Engine Fighter-Bomber = 3
Three Engine Transport = 1
Four Engine Bomber = 1

Jet Aircraft (Maximum TMF = 8*)
Personal Jetpack = 6
Stunt Plane = 5
Single Engine Fighter = 4
Twin Engine Fighter-Bomber = 3
3 Engine Passenger = 1
4 Engine Wide-Body = 1
4 Engine Strategic-Bomber = 1

High-Tech Vehicles (Maximum TMF = 10)
Flying Harness/Jet Pack = 8
Flying Platform/Hover Craft = 1
Hover Vehicle -- Small = 2
Hover Vehicle -- Large = 2
Orbital Shuttle = 3
Combat Fighter (Space) = 6

*Note 1: I personally believe Jet Aircraft should have a maximum TMF of 9, but that's just me.
Note 2: The TMFs for the Character Flight Techniques actually did make it into N&S and can be found under the Max. Seats column. (Replace Max. Seats with a hyphen since there are no Max Seats on a character.)

In the final column for the Basic Air Vehicles table, replace "Max. Load" with "Payload".

Page 77 (revised edition): Replace the existing Supersonic Speed Class Air/Space Vehicle Table with the following table:

SUPERSONIC SPEED CLASS TABLE
Class Speed Maximum Jet Scramjet Spacecraft**
28 MACH 1 660mph $150,000 N/A N/A
29 MACH 1.5 990mph $500,000 N/A N/A
30 MACH 2 1,320mph $1,000,000 N/A N/A
31 MACH 2.5 1,650mph $2,500,000 N/A $6,000,000
32 MACH 3 1,980mph $5,000,000 N/A $8,000,000
33 MACH 4 2,640mph $8,000,000 $2,000,000 $10,000,000
34* MACH 5 3,300mph $15,000,000 $4,000,000 $14,000,000
35 MACH 10 6,600mph $50,000,000 $6,000,000 $25,000,000
36 MACH 15 9,900mph N/A $7,000,000 $50,000,000
37 MACH 20 13,200mph N/A $8,000,000 $70,000,000
38 MACH 30 19,800mph N/A $10,000,000 $100,000,000
39 MACH 50 33,000mph N/A $25,000,000 $600,000,000
40 MACH 100 66,000mph N/A $90,000,000 $800,000,000
41 MACH 150 99,000mph N/A N/A $960,000,000
42 MACH 200 132,000mph N/A N/A $20 Billion
43 MACH 500 330,000mph N/A N/A $30 Billion
44 MACH 1,000 660,000mph N/A N/A $40 Billion
45 1% Lightspeed 6,700,000mph N/A N/A $100 Billion
46 5% Lightspeed 33,500,000mph N/A N/A $1 Trillion
47 10% Lightspeed 67,000,000mph N/A N/A $2 Trillion
48 50% Lightspeed 335,000,000mph N/A N/A $4 Trillion
49 Speed of Light 670,000,000mph N/A N/A $10 Trillion
50 -- Trans-Light Speed N/A N/A $30 Trillion
*Roughly Equivalent to Escape Velocity, the speed required to leave Earth's gravitational field and go into orbit in outer space.
**Beyond man's real life capabilities. Any such vehicles would be government/military or private industry top secrets and experimental. Industrial facilities are definitely needed.

Between the Air Vehicle Table Notes and Aircraft Fuel, insert the following information:
Step 3 (Aircraft and Spacecraft Only): AERIAL MANEUVER CAPACITY
The absolute ideal in aerial combat is to have no time delay between the direction of the pilot and the response of the vehicle. In other words, a perfect vehicle would react with the exact P.P. (Physical Prowess) of the operator. And, in this imperfect world, the only way to have a perfect Transient Maneuvering Factor (T.M.F.) is to be born with the ability to fly.
When controlling a vehicle, there are several factors that slow down the pilot's control. The vehicle controls have to convey the signal to the vehicle's drive mechanism, and the drive mechanism itself has to be activated.
In this Air Combat system, that delay factor is called the T.M.F., or Transient Maneuver Factor. On an old-fashioned biplane, with cable controls, it might take a full melee (15 seconds) or more before the pilot's decision to swerve right is translated into actual motion. And, by that time, the enemy may have already changed tactics several times. The biplane has a T.M.F. of 1, the worst possible rating. (Note: This is for game mechanics only and does NOT represent the real maneuverability of biplanes).
Compare that with the ideal situation: that of a mutant character with a P.P. of 13 and the power of flight. The same decision to swerve right will be enacted almost instantly. And, in the time it takes the biplane to complete one reaction, the mutant flyer may be able to perform a dozen or more maneuvers. The mutant flyer has a T.M.F. of 13, exactly equal to his P.P.
The T.M.F. of a machine/vehicle is not affected by the pilot's P.P./ T.M.F. Put the mutant flyer in the cockpit of the biplane and the biplane's T.M.F. would still be a 1. It doesn't matter how terrific the pilot's P.P. is, it doesn't change the T.M.F. of the craft.

CONTROL ROLLS FOR AIR VEHICLES
Control rolls are needed for take-offs, landings, and for low altitude flying where the vehicle is below nearby objects (trees, buildings, mountains). Control rolls are made by rolling under the character's pilot skill on percentile dice.
When operating in atmosphere at speeds over Mach 5, there is a penalty for all control rolls and combat maneuvers. The penalty is equal to the vehicle's Mach speed. In other words, when attempting an air combat tactic at Mach 40, there is a penalty of -40 for any combat maneuver. At Mach 6 the penalty is - 6, and so on. There is an absolute speed limit of Mach 100 while in atmosphere.

INCREASING SPEED AND T.M.F
There are repair facilities available at most airports.
Repairs: Mechanics' rates vary according to labor and part costs. S.D.C. damage is very expensive on spacecraft, and can cost from $40 to $240 (roll 4D6) per point to fix.
Engines, linkages, fuel lines, and the like, will cost about $1,500, for labor and from $3,000 to $18,000 (roll 3D6) for parts.
Repairing lost Speed Classes or T.M.F. is also extremely expensive, from $2,000 to $12,000 (roll 2D6) per level.
Major engine damage, from enemy fire or from malfunction, can run from $30,000 to $180,000 (roll 3D6). Replacing an engine costs � the cost of the vehicle's Speed Class.
NOTE: Auto Mechanics "borrowing" the use of a hangar's tools and equipment are expected to pay for the time, usually around $500 an hour.
Modifications: Characters may also pay for improvements and modifications to their aircraft. Modification costs will depend on parts and labor costs as determined by the GM.
Increasing the Speed Class is possible, but only by improving from one speed class at a time. 20% of the price of the new speed class will be needed just for parts. Depending on who does the work, the cost of labor could be from 1 to 6 (roll 1D6) times the cost of parts.
Increasing the T.M.F. is also possible, so long as the vehicle maximum is not exceeded (7 for Helicopters, 8 for Airplanes, 10 for Spaceships). 50% of the price of the new T.M.F. (see T.M.F. Table) is for parts. Labor can cost from 1 to 6 (roll 1D6) times as much as parts.

T.M.F. IMPROVEMENT TABLE

Helicopters Airplanes Spaceships
Maximum T.M.F. 7 8 10
1st T.M.F. Upgrade: $500 $1,000 $2,000
2nd T.M.F. Upgrade: $2,000 $2,000 $4,000
3rd T.M.F. Upgrade: $10,000 $10,000 $8,000
4th T.M.F. Upgrade: $100,000 $60,000 $20,000
5th T.M.F. Upgrade: $2,000,000 $360,000 $120,000
6th T.M.F. Upgrade: $12,000,000 $3,000,000 $960,000
7th T.M.F. Upgrade: N/A $36,000,000 $9,600,000
8th T.M.F. Upgrade: N/A N/A $120 Million
9th T.M.F. Upgrade: N/A N/A $2.4 Billion

SPEED BONUS
When adding the speed bonus to a roll, always use the vehicle's rated Speed Class, not the current speed. Vehicles can always use their maximum Speed Class, even when puttering along at slower speeds.
For example, a Speed Class 28 jet will get a speed bonus of +28 regardless of its current speed. Just because it's moving slowly doesn't mean it can't use the acceleration, climbing and turning power of Speed Class 28.

NOTE: Anything over the speed of sound, Mach 1, will create a sonic boom. When flying close to the ground (under 5,000 feet) this is enough of an air shock to break windows. The Mach speed is equal to the percent chance of breaking windows in the affected area. Really incredible speeds, of Mach 20 and over, will have a 2% chance of actually knocking down any building within 200ft. For example, something flying through downtown Chicago at Mach 25 will break 25% of all windows in the area, and has a 2% chance of knocking down every building it passes by. Injuries from flying glass and shock waves will affect about one out of every thirty people in the affected area.

Before Aircraft Fuel, insert the following:
Vehicle Necessities
Gas: In the United States, the price of gas averages between $1.50 and $2.50 per gallon for both gas and diesel fuel. At gas stations in other parts of the world, especially remote areas, the price can range up to $50.00 per gallon and diesel may not be available at all.
Oil: A quart of oil goes for about $4. All high-performance vehicles need oil changes monthly. Under "OIL" on the table below it shows how many quarts are needed for a change.
Batteries, Tires, and Spare Parts: Cost varies according to the vehicle. See Vehicle Consumption Table.

Vehicle Consumption Table

Fuel Tank Oil Batt Tires
Motorcycle 30mpg 10 2 $50 $75
Compact Car 20mpg 15 4 $100 $50
Sports/Luxury Car 10mpg 20 6 $200 $90
Truck/Van 15mpg 25 4 $300 $60
Large Truck/Bus 10mpg 30 8 $500 $100
Semi Truck 10mpg 65 12 $750 $150
Notes: Fuel is consumption in mpg= miles per gallon. Tank Size is how many gallons fit in the standard tank. Oil is the number of Quarts for an oil change, Batteries and Tires are unit prices.

Garage Fees
Storage: Storing a vehicle safely means paying a space rental charge which varies according to the size. Motorcycles are $15 a month. Standard Cars are $50 a month. Semi-Trucks are $500 a month.
Repairs: Mechanic's rates vary according to labor and part costs. Simple S.D.C. damage can be fixed at $2 per point. Carburetors, radiators, fuel lines and the like, will cost about $50 for labor and from $30 to $200 for parts.
Repairing Speed Classes lost costs $25 per each level up to level 5, then $100 per level to level 10, then an additional $50 for each additional level ($150 for 11, $200 for 12, $250 for 13, etc.).
Major Engine Damage can run from $200 to $1,600 (roll 2D8 times $100); anything over $500 and it's cheaper to just replace the engine. Note: Auto Mechanics "borrowing" the use of a garage's tools and equipment are expected to pay for their time, usually, around $5 per hour.

Modifications and Additions
Characters aren't stuck with their vehicles staying the same after the initial Vehicle Expense. NPC Mechanics and player character auto mechanics can keep making all kinds of modifications. Modification costs will depend on parts and labor as determined by the GM.
Here's an example. To add on a Siren would take the normal cost ($50) for parts, plus another $10 for labor.
Increased Speed Class: A mechanic will charge 20% to upgrade a vehicle one Speed Class. For a player, it takes 10% in parts and three days work.
Speed Class Example: Let's say you want to upgrade your Jaguar sports car from Speed Class 13 to Speed Class 14. It costs $1,800 to get level 14; so a mechanic will charge 20%, or $360 to "soup it up" to go 210mph. A player mechanic can do the same work for 10%, or $180.

Page 78 (revised edition): Under the Aircraft Crew Compartment Armor table, remove the bold codes from the following sections; "Light Armor with Plexiglas Windows;", "Medium Armor with Plexiglass Windows;" and "Heavy Armor with Plexiglass Windows;".

For the Fixed Mount weapons list, replace the word 'Gun' with 'Cannon' for the 30mm Automatic Gun listing.

For the Swivel Mount weapons list, replace "Calibre" with "Caliber" in the ".50 Calibre Heavy Machinegun" entry.

Under Luxury Accommodations, replace the word "panelling" with "paneling".

Page 79 (revised edition): Under Surface Water Capability, replace the word "mauevers" with "maneuvers" in the first sentence of the description.

Page 81 (revised edition): Replace the entry for Form in the Martial Art Terms section with the following:
"A Form refers to either a complete martial art style or a kata within that style."

Between the entry for Kata and Types of Forms in the Martial Art Terms section, insert the following entries:
Style: Martial arts are called "styles." A style is a complete fighting system. The styles in previous Palladium RPGs are Hand to Hand: Basic, Expert, Martial Arts, and Assassin. There are 37 new styles in Ninjas & Superspies.
Typical phrases Using the word are: "I'm going into Jujutsu style," "the Ninja switches style and attacks with a flying jump kick," and "the best Parry bonus my character can get is using my Xing Chao, Eagle Claw style."

Switching Styles: You can only use one style in each melee round. At the start of every melee round the player has the option of switching to any other martial art style they might have.

For the entry Types of Forms in the Martial Art Terms section, replace it with the following entry:
Types of Styles: There are several dual ways of describing a martial art style. A "soft" style uses circular deflecting movements, while a "hard" style uses straight muscular movements. "Internal" schools stress the supremacy of mental and spiritual training, while "external" schools work on improving the body.

Page 82 (revised edition): Under Costume, change the second paragraph from, "Some of the outfits are very common. Rather than describe them over and over again, we'll give a description right here." to, "Some of the outfits are very common, for descriptions, see Ninja Equipment in the Weapons & Equipment section."

Delete the descriptions of Kung Fu, Karate, and Judo outfits (they've been moved to the Ninja Equipment section).

Under the Notes on the Martial Art Form Descriptions section, in Character Bonuses, change the sentence, "Players who receive chi multipliers should wait until the character is completely finished before using them." to the following:

"Players who receive a chi multiplier should wait until the character is completely finished before applying the multiplier."

Under the Notes on the Martial Art Form Descriptions section, in Attacks per Melee, change the section that reads, "Bonuses gained from two or more forms of martial arts are not combined with each other, but remain separate and distinct from each other. NEVER combine the bonuses of two or more "forms" for an overall bonus total." to the following:

"Bonuses gained from two or more forms of martial arts are not usually combined with each other, and typically remain separate and distinct from each other. Unless stated otherwise in the style description, NEVER combine the bonuses of two or more "styles" for an overall bonus total."

Under the Notes on the Martial Art Form Descriptions section, after the entry for Basic Defensive Moves and before the entry for Weapon Kata, insert the following information:
Advanced Defense Moves: Defensive moves more complex than Dodge, Parry, and Automatic Parry (or a style's other basic defensive moves).

Hand Attacks: Specific Martial Art attacks done with the character's hands.

Basic Foot Attacks: A whole range of foot-based attacks.

Jumping Foot Attacks: Foot-based attacks performed by leaping off the ground to attack.

Special Attacks: Special moves or attacks that cannot easily be categorized as hand or foot attacks or holds/locks.

Holds/Locks: Specialized grappling moves where the attacker attempts to grab and immobilize their opponent.

Under the Notes on the Martial Art Form Descriptions section, after the entry for Weapon Kata, insert the following information:
Modifiers to Attacks: Special conditional combat moves which allow a character to alter or adjust the damage done by the attack or the effects of the attack.

Under the Notes on the Martial Art Form Descriptions section, for the Martial Art Skills and Powers entry, change the entry to the following:
Martial Art Powers: Depending on the style, these could come from Arts of Invisibility, Atemi Abilities, Body Hardening Exercises, Chi Mastery, Martial Art Techniques, Specialty Kata, and Zenjorike. Characters can only select powers from the categories listed. Thus, if martial arts techniques and body hardening are listed the player can only choose from these two categories and not any of the others. Usually, a total of three powers can be initially selected. That means, if two categories are available, the player can choose two powers from one and one from the other, or three from one of the two categories, Also note that one "power" can be traded in for "one" basic skill program, excluding the physical skill program.

Under Important Note About Hand to Hand Abilities, change the first two paragraphs to read:
The martial artists depicted in this game have devoted years of intense practice to "master" that particular style of combat. Consequently, they have developed a number of special techniques, punches, kicks, moves and/or skills that are automatically gained by that specific martial art style. These are noted under the categories of escape moves, attack moves, basic defensive moves, advanced defenses, hand attacks, foot attacks, jumping foot attacks, special attacks, holds/locks, weapon kata, and modifiers to attack. The character knows and can use any and all abilities/skills listed under each of these categories. Modifiers to attack and special attacks requiring a natural number or special condition to succeed must have the natural number or special condition listed in the level advancement bonuses. The only exception is a Critical Strike on a Natural 20 which all characters possess.
The martial arts powers are additional special skills and abilities gained from years of study, practice and philosophy. Specific powers are often limited to use with a specific martial arts style.

Page 83 (revised edition): For the first note under Martial Art Forms (remember to change the use of "forms" in the book to "styles"), replace the sentence, "Each form must be used separately." with "Unless otherwise stated by the martial art style, you can not use moves from a martial art style other than the one you are using. So, for example, a character with both Aikido and Monkey Style Kung Fu could not use the Aikido Automatic Wrist lock while performing the Drunken Monkey."

In the second note under Martial Art Forms, change the first sentence to the following:

"The use of a weapon (melee, thrown, ranged, or firearm) with a martial art style, combining the style bonuses with the weapon skills, is only possible with a weapon kata."

Make the following changes to Basic Hand to Hand (Agent):
Delete "(Years of Study Needed)" from the Skill Cost entry.
Insert "Attack Moves: None" between Escape Moves and Defensive Moves.
Rename Defensive Moves to "Basic Defensive Moves".
Insert "Advanced Defenses: None" between Defensive Moves and Hand Attacks.
Rename "Foot Attacks" as "Basic Foot Attacks"
Insert "Jumping Foot Attacks: None" between Foot Attacks and Special Attacks.
Insert "Holds/Locks: None" Between Special Attacks and Weapon Kata.
Add "Critical Strike from Behind" and "Knockout/Stun from Behind" to the list of Modifiers to Attack.
Delete the "Multiple Attackers: 1 Maximum" entry.
Delete the "Preferred Range: Grappling" entry.
Delete the "Simultaneous Attacks: Attacking without Defending" entry.
Change "+2 to pull/roll with punch or fall" to "+2 to Roll with Punch/Fall/Impact" under Level Advancement Bonuses 1st level entry.
Change "KnockOut/Stun on natural 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 9th level entry.
Change "Critical Strike on Natural 19 or 20" to "Critical Strike on a Natural 19 or 20" under Level Advancement Bonuses 12th level entry.
Change "+2 to Pull/Roll with Punch or Fall" to "+2 to Roll with Punch/Fall/Impact" under Level Advancement Bonuses 13st level entry.

Make the following changes to Expert Hand to Hand Commando (Agent):
Delete "(Years of Study Needed)" from the Skill Cost entry.
Insert "Attack Moves: None" between Escape Moves and Defensive Moves.
Rename Defensive Moves to "Basic Defensive Moves".
Insert "Advanced Defenses: None" between Defensive Moves and Hand Attacks.
Rename "Foot Attacks" as "Basic Foot Attacks"
Insert "Jumping Foot Attacks: None" between Foot Attacks and Special Attacks.
Add "Death Blow" to the list of Special Attacks.
Insert "Holds/Locks: None" Between Special Attacks and Weapon Kata.
Change "Critical Strike from Rear" to "Critical Strike from Behind" in the Modifiers to Attack.
Add "Knockout/Stun from Behind" to the list of Modifiers to Attack.
Remove "Death Blow" from the list of Modifiers to Attack.
Change "+2 to pull/roll with punch or fall" to "+2 to Roll with Punch/Fall/Impact" under Level Advancement Bonuses 1st level entry.
Change "+1 attacks per Melee" to "+1 Attack per Melee" under Level Advancement Bonuses 2nd level entry.

Page 84 (revised edition): Make the following changes to Expert Hand to Hand Commando (Agent):
Change "Knock-Out/Stun on natural 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 8th level entry.
Change "Critical Strike on Natural 19 or 20" to "Critical Strike on a Natural 19 or 20" under Level Advancement Bonuses 12th level entry.
Change "Death Blow on a Natural Twenty" to "Death Blow on a Natural 20" under Level Advancement Bonuses 15th level entry.

Make the following changes to Assassin Hand to Hand Commando (Agent):
Delete "(Years of Study Needed)" from the Skill Cost entry.
Insert "Attack Moves: None" between Escape Moves and Defensive Moves.
Rename Defensive Moves to "Basic Defensive Moves".
Insert "Advanced Defenses: None" between Defensive Moves and Hand Attacks.
Rename "Foot Attacks" as "Basic Foot Attacks"
Insert "Jumping Foot Attacks: None" between Foot Attacks and Special Attacks.
Add "Death Blow" to the list of Special Attacks.
Change "Throw" to 'W.P. Thrown Weapons" under the Weapon Kata entry.
Remove "Death Blow" from the list of Modifiers to Attack.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Add "Critical Strike from Rear" to Level Advancement Bonuses 1st level entry.
Change "+3 to Pull/Roll with Punch or Fall" to "+3 to Roll with Punch/Fall/Impact" under Level Advancement Bonuses 3rd level entry.
Change "Knock-Out/Stun on a natural 18, 19, or 20" to "Knockout/Stun on a Natural 18, 19, or 20" under Level Advancement Bonuses 7th level entry.
Change "Kick Attack does 1D6 Damage" to "Kick Attack does 2D4 Damage" under Level Advancement Bonuses 9th level entry.
Change "Critical Strike on Natural 19 or 20" to "Critical Strike on a Natural 19 or 20" under Level Advancement Bonuses 10th level entry.
Change "Death Blow on a roll of natural 20" to "Death Blow on a Natural 20" under Level Advancement Bonuses 12th level entry.

Make the following changes to Martial Arts Hand to Hand (Agent):
Delete "(Years of Study Needed)" from the Skill Cost entry.
Insert "Attack Moves: None" between Escape Moves and Defensive Moves.
Rename Defensive Moves to "Basic Defensive Moves".
Insert "Advanced Defenses: None" between Defensive Moves and Hand Attacks.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Add "Critical Strike from Rear" to Level Advancement Bonuses 1st level entry.
Change "+4 to pull/roll with punch or fall" to "+4 to Roll with Punch/Fall/Impact" under Level Advancement Bonuses 3rd level entry.
Change "Knock-Out/Stun on a natural 20" to "Knockout/Stun on a Natural 20" under Level Advancement Bonuses 7th level entry.
Change "Critical Strike on Natural 19 or 20" to "Critical Strike on a Natural 19 or 20" under Level Advancement Bonuses 10th level entry.
Change "Death Blow on a roll of natural 20" to "Death Blow on a Natural 20" under Level Advancement Bonuses 14th level entry.

Make the following changes to Aikido:
Delete "(Years of Study Needed)" from the Skill Cost entry.
Change the Costume from, "Standard Karate outfit with additional Black Hakama." to "Aikidogi."
Insert "Attack Moves: None" between Escape Moves and Basic Defensive Moves.

Page 85 (revised edition): Make the following changes to Aikido:
Rename "Foot Attacks" as "Basic Foot Attacks"
Insert "Jumping Foot Attacks: None" between Foot Attacks and Special Attacks.
In Holds/Locks, replace "Automatic Wristlock" with "Automatic Wrist Lock".
Insert "Modifiers to Attack: Critical Strike" after Weapon Kata.
For the Language skill selection, delete "Full Literacy" after "Japanese".
Change the Cultural Skills list from "Ikebana (floral arranging), Bonsai (tending miniature trees), Calligraphy, Ukio-e (ink brush painting), Haiku (special poetry), or Go (the board game)." to "Art (Ukio-E), Bonsen (tending miniature trees), Calligraphy, Floral Arrangement, Go, or Poetry (Haiku)."
Change the Philosophical Training from "Zen" to "None." Alternatively the philosophy of Omyotokyo could be used.
Change "Select One (1) Additional Atemi or Chi Mastery Power" to "Select One (1) Additional Martial Art Power from Atemi or Chi Mastery." under Level Advancement Bonuses 2nd level entry.
Change "Critical Body Flip/Throw on Natural 18-20 (double damage)" to "Critical Body Flip/Throw on a Natural 18, 19, or 20" under Level Advancement Bonuses 5th level entry.
Change "(Body Flip does 2D6 extra damage from now on, instead of the usual 1D6)." to "(Body Flip does 3D6 damage from now on, instead of the usual 1D6)." under Level Advancement Bonuses 6th level entry.
Change "Select One (1) Additional Atemi or Chi Mastery Power" to "Select One (1) Additional Martial Art Power from Atemi or Chi Mastery." under Level Advancement Bonuses 14th level entry.

Make the following changes to Bok Pai:
Change Costume from, "Silk Kung Fu Outfit, preferably highly decorated." to, "Silk Sam, preferably highly decorated."
Insert "Attack Moves: None" between Escape Moves and Basic Defensive Moves.
Insert "Jumping Foot Attacks: None" between Foot Attacks and Special Attacks.
Insert "Holds/Locks: None" Between Special Attacks and Weapon Kata.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Add "Critical Strike from Behind" to the list of Modifiers to Attack.
Delete "Critical Strike on a Natural 20" under Level Advancement Bonuses 2nd level entry.
Change "Critical strike on a natural 18, 19, or 20" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 5th level entry.
Change "Critical Strike on sneak attacks" to "Critical Strike from Behind" under Level Advancement Bonuses 6th level entry.
Change "Knock-Out/Stun on a natural 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 8th level entry.

Page 86 (revised edition): Make the following changes to Bok Pai:
Change "Death Blow on a roll of Natural 18 or better" to "Death Blow on a Natural 18, 19, or 20" under Level Advancement Bonuses 11th level entry.

Make the following changes to Ch'a Ch'uan:
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Add "Critical Strike from Behind" to the list of Modifiers to Attack.
Change "Horse Riding" to "Horsemanship" in the Cultural Skill listing.
Change "+2 to Leap/Jump" to "+2 to Leap" under Level Advancement Bonuses 1st level entry.

Page 87 (revised edition): Make the following changes to Ch'a Ch'uan:
Change "+2 to Leap/Jump" to "+2 to Leap" under Level Advancement Bonuses 3rd level entry.
Change "Death Blow on a roll of Natural 20" to "Death Blow on a Natural 20" under Level Advancement Bonuses 4th level entry.
Change "+1 to Leap/Jump" to "+1 to Leap" under Level Advancement Bonuses 5th level entry.
Change "Critical Strike on Sneak Attacks/Behind" to "Critical Strike from Behind" under Level Advancement Bonuses 6th level entry.
Change "Knock-Out/Stun on a natural 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 7th level entry.
Change "+2 to Leap/Jump" to "+2 to Leap" under Level Advancement Bonuses 8th level entry.
Change "+1 to Leap/Jump" to "+1 to Leap" under Level Advancement Bonuses 11th level entry.
Change "+1 to strike" to "+1 to Strike" under Level Advancement Bonuses 11th level entry.
Change "Death Blow on a roll of Natural 19 or 20" to "Death Blow on a Natural 19 or 20" under Level Advancement Bonuses 13th level entry.
Change "+1 to Leap/Jump" to "+1 to Leap" under Level Advancement Bonuses 14th level entry.

Make the following changes to Chi Hsuan Men:
Change Costume to "Traditional Chinese Silk Gown. The traditional fan can be disguised as a normal fan and/or stored in a hidden pocket in the sleeve."
Insert "Attack Moves: None" between Escape Moves and Basic Defensive Moves.
Insert "Advanced Defenses: Disarm" between Basic Defensive Moves and Hand Attacks.
Rename "Hand Moves" to "Hand Attacks".
Insert "Jumping Foot Attacks: None" between Foot Attacks and Special Attacks.
Delete "Disarm" from the list of Special Attacks.
Insert "Holds/Locks: None" Between Special Attacks and Weapon Kata.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Add "Knockout/Stun from Behind" to the list of Modifiers to Attack.
Delete Tien-Hsueh from the list of styles that can be learned in a shorter time.
Delete "Critical Strike on a Natural 20" under Level Advancement Bonuses 1st level entry.
Change "KnockOut/Stun on a natural 19 or 20" to "Critical Strike on a Natural 19 or 20" under Level Advancement Bonuses 4th level entry (or delete it entirely).
Change "Death Blow on a roll of natural 19-20" to "Death Blow on a Natural 19 or 20" under Level Advancement Bonuses 8th level entry.
Change "Critical Strike on Natural 18 or better" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 12th level entry.

Make the following changes to Ch'in Na:
Insert a hyphen between "Ch'in" and "Na" under the first sentence of Entrance Requirements.
Note the Damage bonus. Note the changes in KO/Stun in the revised edition.

Page 88 (revised edition): Make the following changes to Ch'in Na:
Insert "Attack Moves: None" between Escape Moves and Basic Defensive Moves.
Insert "Jumping Foot Attacks: None" between Foot Attacks and Special Attacks.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Add "Knockout/Stun from Behind" to the list of Modifiers to Attack.
Change "Knock-Out/Stun on Natural 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 1st level entry.
Change "Critical Strike or Knock-out from behind" to "Critical Strike or Knockout from Behind" under Level Advancement Bonuses 1st level entry.
Change "Select One (1) Additional Martial Art Power from Atemi or Invisibility or Body Hardening." to "Select One (1) Additional Martial Art Power from Atemi or Arts of Invisibility or Body Hardening." under Level Advancement Bonuses 4th level entry.
Change "Critical Strike on Natural 18 or better" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 5th level entry.
Change "Death Blow on a roll of natural 20" to "Death Blow on a Natural 20" under Level Advancement Bonuses 6th level entry.
Change "Select One (1) Additional Martial Art Skill " to "Select One (1) Additional Martial Art Power from Atemi or Arts of Invisibility or Body Hardening." under Level Advancement Bonuses 8th level entry.
Change "Select One (1) Additional Martial Art Power from Atemi or Invisibility or Body Hardening." to "Select One (1) Additional Martial Art Power from Atemi or Arts of Invisibility or Body Hardening." under Level Advancement Bonuses 12th level entry.

Make the following changes to Choy Li Fut:
Change Costume to, "Silk Sam."
Insert "Attack Moves: None" between Escape Moves and Basic Defensive Moves.
Insert "Jumping Foot Attacks: None" between Foot Attacks and Special Attacks.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Add "Knockout/Stun from Behind" to the list of Modifiers to Attack.

Page 89 (revised edition): Make the following changes to Choy Li Fut:
Change "Knock-Out/Stun on Natural 20" to "Knockout/Stun on a Natural 20" under Level Advancement Bonuses 1st level entry.
Change "Critical Strike or Knock-out from Behind." to "Critical Strike or Knockout from Behind." under Level Advancement Bonuses 2nd level entry.
Change "Critical Strike on Natural 18, 19, or 20" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 5th level entry.
Change "Knock-Out/Stun on Natural 18, 19, or 20" to "Knockout/Stun on a Natural 18, 19, or 20" under Level Advancement Bonuses 9th level entry.

Make the following changes to Drunken Style Kung Fu:
Insert "Jumping Foot Attacks: None" between Foot Attacks and Special Attacks.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Add "Knockout/Stun from Behind" to the list of Modifiers to Attack.
Change "Critical Strike on Natural 19 or 20" to "Critical Strike on a Natural 19 or 20" under Level Advancement Bonuses 1st level entry.
Change "Knock-Out/Stun on Natural 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 3rd level entry.
Change "Critical Strike or Knock-Out from Behind (Triple Damage)." to "Critical Strike or Knockout from Behind does Triple Damage." under Level Advancement Bonuses 6th level entry.
Change "Select One (1) Additional Martial Art Power from Invisibility or Body Hardening." to "Select One (1) Additional Martial Art Power from Arts of Invisibility or Body Hardening Exercises." under Level Advancement Bonuses 8th level entry.
Change "Death Blow on a roll of natural 20" to "Death Blow on a Natural 20" under Level Advancement Bonuses 12th level entry.
Change "Select One (1) Additional Martial Art Power from Invisibility or Body Hardening." to "Select One (1) Additional Martial Art Power from Arts of Invisibility or Body Hardening Exercises." under Level Advancement Bonuses 15th level entry.

Page 90 (revised edition): Make the following changes to Fong Ngan Kung Fu:
Change Costume to, "Silk Sam."
Insert "Jumping Foot Attacks: None" between Foot Attacks and Special Attacks.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Add "Knockout/Stun from Behind" to the list of Modifiers to Attack.
Delete "Critical Strike on Natural 20" under Level Advancement Bonuses 1st level entry.
Change "Critical Strike or Knock-out from Behind." to "Critical Strike or Knockout from Behind." under Level Advancement Bonuses 3rd level entry.
Change "Critical Strike on Natural 18 or better" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 4th level entry.
Change "Death Blow on a roll of natural 19 or 20" to "Death Blow on a Natural 19 or 20" under Level Advancement Bonuses 11th level entry.

Make the following changes to Fu Chiao Pai Kung Fu:
Change the first sentence of Entrance Requirements from "No Attributes restrictions." to "No Alignment restrictions." Change the second sentence of the Entrance Requirements from "Requires a Minimum M.A.: 8, minimum P.S.: 10 and minimum P.E.: 8. " to read, "Requires a minimum M.A.: 8, minimum P.S.: 10 and minimum P.E.: 8. "
Change Costume to, "Silk Sam, but often bare chested."

Page 91 (revised edition): Make the following changes to Fu Chiao Pai Kung Fu:
Change "DROP KICK" to "Drop Kick" under the Foot Attacks.
Change "Pao Kung Fu" to "Pao Pat Mei Kung Fu" under the list of styles that can be learned in a shorter time.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Add "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 1st level entry.
Change "Critical Strike on Natural 18 or better" to "Critical Strike on a Natural 18 or better" under Level Advancement Bonuses 3rd level entry.
Change "Select One (1) Additional Martial Art Power from Body hardening or Special Katas" to "Select One (1) Additional Martial Art Power from Body Hardening or Special Kata" under Level Advancement Bonuses 7th level entry.
Change "Death Blow on a roll of natural 19 or 20" to "Death Blow on a Natural 19 or 20" under Level Advancement Bonuses 10th level entry.

Make the following changes to Hwarang-Do:
Delete any mention of "Karate" in this style, from the title on down.
Change "Standard Karate outfit but with a colored silk sash in place of the belt. Optional cloth wrappings around the wrist-forearm and calve-ankle." to "Hwarang-Do Dobok." under Costume.

Page 92 (revised edition): Make the following changes to Hwarang-Do:
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Add "Knockout/Stun from Behind" to the list of Modifiers to Attack.
Change the Philosophical Training to "Buddhism or Son (Zen) Buddhism."
Change "Critical Strike on Natural 20" to "Knockout/Stun on a Natural 20" under Level Advancement Bonuses 1st level entry.
Change "Critical Strike on Natural 18, 19, or 20 " to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 5th level entry.
Add "Death Blow on a Natural 20" under Level Advancement Bonuses 8th level entry.

Make the following changes to Isshin Ryu Karate:
Change the sentence "The eight-point rule of Isshinryu are as follows:" to "The eight-point rule of Isshin Ryu are as follows:"
Change Costume to, "Karategi with optional school patch worn on the left side of the chest. The Bo Staff is often personalized with a bit of carving and/or with some leather hand grips. They can also be painted, varnished or stained in different colors."
Insert "Attack Moves: None" between Escape Moves and Defensive Moves.
Insert "Holds/Locks: None" Between Special Attacks and Weapon Kata.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.

Page 93 (revised edition): Make the following changes to Isshin Ryu Karate:
Change Cultural Skills list from "Gardening, floral arranging (Ikebana), Bonsai (tending miniature trees), Calligraphy, Haiku (special poetry), Music (instrumental or singing), cooking, sewing, dancing, Go." to "Bonsen (tending miniature trees), Calligraphy, Cook, Dance, Floral Arrangement, Gardening, Go, Play Musical Instrument or Sing, Poetry (Haiku), and Sew."
Change "Tae Kwan Do" to "Tae Kwon Do" in the list of styles that can be learned in a shorter time.
Change "Critical Strike on Natural 20" to "Knockout/Stun on a Natural 20" under Level Advancement Bonuses 1st level entry.
Change "Critical Strike on Natural 18 or better" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 5th level entry.
Change "KnockOut/Stun on natural 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 6th level entry.
Change "Death Blow on Natural 20" to "Death Blow on a Natural 20" under Level Advancement Bonuses 8th level entry.

Make the following changes to Jujutsu:
Change Costume to, "Judogi with white uwagi and black pants."
Under Stance, insert a space between "shoulder" and "width" in the word "shoulderwidth".
Insert "Attack Moves: None" between Escape Moves and Defensive Moves.
Add "Fingertip Attack" to the list of Hand Attacks.
Add "Critical Flip/Throw" to the list of Special Attacks.
Add "Death Blow" to the list of Special Attacks.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Delete "Body Flip/Throw" and "Critical Flip/Throw" from the list of Modifiers to Attack.
Change "Critical Strike on Natural 18, 19, or 20" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 4th level entry.
Change "Knock-Out/Stun on a natural 20" to "Knockout/Stun on a Natural 20" under Level Advancement Bonuses 5th level entry.
Change "Death Blow on a natural 20" to "Death Blow on a Natural 20" under Level Advancement Bonuses 7th level entry.
Change "KnockOut/Stun on natural 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 14th level entry.

Page 94 (revised edition): Make the following changes to Kuo-Ch'uan Kung Fu:
Insert "Jumping Foot Attacks: None" between Foot Attacks and Special Attacks.
Insert "Holds/Locks: None" Between Special Attacks and Weapon Kata.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Change "Death Blow on a roll of Natural Twenty" to "Death Blow on a Natural 20" under Level Advancement Bonuses 1st level entry.
Change "Critical Strike on Natural 19 or 20" to "Critical Strike on a Natural 19 or 20" under Level Advancement Bonuses 4th level entry.
Change "Death Blow on roll of Natural 19 or 20" to "Death Blow on a Natural 19 or 20" under Level Advancement Bonuses 7th level entry.
Change "Knock-Out/Stun on natural 18, 19, or 20" to "Knockout/Stun on a Natural 18, 19, or 20" under Level Advancement Bonuses 13th level entry.

Make the following changes to Kyokushinkai Karate:
Change Costume to, "Karategi. Note that even the most advanced Kyokushinkai artist will often prefer to wear the lowly white belt of the student."
Insert "Attack Moves: None" between Escape Moves and Basic Defensive Moves.

Page 95 (revised edition): Make the following changes to Kyokushinkai Karate:
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Change the sentence "Automatically receive 5th level skill in Tamashiwara." to read "Automatically receives the Tamashiwara Martial Art Technique."
Change Cultural Skills list from "Calligraphy, Haiku (special poetry), Hojo-Jutsu, Music (instrumental or singing), or Go." to "Calligraphy, Hojo-Jutsu, Go, Play Musical Instrument, Sing, or Poetry (Haiku)."
Change "Tae Kwan Do" to "Tae Kwon Do" in the list of styles that can be learned in a shorter time.
Delete "Critical Strike on Natural 20" under Level Advancement Bonuses 1st level entry.
Change "Knock-Out/Stun on a natural 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 4th level entry.
Change "Critical Strike on Natural 18 or better" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 6th level entry.
Change "Critical strike on a Natural 18, 19, or 20" to "Death Blow on a Natural 20" under Level Advancement Bonuses 11th level entry.

Make the following changes to Lee Kwan Choo:
Insert "Jumping Foot Attacks: None" between Foot Attacks and Weapon Kata.
Insert "Special Attacks: Leap Attack" between Jumping Foot Attacks and Weapon Kata.
Insert "Holds/Locks: None" Between Special Attacks and Weapon Kata.
Insert "Modifiers to Attack: Knockout/Stun" after Weapon Kata.
Change "YuSool" to "Yu-Sool" and "change "TaiChi Ch'uan" to "Tai Chi Ch'uan" in the list of styles which can be learned in a shorter time.

Page 96 (revised edition): Make the following changes to Li Chia Kung Fu:
Change the Costume to, "Silk or cotton Sam."
Insert "Attack Moves: None" between Escape Moves and Basic Defensive Moves.
Insert "Jumping Foot Attacks: None" between Foot Attacks and Special Attacks.
Insert "Holds/Locks: None" Between Special Attacks and Weapon Kata.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Change "Critical Strike on Natural 19 or 20" to "Critical Strike on a Natural 19 or 20" under Level Advancement Bonuses 3rd level entry.
Change "Death Blow on a roll of natural 20" to "Death Blow on a Natural 20" under Level Advancement Bonuses 4th level entry.
Change "Knock-Out/Stun on natural 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 5th level entry.
Change "Death Blow on a roll of natural 19 or 20" to "Death Blow on a Natural 19 or 20" under Level Advancement Bonuses 9th level entry.
Change "Critical Strike on Natural 17 or better" to "Critical Strike on a Natural 17, 18, 19, or 20" under Level Advancement Bonuses 13th level entry.

Make the following changes to Mien-Ch'uan Kung Fu:
Change the Costume to, "Silk or cotton Sam."
Insert "Attack Moves: None" between Escape Moves and Basic Defensive Moves.
Insert "Jumping Foot Attacks: None" between Foot Attacks and Special Attacks.
Insert "Holds/Locks: None" Between Special Attacks and Weapon Kata.

Page 97 (revised edition): Make the following changes to Mien-Ch'uan Kung Fu:
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Change the sentence, "Select a total of three (3) Powers from among Body hardening Exercises, Chi Mastery, and Special Katas." to "Select a total of three (3) Powers from among Body Hardening Exercises, Chi Mastery, and Special Kata." under the Martial Art Powers listing.
Change Cultural Skills list from "Gardening, Calligraphy, Poetry, Music (instrumental or singing), Cooking." to "Calligraphy, Cooking, Gardening, Play Musical Instrument, Sing, or Poetry."
Add "Critical Strike from Behind" under Level Advancement Bonuses 1st level entry.
Change "Critical Strike on Natural 18 or better" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 4th level entry.
Add "Knockout/Stun on a Natural 18, 19, or 20" under Level Advancement Bonuses 10th level entry.
Add "Death Blow on a Natural 20" under Level Advancement Bonuses 15th level entry.

Make the following changes to Monkey Style Kung Fu:
Change Costume from, "No special outfit, some schools prefer Kung Fu outfits, others like loose karate outfits, and still others use cut-offs and tshirts." to, "No special outfit, some schools prefer Kung Fu Sams, others like loose Karategi, and still others use cut-off shorts and T-shirts."
Under Stance, insert a hyphen between "off" and "center" in the word "offcenter".
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Add "Knockout/Stun from Behind" to the list of Modifiers to Attack.
Under the section for Special Katas, change the sentence, "(Choose one of the following, others can be added in place of the usual Special Katas.)" to "Choose one of the following, others can be chosen instead of the usual Martial Art Powers.)" also removing the bold codes from the sentence.
Under Lost Monkey, change the last sentence to, "Bonuses are +3 to Kick or Backward Sweep."

Page 98 (revised edition): Make the following changes to Monkey Style Kung Fu:
Change "Select One (1) Additional Martial Art Power from Chi Mastery or Monkey Katas or Special Katas or Invisibility or Body Hardening." to "Select One (1) Additional Martial Art Power from Chi Mastery or Monkey Kata or Special Kata or Arts of Invisibility or Body Hardening Exercises." under Level Advancement Bonuses 4th level entry.
Change "Knock-Out/Stun on natural 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 7th level entry.
Change "Select One (1) Additional Martial Art Power from Chi Mastery or Monkey Katas or Special Katas or Invisibility or Body Hardening." to "Select One (1) Additional Martial Art Power from Chi Mastery or Monkey Kata or Special Kata or Arts of Invisibility or Body Hardening Exercises." under Level Advancement Bonuses 8th level entry.
Change "Critical Strike on Natural 18 or better" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 10th level entry.
Change "Death Blow on a roll of Natural 20" to "Death Blow on a Natural 20" under Level Advancement Bonuses 11th level entry.
Change "Select One (1) Additional Martial Art Power from Chi Mastery or Monkey Katas or Special Katas or Invisibility or Body Hardening." to "Select One (1) Additional Martial Art Power from Chi Mastery or Monkey Kata or Special Kata or Arts of Invisibility or Body Hardening Exercises." under Level Advancement Bonuses 15th level entry.

Make the following changes to Moo Gi Gong:
Change "Standard Karate outfit but with a colored silk sash in place of the belt. Optional cloth wrappings around the wrist-forearm and calve-ankle." to "Hwarang-Do Dobok with optional cloth wrappings around the wrist-forearm and calve-ankle." under Costume.
Remove the indenting from in front of "Character Bonuses:", "Combat Skills:", "Attacks per Melee:", and "Escape Move".
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.

Page 99 (revised edition): Make the following changes to Moo Gi Gong:
Change the Philosophical Training to "Buddhism or Son (Zen) Buddhism."
Change "Critical Strike with any weapon on a natural 19 or 20" to "Critical Strike with any weapon on a Natural 19 or 20" under Level Advancement Bonuses 1st level entry.
Add "Critical Strike from Behind" under Level Advancement Bonuses 2nd level entry.
Change "+2 to strike with any object, +1 attack per melee" to "+2 to Strike with any object, +1 Attack per Melee" under Level Advancement Bonuses 3rd level entry.
Change "+1 to parry and +2 to entangle with any object" to "+1 to Parry and +2 to Entangle with any object" under Level Advancement Bonuses 5th level entry.
Change "+1 to damage with any object, +1 attack per melee" to "+1 to Damage with any object, +1 Attack per Melee" under Level Advancement Bonuses 7th level entry.
Change "+1 to strike with any object" to "+1 to Strike with any object" under Level Advancement Bonuses 8th level entry.
Add "Knockout/Stun on a Natural 20" under Level Advancement Bonuses 8th level entry.
Change "Critical Strike on natural 18 or better" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 9th level entry.
Change "+1 to parry and +1 to entangle" to "+1 to Parry and +1 to Entangle" under Level Advancement Bonuses 11th level entry.
Change "+1 to damage with any object, +1 attack per melee" to "+1 to Damage with any object, +1 Attack per Melee" under Level Advancement Bonuses 12th level entry.
Change "+1 to strike with any object" to "+1 to Strike with any object" under Level Advancement Bonuses 13th level entry.
Change "Death Blow on roll of Natural 20" to "Death Blow on a Natural 20" under Level Advancement Bonuses 14th level entry.

Make the following changes to Ninjutsu:
Change all references of "Ninjitsu" to "Ninjutsu".
Under 4. Hokashi, change "Travelling" to "Traveling".
Change Costume to, "Shinobi Shozoku."
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.

Page 100 (revised edition): Make the following changes to Ninjutsu:
For the Philosophical Training, change "Bushido" to "Buddhism." *Note: This isn't entirely accurate as different schools of ninjutsu have different philosophies. The most applicable of which would be Ninpo, others including Tendai Buddhism, Shingon Buddhism, Shintoism, Kugustu (Puppet) Shinto, and/or a Ninja Code of Honor.
Delete "Critical Strike on Natural 20" under Level Advancement Bonuses 1st level entry.
Change "Select One (1) Additional Martial Art Skill " to "Select One (1) Additional Martial Art Power from Arts of Invisibility, or Body Hardening, or Martial Art Technique, or Special Kata." under Level Advancement Bonuses 5th level entry.
Change "Knock-Out/Stun on natural 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 7th level entry.
Change "Critical Strike on Natural 18 or better" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 8th level entry.
Change "Death Blow on roll of natural 20" to "Death Blow on a Natural 20" under Level Advancement Bonuses 8th level entry.
Change "Select One (1) Additional Martial Art Power from Invisibility, or Body Hardening, or Martial Art Technique, or Special Katas." to "Select One (1) Additional Martial Art Power from Arts of Invisibility, or Body Hardening, or Martial Art Technique, or Special Kata." under Level Advancement Bonuses 11th level entry.
Change "Death Blow on roll of 19 or 20" to "Death Blow on a Natural 19 or 20" under Level Advancement Bonuses 13th level entry.

Make the following changes to Pao Pat Mei Kung Fu:
Change Costume to, "Silk Sam."
Insert "Jumping Foot Attacks: None" between Foot Attacks and Special Attacks.
Insert "Holds/Locks: None" Between Special Attacks and Weapon Kata.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Add "Knockout/Stun from Behind" to the list of Modifiers to Attack.
Delete "Critical Strike on a Natural 20" under Level Advancement Bonuses 1st level entry.
Change "Death Blow on roll of Natural Twenty" to "Death Blow on a Natural 20" under Level Advancement Bonuses 1st level entry.
Change "Select One (1) Additional Martial Art Power from Invisibility, or Body Hardening, or Special Katas." to "Select One (1) Additional Martial Art Power from Arts of Invisibility, or Body Hardening, or Special Kata." under Level Advancement Bonuses 4th level entry.

Page 101 (revised edition): Make the following changes to Pao Pat Mei Kung Fu:
Change "Critical Strike on Natural 18, 19, or 20" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 5th level entry.
Change "Select One (1) Additional Martial Art Power from Invisibility, or Body Hardening, or Special Katas." to "Select One (1) Additional Martial Art Power from Arts of Invisibility, or Body Hardening, or Special Kata." under Level Advancement Bonuses 8th level entry.
Change "Knock-Out/Stun on Natural 20" to "Knockout/Stun on a Natural 20" under Level Advancement Bonuses 10th level entry.
Change "Select One (1) Additional Martial Art Power from Invisibility, or Body Hardening, or Special Katas." to "Select One (1) Additional Martial Art Power from Arts of Invisibility, or Body Hardening, or Special Kata." under Level Advancement Bonuses 12th level entry.

Make the following changes to Sankukai Karate:
Change Costume to, "White Karategi. Over that is a short (knee length) black, cotton, sleeveless robe. The final touch is a thick cloth belt that wraps around twice and then is tied in a complex knot."
Insert "Attack Moves: None" between Escape Moves and Defensive Moves.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Change Cultural Skills list from "Ikebana (floral arranging), Ukio-E (ink brush painting), Bonsai (tending miniature trees), Calligraphy, Haiku (special poetry), or Go." to "Bonsen (tending miniature trees), Calligraphy, Floral Arrangement, Go, Art (Ukio-E), or Poetry (Haiku)."
Change "Select One (1) Additional Martial Art Power from Invisibility, or Martial Art Techniques, or Special Katas." to "Select One (1) Additional Martial Art Power from Arts of Invisibility, or Martial Art Techniques, or Special Kata." under Level Advancement Bonuses 2nd level entry.
Change "Critical Strike on Natural 19 or 20" to "Critical Strike on a Natural 19 or 20" under Level Advancement Bonuses 5th level entry.
Change "Death Blow on a roll of Natural 20" to "Death Blow on a Natural 20" under Level Advancement Bonuses 6th level entry.
Change "Select One (1) Additional Martial Art Power from Invisibility, or Martial Art Techniques, or Special Katas." to "Select One (1) Additional Martial Art Power from Arts of Invisibility, or Martial Art Techniques, or Special Kata." under Level Advancement Bonuses 7th level entry.
Change "Knock-Out/Stun on a natural 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 8th level entry.
Change "Critical Strike on Natural 18 or better" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 10th level entry.
Change "Select One (1) Additional Martial Art Power from Invisibility, or Martial Art Techniques, or Special Katas." to "Select One (1) Additional Martial Art Power from Arts of Invisibility, or Martial Art Techniques, or Special Kata." under Level Advancement Bonuses 12th level entry.

Page 102 (revised edition): Make the following changes to Shaolin Kung Fu:
Change Costume to, "Silk or cotton Sam."
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Change "Pao Kung Fu" to "Pao Pat Mei Kung Fu" under the list of styles that can be learned in a shorter time.
Change "Critical Strike on Natural 19 or 20" to "Critical Strike on a Natural 19 or 20" under Level Advancement Bonuses 1st level entry.
Change "Knock-Out/Stun on Natural 18 or better" to "Knockout/Stun on a Natural 18, 19, or 20" under Level Advancement Bonuses 6th level entry.
Change "Death Blow on a roll of Natural 19 or 20" to "Death Blow on a Natural 19 or 20" under Level Advancement Bonuses 7th level entry.
Change "Critical Strike on Natural 18 or better" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 12th level entry.

Make the following changes to Snake Style Kung Fu:
Add the sentence, "NOTE: It is possible for characters to have taken this form and then go through an alignment change." to the end of the entry for Entrance Requirements.
Insert "Attack Moves: None" between Escape Moves and Defensive Moves.
Change "One-Finger-Tip Attack (SPECIAL! Does absolutely no damage, but serves to channel Chi attacks directly to Hit Points.)" to "Fingertip Attack." in Hand Attacks.
Insert "Jumping Foot Attacks: None" between Foot Attacks and Special Attacks.
Insert "Holds/Locks: None" Between Special Attacks and Weapon Kata.

Page 103 (revised edition): Make the following changes to Snake Style Kung Fu:
Add "Critical Strike from Behind" to the list of Modifiers to Attack.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Change "Pao Kung Fu" to "Pao Pat Mei Kung Fu" under the list of styles that can be learned in a shorter time.
Change "Select One (1) Additional Martial Art Power from Invisibility or Chi Mastery." to "Select One (1) Additional Martial Art Power from Arts of Invisibility or Chi Mastery." under Level Advancement Bonuses 3rd level entry.
Change "Critical Strike on Natural 19 or 20" to "Critical Strike on a Natural 19 or 20" under Level Advancement Bonuses 4th level entry.
Change "Death Blow on roll of Natural 20" to "Death Blow on a Natural 20" under Level Advancement Bonuses 6th level entry.
Change "Select One (1) Additional Martial Art Power from Invisibility or Chi Mastery." to "Select One (1) Additional Martial Art Power from Arts of Invisibility or Chi Mastery." under Level Advancement Bonuses 7th level entry.
Change "Critical Strike on Natural 18 or better" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 9th level entry.
Change "Select One (1) Additional Martial Art Power from Invisibility or Chi Mastery." to "Select One (1) Additional Martial Art Power from Arts of Invisibility or Chi Mastery." under Level Advancement Bonuses 13th level entry.
Add "Knockout/Stun on a Natural 20" under Level Advancement Bonuses 14th level entry.

Make the following changes to Sumo:
In the last paragraph of the description, before the Special Note, change "Sumos" to "Sumotori" in the first sentence.
Change Costume to, "Mawashi: Made of heavy silk approximately ten yards long by two feet wide, it is folded in six parts and then wrapped around the waist from four to seven times depending on the girth of the wrestler. There are ornamental strings (mae-tate-mitsu) hanging from the front of the mawashi, made from silk stiffened with glue. These are typically discarded when they become detached as they frequently do in the course of a match. The rank of a sumotori determines the style in which his long hair is dressed (mage). The style worn by juryo and maku-uchi is the more elaborate and is called the o-icho-mage after the ginko leaf which the mage is supposed to resemble. The lower ranks wear the chon-mage, a plainer style tied with paper strings."
Insert "Jumping Foot Attacks: None" between Foot Attacks and Special Attacks.
Change Cultural Skills list from "Calligraphy, Haiku (special poetry), or Go." to "Calligraphy, Go, or Poetry (Haiku)."
Delete "Zen/" from the Philosophical Training.
Delete "Critical Strike on a Natural 20" under Level Advancement Bonuses 1st level entry.
Change "Critical Strike on Natural 19 or 20" to "Critical Strike on a Natural 19 or 20" under Level Advancement Bonuses 5th level entry.

Page 104 (revised edition): Make the following changes to Sumo:
Change "(Does Critical/ Double Damage, for a total of 4D6 plus damage bonus)" to "Does 4D6 Damage instead of the usual 1D6)" under Level Advancement Bonuses 15th level entry.

Make the following changes to Tae Kwon Do:
Change Costume to, "Tae Kwon Do Student or Instructor Dobok."
Insert "Attack Moves: None" between Escape Moves and Basic Defensive Moves.
Insert "Holds/Locks: None" Between Special Attacks and Weapon Kata.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Change the Philosophical Training to, "Son (Zen) Buddhism."
Change "Death Blow on roll of Natural Twenty" to "Death Blow on a Natural 20" under Level Advancement Bonuses 1st level entry.
Change "Critical Strike on Natural 18, 19, or 20" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 4th level entry.
Change "Knock-Out/Stun on Natural 18 or better" to "Knockout/Stun on a Natural 18, 19, or 20" under Level Advancement Bonuses 8th level entry.
Change "Death Blow on roll of Natural 19 or 20" to "Death Blow on a Natural 19 or 20" under Level Advancement Bonuses 12th level entry.
Under the Why Study Tae Kwon Do section, insert a hyphen between "non" and "martial" in the word "nonmartial" in the last sentence.

Make the following changes to Tai Chi Ch'uan
Change Costume to, "Tai Chi Uniform."
Insert "Attack Moves: None" between Escape Moves and Basic Defensive Moves.

Page 105 (revised edition): Make the following changes to Tai Chi Ch'uan
Insert "Jumping Foot Attacks: None" between Foot Attacks and Special Attacks.
Insert "Holds/Locks: None" Between Special Attacks and Weapon Kata.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Add "Critical Strike from Behind" to the list of Modifiers to Attack.
Change "Critical Strike on Natural 19 or 20" to "Critical Strike on a Natural 19 or 20" under Level Advancement Bonuses 4th level entry.
Change "+ 1 to parry or Dodge" to "+ 1 to Parry/Dodge" under Level Advancement Bonuses 12th level entry.
Change "KnockOut/Stun on Natural 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 13th level entry.

Make the following changes to Taido:
Change the sentence "Special techniques include Untai, "flinging techniques," Sentai, "spinning," Hentai, "falling/toppling," Nentai, "spiral moves," and Tentai, "movement of spheres."" to "Special techniques include Ungi, "flinging techniques," Sengi, "spinning," Hengi, "falling/toppling," Nengi, "spiral moves," and Tengi, "movement of spheres." at the end of the first paragraph of the description of the style.
Change Costume to, "Taidogi."
Insert "Holds/Locks: None" Between Special Attacks and Weapon Kata.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.

Page 106 (revised edition): Make the following changes to Taido:
Change "Knock-Out/Stun on Natural 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 4th level entry.
Change "Critical Strike on 19 or 20" to "Critical Strike on a Natural 19 or 20" under Level Advancement Bonuses 13th level entry.

Make the following changes to T'ang Su:
Delete any mention of "Karate" in this style, from the title on down.
Change the sentences, "T'ang-Su, or "T'ang hand," is the precursor to all forms of Karate. It's also the "hardest" Karate form, the one that holds damaging strength over speed or agility." to "T'ang-Su, or "T'ang hand," is the precursor to all forms of Korean Martial Arts. It's also the "hardest" Korean style, the one that holds damaging strength over speed or agility." In the first paragraph of the description.
Change the sentence "Students often have to run through snow, climb mountains, and swim rivers, all while in their skimpy Karate outfits." to "Students often have to run through snow, climb mountains, and swim rivers, all while in their skimpy outfits."
Change the Costume from "White Karate outfit" to "White Dobok".
Insert "Attack Moves: None" between Escape Moves and Basic Defensive Moves.
Under Advanced Defensive Moves, change the word "Mulitple" to "Multiple".
Insert "Holds/Locks: None" Between Special Attacks and Weapon Kata.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
For the Philosophical Training, change "Bushido" to "Buddhism".
Change "Critical Strike on Natural 18 or better" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 4th level entry.
Change "Knock-Out/Stun on Natural 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 7th level entry.
Change "Death Blow on roll of Natural 19 or 20" to "Death Blow on a Natural 19 or 20" under Level Advancement Bonuses 8th level entry.

Page 107 (revised edition): Make the following changes to Te:
Change Costume to, "Black Karategi."
Insert "Attack Moves: None" between Escape Moves and Basic Defensive Moves.
Insert "Advanced Defenses: None" between Basic Defensive Moves and Hand Attacks.
Insert "Jumping Foot Attacks: None" between Foot Attacks and Special Attacks.
Insert "Holds/Locks: None" Between Special Attacks and Weapon Kata.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Change the Cultural Skills list from "Ikebana (floral arranging), Bonsai (tending miniature trees), Calligraphy, or Go." to "Bonsen (tending miniature trees), Calligraphy, Floral Arrangement, or Go."
Change the Philosophical Training from "Zen/Bushido" to "Zen/Buddhism".
Change "Tae Kwan Do" to "Tae Kwon Do" in the list of styles that can be learned in a shorter time.
Change "Add 2 Levels to one W.P. Kata." to "Add 2 Levels to one Weapon Kata." under Level Advancement Bonuses 4th level entry.
Change "Knock-Out/Stun on Natural 20" to "Knockout/Stun on a Natural 20" under Level Advancement Bonuses 5th level entry.
Change "Critical Strike on Natural 19 or 20" to "Critical Strike on a Natural 19 or 20" under Level Advancement Bonuses 6th level entry.
Change "Death Blow on roll of natural 20" to "Death Blow on a Natural 20" under Level Advancement Bonuses 11th level entry.
Change "Critical Strike on Natural 18 or better" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 15th level entry.

Page 108 (revised edition): Make the following changes to Thai Boxing:
Under the Special Note in the description, change the sentence, "Weight is determined by rolling 4D6, multiplying the result by ten, and adding it to 80 pounds." to "Weight is determined by rolling 4D6 and adding it to 80 pounds."
Insert "Attack Moves: None" between Escape Moves and Basic Defensive Moves.
Insert "Holds/Locks: None" Between Special Attacks and Weapon Kata.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Change "Knock-Out/Stun on Natural 19, or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 3rd level entry.
Change "Critical Strike on Natural 18, 19, or 20" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 4th level entry.
Change "+ 1 to Roll with Punch, Fall or Impact" to "+ 1 to Roll with Punch/Fall/Impact" under Level Advancement Bonuses 8th level entry.

Page 109 (revised edition): Make the following changes to Tien Hsueh Touch Mastery:
Under Entrance Requirements, change the word "Mminimums" to "Minimums" in the first sentence.
Insert "Attack Moves: None" between Escape Moves and Basic Defensive Moves.
Insert "Advanced Defenses: None" between Basic Defensive Moves and Hand Attacks.
Under Special Attacks, change "Dim Mak (SPECIAL! This is the feared delayed Death Blow. See Atemi Abilities for more information.)" to "Death Blow"
Insert "Holds/Locks: None" Between Special Attacks and Weapon Kata.
Insert "Modifiers to Attack: Critical Strike, Critical Strike from Behind, and Knockout/Stun from Behind." after Weapon Kata.
Insert "Automatically receives Dim Mak Atemi Ability." under Martial Art Powers.
Change "Dim Mak (Death Blow)" to "Death Blow on a Natural 20" under Level Advancement Bonuses 2nd level entry.
Change "Select One (1) Additional Martial Art Power from Invisibility, or Atemi, or Chi Mastery." to "Select One (1) Additional Martial Art Power from Arts of Invisibility, or Atemi, or Chi Mastery." under Level Advancement Bonuses 3rd level entry.
Change "Critical Strike or Knock-Out from Behind (Triple Damage)." to "Critical Strike or Knockout from Behind does Triple Damage." under Level Advancement Bonuses 6th level entry.
Change "Critical Strike on a roll of Natural 18 or better" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 9th level entry.
Change "Select One (1) Additional Martial Art Power from Invisibility, or Atemi, or Chi Mastery." to "Select One (1) Additional Martial Art Power from Arts of Invisibility, or Atemi, or Chi Mastery." under Level Advancement Bonuses 12th level entry.

Make the following change to Wui Wing Chun:
Change Costume to, "Silk or cotton Sam."

Page 110 (revised edition): Make the following changes to Wui Wing Chun:
Insert "Attack Moves: None" between Escape Moves and Basic Defensive Moves.
Change "W.P. Bo Staff" to "W.P. Staff" under Weapon Kata.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Change "Select One (1) Additional Martial Art Power from Invisibility, or Martial Art Techniques, or Special Katas." to "Select One (1) Additional Martial Art Power from Arts of Invisibility, or Martial Art Techniques, or Special Kata." under Level Advancement Bonuses 3rd level entry.
Change "Critical Strike on a roll of Natural 18 or better" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 4th level entry.
Change "Add 4 levels to W.P. Naginata (spear)" to "Add 4 levels to W.P. Staff" under Level Advancement Bonuses 4th level entry.
Change "Knock-Out/Stun on Natural 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 5th level entry.
Change "Select One (1) Additional Martial Art Power from Invisibility, or Martial Art Techniques, or Special Katas." to "Select One (1) Additional Martial Art Power from Arts of Invisibility, or Martial Art Techniques, or Special Kata." under Level Advancement Bonuses 7th level entry.
Change "Select One (1) Additional Martial Art Power from Invisibility, or Martial Art Techniques, or Special Katas." to "Select One (1) Additional Martial Art Power from Arts of Invisibility, or Martial Art Techniques, or Special Kata." under Level Advancement Bonuses 10th level entry.
Change "Death Blow on a roll of Natural 20" to "Death Blow on a Natural 20" under Level Advancement Bonuses 14th level entry.

Make the following changes to Wu Shu T'sung:
Change the list of Weapon Kata selectable from "W.P. spears, W.P. cudgels, W.P. scimitars, W.P. broadswords, W.P. daggers, W.P. swords (PAIRED), W.P. broadswords (PAIRED), W.P. hooks (PAIRED), W.P. whips (PAIRED), W.P. sword plus whip (PAIRED), W.P. nine-section whips, W.P. three sectional staffs, W.P. meteor hammers, W.P. rope darts." to "W.P. Spears, W.P. Cudgels, W.P. Scimitars, W.P. Broadswords, W.P. Daggers, W.P. Swords-Paired, W.P. Broadswords-Paired, W.P. Hooks-Paired, W.P. Whips-Paired, W.P. Sword & Whip-Paired, W.P. Nine-Section Whips, W.P. Three Sectional Staffs, W.P. Meteor Hammers, W.P. Rope Darts." (Change carries over to page 111.)

Page 111 (revised edition): Make the following changes to Wu Shu T'sung:
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Change "Tae Kwan Do" to "Tae Kwon Do" in the list of styles that can be learned in a shorter time.
Change "Pao Kung Fu" to "Pao Pat Mei Kung Fu" under the list of styles that can be learned in a shorter time.
Change "Critical Strike on Natural 19 or 20" to "Critical Strike on a Natural 19 or 20" under Level Advancement Bonuses 2nd level entry.
Change "Select One (1) Additional Martial Art Power from Body Hardening, or Invisibility, or Special Katas." to "Select One (1) Additional Martial Art Power from Body Hardening, or Arts of Invisibility, or Special Kata." under Level Advancement Bonuses 4th level entry.
Change "Select One (1) Additional Martial Art Power from Invisibility, or Body Hardening, or Special Katas." to "Select One (1) Additional Martial Art Power from Body Hardening, or Arts of Invisibility, or Special Kata." under Level Advancement Bonuses 10th level entry.
Change "Knock-Out/Stun on Natural 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 11th level entry.
Change "Select One (1) Additional Martial Art Power from Invisibility, or Body Hardening, or Special Katas." to "Select One (1) Additional Martial Art Power from Body Hardening, or Arts of Invisibility, or Special Kata." under Level Advancement Bonuses 15th level entry.

Make the following change to Xing Chiao:
Change Costume to, "Silk Sam."

Page 112 (revised edition): Make the following changes to Xing Chiao:
Insert "Holds/Locks: None" Between Special Attacks and Weapon Kata.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Change "Critical Strike on a roll of Natural 18 or better" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 3rd level entry.
Change "Death Blow on Natural 20" to "Death Blow on a Natural 20" under Level Advancement Bonuses 7th level entry.
Change "Knock-Out/Stun on 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 12th level entry.

Make the following changes to Yu Sool:
Change "Restricted to "Service" types with Good Alignments or Bushido discipline. " to "Limited to those of Honorable Alignments." under the Entrance Requirements.
Change "Karate outfit with white top and dark pants." to "Dobok with white top and dark pants." under Costume.
Insert "Attack Moves: None" between Escape Moves and Basic Defensive Moves.
Insert "Jumping Foot Attacks: None" between Foot Attacks and Special Attacks.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Add "Knockout/Stun from Behind" to the list of Modifiers to Attack.
Change the Philosophical Training to, "Son (Zen) Buddhism."
Change "Tae Kwan Do" to "Tae Kwon Do" in the list of styles that can be learned in a shorter time.
Change "Critical Strike on Natural 18, 19, or 20" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 5th level entry.
Change "Knock-Out/Stun on 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 7th level entry.

Page 113 (revised edition): Make the following changes to Yu Sool:
Add "Death Blow on a Natural 20" under Level Advancement Bonuses 14th level entry.

Make the following changes to Zanji Shinjinken Ryu:
Change the Costume to, "Kendogi with navy-blue Keikogi."
Insert "Attack Moves: None" between Escape Moves and Basic Defensive Moves.
Insert the following information in the parentheses after the word "Special", for Combination Grab/Slash, " First roll to Strike to grab the opponent with one hand. If that's successful, then roll to Strike on a slash with a weapon. Critical Attack, does double damage. Strike and damage bonuses can be applied. Uses up one melee attack."
Insert "Holds/Locks: None" Between Special Attacks and Weapon Kata.
Change "Knock-Out/Stun" to "Knockout/Stun" under the Modifiers to Attack.
Change the Cultural Skill list from "Ikebana (floral arranging), Bonsai (tending miniature trees), Calligraphy, Haiku (special poetry), Ukio-E (Ink brush painting), or Go." to " Art (Ukio-E), Bonsen (tending miniature trees), Calligraphy, Floral Arrangement, Go, or Poetry (Haiku)."
Change "Critical Strike on Natural 18, 19, or 20" to "Critical Strike on a Natural 18, 19, or 20" under Level Advancement Bonuses 5th level entry.
Change "Death Blow on a roll of Natural 20" to "Death Blow on a Natural 20" under Level Advancement Bonuses 6th level entry.
Change "Knock-Out/Stun on Natural 19 or 20" to "Knockout/Stun on a Natural 19 or 20" under Level Advancement Bonuses 14th level entry.

Page 114 (revised edition): Replace the existing List of Martial Art Powers following:
A LIST OF MARTIAL ARTS POWERS

ARTS OF INVISIBILITY
Art of Stealth (Pi Mi Hsing Tung)
Art of Hiding (Inpo)
Art of Evasion (Hsing Tsia)
Art of Vanishing (Sun Shih K'an Chien Chih)
Art of Disguise (Hensho Jutsu)
Art of Escape (Inton Jutsu)
Art of Mystic Invisibility (Chi Zoshiki)

ATEMI ABILITIES
Healing Atemi Duatsu
Neural Atemi Kyosho
Blood Flow Atemi Chirigi
Grasping Hand Atemi Kansetsu Waza
Open Hand Atemi
Withering Flesh Atemi Iken Hisatsu
Dim Mak

BODY HARDENING EXERCISES
Stone Ox
Summer/Winter Training (Kangeiko/Shochu Geiko)
Iron Hand (Kanshu)
Chi-Gung
Dam Sum Sing
Wrist Hardening
Kick Practice (Chagi)

CHI MASTERY
Chi Awareness
Positive Chi Skills
Chi Relaxation
Defend Against Chi Attacks
Chi Healing (Chi-atsu)
Dragon Chi (Fu Zhensong)
Body Chi (Kokyu)
Positive or Negative Chi Skills
Hardened Chi (Shi Jin)
Soft Chi (Chao Jin)
Find Weakness
Negative Chi Skills
Negative Chi Control
Negative Chi Attacks
One Finger Chi (Negative Empty Chi)
Fist Gesture
Dark Chi (Chakuri-Chi)

MARTIAL ARTS TECHNIQUES
Falling Technique
Kiaijutsu
One Life, One Shot, One Hit, One Kill
Tamashiwara
Martial Art Awareness (Zanshin)
Iai-Jutsu

SPECIAL KATA
Fortress Penetration Kata (Bassai Kata)
One Mind Kata (Kime Kata)
Warrior Spirit Kata (Debana-O-Kujiki Kata)
Kata of Five Principles (Itsutsu-No-Kata)
Windmill Kata (Yadomjutsu Kata)
Weapon Kata (Kobu-Jutsu)

ZENJORIKE
Calm Minds
Karumi-Jutsu
Mind Walk
Vibrating Palm

I should note here that the note for Negative Chi Skills, stating "Available to evil alignments only" has been removed. This was done for the reason that it is clearly stated under the description for Chi Awareness that, "This negative chi is not necessarily evil, but it is based on the forces of nonlife, and it prevents healing in living things." Thus there is no tangible reason for characters not of an evil alignment to select Negative Chi skills, using them on the other hand...

Likewise, Chi Relaxation and Defend Against Chi Attacks have been moved to the Positive Chi skills, since they are only used when the character has positive chi, however, any character selecting any chi mastery ability still gets them.)

Delete the note under the title "Martial Art Powers" for the descriptions of the martial art powers that states, "Available only through specific Martial Art Forms."

Under the paragraph describing Arts of Invisibility, add the sentence, " The Arts of Invisibility are taught, and must be performed, with the stance, moves and kata of a particular martial art. Use only with the associated martial art."

Page 116 (revised edition): Under the Important Note for Chi Zoshiki, insert a space between "Chi Awareness," and "the".

In the description of Neural Atemi or Kyosho, replace the word "paralyses" with "paralyzes" in the fourth sentence of the second paragraph, where it states, "..the fourth paralyses the right leg."

In the description of Dim Mak, change the third sentence of the second paragraph from, "Gradually the victim's chi wears away to zero." to, "Gradually (subtract 1D6 points of Chi per week) the victim's chi wears away to zero."

Page 117 (revised edition): In the description of the Chi Gung Body Hardening Exercise, insert the word "natural" between "Character's" and "A.R." in the first paragraph.

Page 118 (revised edition): For the description of Chi Mastery, insert the following paragraph between the two paragraphs:
Characters can not use Chi with any martial art that does not allow Chi Mastery. However, if the character has two martial art styles with Chi, Chi Mastery can be used with either style, totally interchangeably. Cases:
No character can use any Chi Mastery while performing Thai Kick Boxing (a style without Chi Mastery). A character with Taido, and Chi Mastery, can always use any and all Chi Mastery abilities during Taido. This is true even when no Chi Mastery was selected with Taido (the player selected Martial Art Techniques instead). Even if a martial art style doesn't confer a Chi Mastery until after 1st level, the character can still use any known Chi Mastery with that style. "

Change the first paragraph of the description of Chi Relaxation to the following:
The ability to "calm" the mind. This means the character can go to sleep instantly, eat without indigestion, relax in the face of danger, and otherwise "cool it" whenever necessary. This also gives the character great resistance to the effects of insanity or drug addiction (the character does not have to roll against the percentage likelihood for turning to alcohol or drugs during a crisis or under pressure). Of course, the character can still have an insanity, be a drug addict or an alcoholic, it's just that the character can hide the symptoms and resist the temptations. This resistance will disappear when the character's chi is weakened and drops below 10.
For insanities, this means that a character using Chi Relaxation does not suffer from the problems of phobias (the panic attack does not occur and the character can use chi abilities), can overcome the Chi recovery impairment of Obsessions, and/or the random effects of Psychosis on Chi (does not roll on the table). Affective Disorders cannot be overcome with this ability (the character's Chi has been reduced to 1D6 which means Chi Relaxation will not work). Neurosis may or may not eliminate the ability to use Chi Relaxation.

Under the last sentence in the second paragraph of the description of Chi Relaxation, change the sentence to read "Effects of alcohol & drugs on chi in the Insanity Section."

Under Defend Against Chi Attacks, change the description to read:
Defending against Chi Attack is automatic and takes no melee round action. Each point of Positive Chi used to defend is capable of destroying 1D6 of attacking Negative Chi points.

Add the Following, revised information in a separate section after the Defend Against Chi Attacks Chi Mastery Ability:
Chi Combat
Chi Combat is pretty unusual. It's something that only occurs when a character with Negative Chi Mastery attacks an opponent with Positive Chi.
Non-Chi Masters in Chi Combat: Those without training in Chi Mastery are totally vulnerable in Chi Combat. Their Chi can be easily destroyed and, once they're at zero, they can be filled with negative chi.
Getting Rid of Negative Chi: There is one sure way to dispel Negative Chi. The character must be treated by someone with the Chi Healing (Chiatsu) Ability. Characters who have had their Chi disrupted cannot use Chi Mastery Abilities, at least until their Chi is restored.

Page 119 (revised edition): Under Dragon Chi or Fu Zhensong, add to the end of the third paragraph the following sentence, "The limit of Chi that can be donated by this method is limited to the amount of Chi the donor has available."

Page 120 (revised edition): Add the following paragraph to Negative Chi Attacks:
The amount of Positive Chi destroyed by one point of Negative Chi is 3D6 points. Once the victim has reached zero Chi, then each point of Negative Chi will enter the victim's body. Maximum Range is 40 ft (12.2 m).

Under One Finger Chi or Negative Empty Chi, insert the sentence, "The character must have Fingertip Attack in order to use this martial art power." after the first sentence.

Page 121 (revised edition): Replace "Kaijutsu" with "Kiaijutsu" as the title for the second Martial Art Technique. Change the pronunciation of the Kiaijutsu martial art power listed in the first paragraph of the description from "Kee-Ai-Ei!" to "Kee-Ah-Ee!"

Page 122 (revised edition): Replace the description of Zanshin with the following:
In Japanese, this is often called Tsuki No Kokoro, which means "Mind like the Moon." That's because it is said that the martial artist's mind floats above the body, calmly senseing all activity around it. A threat, no matter how slight, will disturb that calm. As a Zanshinsei might put it, "As someone thinks to attack me, that person's Ki comes toward me. I have only to follow the Ki, and I will know the source of the attack."
This ability is on of readiness and awareness. Training involves being constantly on the alert, even while sleeping or when in the bathroom!
The martial artist will instantly sense anybody who enters his Zanshin circle, including animals, pure chi spirits and those with intangibility and/or invisibility, including beings with zero chi! This includes those using the Mind Walk Zenjorike and the spell Invoke Chi Zoshiki, but does NOT include those who are successfully using the martial art power of Chi Zoshiki/Mystic Invisibility (which shields against chi awareness).
Zanshin picks up the Chi as it is expressed in intentions and direction, and that applies even to those with Zero Chi. Zero Chi means the character has fallen below the sort of 'one Chi threshold,' but it doesn't really mean the character has no Chi at all, just not enough for any effective resistance. I can distract the Chi, or attention, microscopic as it might be, from anyone, as long as they are mobile/conscious. Now, bear in mind that Chi isn't limited to just the body. That focus extends out, out, out... But it's meaningless, most of the time. However, when one focuses an attack on a target, from whatever distance, the feel of the Chi is different... and those with Zanshin tune in to the Chi of attacks. Not just observation, nor even simple hatred. Only directed Chi... So, no, the Zanshin doesn't bug the player about every little glance...
Bonuses: +6 on initiative, +2 to parry, +4 to dodge.
The character cannot be surprised by Long Range Attacks, Attacks from Behind, Sneak Attacks, or Ambushes. This means that a character with zanshin will almost never automatically lose initiative against another opponent from these situations. Zanshin will detect the intent even if the person attacking is outside the zanshin circle, the intention is sensed, even from vast distances.
When fighting characters with invisibility, superhuman speed, or while blinded, in darkness, or otherwise unable to see, the Zanshin bonuses do not apply, but none of the normal penalties apply against the character. Chi Zoshiki (Mystic Invisibility, but not the spell Invoke Chi Zoshiki) will render an opponent completely invisible both to sight and to the character's Zanshin senses. When a character with Zanshin faces a character successfully using the martial art power Chi Zoshiki, they receive none of their Zanshin or regular bonuses and fight with the normal invisibility penalties. Note: Blind Mystics with this martial art power negate their defensive penalties and half their offensive penalties from blindness (though the power still does not work against characters successfully using the martial art power of Chi Zoshiki).
Attacks, like sniper shots, from beyond the Zanshin circle, are something of which the character is aware, but has no extra Zanshin bonus. So the character cannot be surprised by a Long Range Attack (i.e. the Long Range Attacker does not automatically get initiative, and the attack can be defended against), but they do not get their zanshin bonuses. If a sniper shoots from a distance, a target victim with Zanshin will be aware of the incoming bullet. A Dodge is possible, but without the Zanshin +4 to Dodge bonus. If an attacker leaps from outside the Zanshin circle, into the Zanshin circle, then the Zanshin bonuses apply. If an attacker strikes with some humongous weapon (say a 20 foot spear, when the Zanshin circle is only 10 feet), the attack itself is still inside the Zanshin circle, and all the Zanshin bonuses apply. As for attacks moving really swiftly from outside the circle to inside, bear in mind the superhuman speed, and/or invisibility restrictions.
Defending against attacks from the rear is possible, however, if the character can't turn around (say, because they're engaged with another opponent), then the Zanshin bonuses would not apply, just as with invisible foes. There are some circumstances where a character doesn't have the possibility of defense. For example, an attack the character cannot see directed at someone else that misses the intended opponent an instead strikes the character.
Characters with this ability also have a reduced form of Chi Awareness that allows them to evaluate the chi of anyone they can see who is inside their Zanshin Circle. This limited form of Chi Awareness allows them to determine whether or not the source has zero chi, 1 or 2 points of chi, more than 10 points of chi, more chi than the character own, and whether or not the chi is positive or negative.
Zanshin will not however, detect traps, even those set into motion.
At first level, Zanshin extends for an area of 6 ft (1.8 m) around the character. This is increased by 2 ft (0.6 m) for every level of advancement.

For the description of Special Kata, insert the following sentence after the third paragraph, "Special Kata can only be used with the associated martial art style. "

Page 123 (revised edition): Under the description of One Mind Kata (Kime Kata). Delete the last sentence of the first paragraph, which states, "Obviously, this must be the first (and only) attack the character can make that entire melee."

In the first sentence of the second paragraph under the description of the Kata of Five Principles (Itsutsu-no-Kata), delete the reference to, "or multiple" where it discusses the type of parry which will result from being attacked.

For Weapon Kata, I should note some interesting areas which affect Weapon Kata listed in martial art styles.

Each "named" weapon (i.e. W.P. "Eighteen" Staff, W.P. Bo Staff, W.P. Bokken, W.P. broadswords, W.P. broadswords(PAIRED), W.P. Butterfly Swords (Paired), W.P. Chain Whip, W.P. Claws, W.P. cudgels, W.P. Daggers, W.P. Daisho--Paired, W.P. Demon Suit, W.P. Fan, W.P. hooks(PAIRED), W.P. Kusari-Gama, W.P. Kyoketsu-Shoge, W.P. Manriki-Gusari, W.P. meteor hammers, W.P. Naginata, W.P. nine-section whips, W.P. Ninja Sword, W.P. Nunchaku, W.P. Pun Gung Bi, W.P. rope darts, W.P. Sabre, W.P. Sai--Paired, W.P. scimitars, W.P. Short Stick, W.P. Spear: Pa-Kua Lance, W.P. Spring Sword, W.P. Staff (Shikomi-Zue: Hidden Blade Staff), W.P. Straight Sword, W.P. Sword--Katana, W.P. Sword--Wakizashi, W.P. three sectional staffs, W.P. Three-Direction Knife, W.P. Trident, W.P. Whip (usually used with Gieh Bian or Chain Whip), W.P. Whip, W.P. whips(PAIRED), W.P. White Jade Fan, W.P. White Jade Fan - Paired, and W.P. Willow Leaf Double Swords (Paired)) should all be done in the format, "W.P. [name of weapon] (Applicable generic W.P.)"

For instance, all of the above listed examples would be changed to; W.P. "Eighteen Staff" (Staff), W.P. Bo (Staff), W.P. Bokken (Blunt or Large Sword), W.P. Broadswords (Large Sword), W.P. Broadswords-Paired (Large Sword & Paired), W.P. Butterfly Sword-Paired (Short Sword & Paired), W.P. Chain Whip (Whip), W.P. Claws (Knife), W.P. Cudgels (Blunt), W.P. Daggers (Knife), W.P. Daisho-Paired (W.P. Paired Short Sword and Large Sword), W.P. Demon Suit (Armor), W.P. White Jade Fan (Fan), W.P. Hooks (Large Sword if this is supposed to be the Chinese Hook Sword), W.P. Kusari-Gama (Chain), W.P. Kyoketsu-Shoge (Chain), W.P. Manriki Gusari (Chain), W.P. Meteor Hammers (Shen Biau..see Mystic China page 34, otherwise use W.P. Chain), W.P. Naginata (Polearm). W.P. Nine-Section Whips (Whip, though it could also use Chain), W.P. Pun Gung Bi (special, see Mystic China, page 172, if W.P. style bonuses are allowed, use W.P. Knife), W.P. Rope Darts (Shen Biau, see Mystic China page 34, otherwise use W.P. Chain), W.P. Sabre (Short Sword), W.P. Sai-paired (Forked & Paired), W.P. Scimitars (Short Sword), W.P. Short Stick (Blunt), W.P. Pa-Kua Lance (Spear), W.P. Spring Sword (Small Sword), W.P. Shikomi-Zue (Staff & Spear), W.P. Straight Sword (Large Sword), W.P. Katana (Large Sword), W.P. Wakizashi (Short Sword), W.P. Three-Sectional Staff (Chain), W.P. Three-Direction Knife (Knife or possibly Forked), W.P. Trident (Forked though this is a good recommendation to add W.P. Trident to N&S), W.P. Whip (Whip), W.P. Willow Leaf Double Swords-Paired (Large Sword & Paired).

Of course, this method means that several missing W.P.s will have to be added to the book(s). I recommend using the existing W.P. list in Mystic China to basically replace the N&S list, with the addition of W.P. Iron Fan. For Mystic China I recommend adding the W.P.s for Armor (Splicers), W.P. Bola (RGMG or Splicers), W.P. Boomerang (RGMG), W.P. Grappling Hook (to replace Shen Biau), W.P. Lance (Splicers), W.P. Net (Splicers), W.P. Reverse Stroke (Splicers), W.P. Rope (Splicers...should possibly be combined with Mystic China's W.P. Demon Snare (page 42, though this should be moved to the new W.P. section of MC), W.P. Shield (Splicers), and W.P. Trident (RGMG). This will greatly expand the W.P. selection of characters in N&S and MC. (Alternatively, the combined resulting list of W.P.s could be used in N&S)

I also recommend including the note about bayonets under W.P. Spears from the RGMG.

For Moo Gi Gong, I recommend replacing the Weapon Kata entry as, "All Ancient W.P.s including W.P. Paired and W.P. Weapon Improvisation."

For the description of Zenjorike, insert the following sentence after the paragraph, "Zenjorike transcend martial art styles, and may be used by the character at any time."

Page 124 (revised edition): Under the description of Mind Walk, in the second paragraph, change "travelling" to "travelling" in the first sentence.

Page 125 (revised edition): Under the second paragraph of the overview for Hand to Hand combat, change the following sentences, "Notice that combat has been divided into two categories: Hand to Hand Combat, which includes unarmed and contact weapons, and Gun Combat, with includes bows, thrown weapons and the like." to read, "Notice that combat has been divided into two categories: Hand to Hand Combat, which includes unarmed and contact weapons, and Ranged Weapon Combat, with includes bows, thrown weapons and the like."

Under the first paragraph for Step 1: Determine Initiative, change the final sentence from, "That roll will determine the pace for that entire melee." to, "That roll will determine the pace for that entire melee, unless one (or more) of the opponents loses their initiative through combat results (such as Knockdown)."

Under the second paragraph for Step 2: Attacker Rolls Strike, change the sentence, "Special attacks, like Knock-Out/Stun and Death Blow, must be declared BEFORE rolling to strike." to "Certain attacks, like Knockout/Stun and Death Blow, must be declared BEFORE rolling to strike."

Page 126 (revised edition): Under the fourth paragraph for Step 3: Defender May Parry, Dodge or Entangle, change the last sentence from "Each of these maneuvers uses up a melee round attack." to " "Each of these maneuvers uses up a melee round attack, unless the defender is using an Automatic version of the maneuver."

Under the example paragraph for Step 4: Attacker Rolls Damage, change the sentence, "Bruno rolls a puny 1, but his + 4 bonus to Damage is added in to make the total equal to 4." to "Bruno rolls a puny 1, but his + 4 bonus to Damage is added in to make the total equal to 5."

Under the example paragraph for Step 5: Defender May Attempt To Reduce The Damage, change the sentence, "His dice roll is 12, easily better than Bruno's Strike of 5." to "His dice roll is 12, easily better than Bruno's Strike of 7."

Step 5 also allows us to look at an area where a clarification/ruling is needed. Can a character who has been attacked by an attack which cannot normally be defended against (i.e. Sneak Attack, attack from behind/the rear, Long Range Attack, invisible opponent, etc) attempt to reduce the damage of such an attack?

Under the Pace of Combat example, where "Attacker 2/Initiative Loser Attacks:" change the entire section from "Kajo's second attack, this time a Palm Strike, and the roll is a 2. Bruno easily parries with and 8." to "Kajo's second attack, this time a Palm Strike, and the roll is a 2. This attack misses." and remove the bold codes from everything after the colon.

I should also note that the change to Dodges (i.e. the note listed on page 32 of the RGMG about dodging by using the character's attacks from the next melee round) NOT be included as it violates the basic combat precept (as listed just about everywhere in Palladium's hand to hand combat descriptions) that, "Characters who run out of melee round actions are pretty stuck, since all they can do is rely on whatever automatic defenses (like parry) they have, and hope they survive until the next melee round." (After the Bomb, 2nd Edition, page 143 is used for the quoted text, it still basically applies to N&S, though the wording used is different.)

General Combat Term Note: Regardless of whether or not the suggested clarifications are used for the various multiple application combat moves (i.e. Back Flip, Cartwheel, Leap, Somersault, Roll, etc) are implemented, it is strongly suggested that martial art styles with these moves specify in the appropriate section of the martial art style which application(s) of the combat move applies.
For example, concerning multiple application combat moves. They're often only listed in only one combat move entry. For example, Monkey Style clearly lists Roll as an Attack Move (among other styles, which saves us from the problem of having to figure out which styles can Roll into combat), but since only Roll With Punch/Fall/Impact is listed for Escape Moves, does this mean that characters with the style can't move out of combat range with a Roll? What about such combat moves in general? Looking at Mystic China confuses the issue even more, since in some styles, a combat move will be listed in one section (for instance Chao Ta listing Somersault under Escape Moves, Choy Li Fut listing Leap only under Escape Moves (can also be seen in N&S), Drunken Style's listing of Somersault under Escape Moves and Backflip under Attack Moves, and my personal favorite, Fu Chiao Pai's listing of Leap and Backflip under BOTH Escape Moves AND Attack Moves).
This means that for clarity purposes, each style possessing a multiple application combat move needs to have the applicable version(s) listed in EACH applicable entry in the Combat Skills listing.

Page 127 (revised edition): It may be useful to replace the description of Back Flip with the following information for clarity:
Back Flip: The back flip has been in Palladium systems before, but not as a combat maneuver. It involves throwing oneself backwards, with the arms and shoulders, and flipping the legs completely up and over, and coming back down onto the ground in a standing position. The result is that one quickly moves backwards by a full body. Doing a back flip counts as one melee attack/action. Dodge, P.P, and/or other bonuses do NOT work with this Back Flip. The back flip counts as one melee attack/action.
Skill Bonuses to Back Flip: On another note, since physical skills such as Acrobatics and Gymnastics incorporate Back Flip as a skill, it may be wise to consider what effect this has on bonuses to performing the Back Flip in combat. The skill percentage (if both Acrobatics and Gymnastics are known, use the higher score only) is divided by 10 (rounding down) and the result becomes the bonus to Back Flip.
Back Flip -- Defensive. If used in place of a Dodge, the character must roll above (or equal) the opponent's Strike roll using only the bonus to back flip (not dodge). Failure to beat the Strike means taking full damage without a chance to Roll with Punch. Success means avoiding the attack and escaping from combat (moves out of immediate, range requiring the opponent to use up an attack/action to close ranks).
Back Flip -- Escape. If used in place of a Strike (when it's the back-flipping character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the back flip character the initiative.
Back Flip -- Attack. Once the opponent is detected in the rear, if used in place of a Strike (when it's the back-flipping character's turn to Strike at his opponent), the back flip moves the character back into combat range.
Back Flip -- Combined Strike. This is especially useful against someone attempting some kind of back-strike. An attack back flip is used as a combined Strike against an opponent to the rear of the character when used with either an Axe Kick, Snap Kick, or Backhand Strike. If striking with a Back Flip use only the bonus to Back Flip. Must be used as the first attack in a melee round. Cannot be used with Death Blow or Knockout/Stun.

For clarity, it may be useful to replace Taido's description of Backward Turn under the style description with the following information in the Combat Terms section:
Backward Turn: An escape maneuver used to get out of combat range. Can be used instead of a Parry or Dodge to avoid damage completely. Use 'Turn' bonus.
Backward Turn -- Defensive. If used in place of a Dodge, the character must roll above (or equal) the opponent's Strike roll using only the bonus to Turn (not dodge). Failure to beat the Strike means taking full damage without a chance to Roll with Punch. Success means avoiding the attack and escaping from combat (moves out of immediate, range requiring the opponent to use up an attack/action to close ranks). Does not work against rear attacks.
Backward Turn -- Escape. If used in place of a Strike (when it's the turning character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the character the initiative.

The following information should be inserted between the descriptions of Back Flip and Body Block/Tackle:
Blind: Once and for all, here are the definitive penalties and conditions for being blinded or fighting in absolute darkness without optical systems to see.
Penalties: Ignore all of the character's normal combat bonus (they don't count; natural rolls only, minus the penalties) and the blind character is -10 to strike, parry and dodge, disarm, pull punch and similar combat moves! Speed is reduced by 30-50% (or should be) only because the blind character is unsure of himself and running or moving quickly is likely to cause him to stumble or trip something and fall down (lose initiative and one melee attack/action), slam into a wall (1D6 S.D.C. damage, triple that if running) or run right into the arms of his opponent or some other danger. Obviously any skills requiring vision are impossible to perform.
Attacks per melee round and initiative are unchanged, but the character is lashing out wildly and guessing where his opponent is. This means the blind character has a good chance of accidentally striking a friend or innocent bystander with his wild flailing about or "blind shooting."

The note under Breakfall makes an interesting point regarding the cost of combat moves which are used to reduce damage. This note clearly states that Breakfall uses up one melee attack each time it is used. Neither Maintain Balance or Roll with Punch/Fall/Impact contain this note, though Roll with Punch/Fall/Impact in Palladium's later games is noted to use up one melee attack. However, in the interest of game balance, this change should NOT be implemented in Ninjas & Superspies. There are two reasons for this. First of all, Breakfall performs the game mechanics of both Maintain Balance AND Roll with Punch/Fall/Impact in N&S, meaning it is essentially twice as effective as either of those combat moves. Secondly, the inherent limits in both Maintain Balance and Roll with Punch/Fall/Impact (they only apply against certain attacks and conditions) means that they are already limited in effect. Further penalizing these two combat moves is superfluous and results in them not being used by players as ineffective moves in combat (these players will instead gravitate towards Breakfall which would cost the same to use, but be more effective than either other ability). In conclusion, it should be noted that neither Maintain Balance nor Roll with Punch/Fall/Impact would require an attack to use (though it is possible that these moves could cost an attack for characters without the move present in their hand to hand combat/martial art style similar to the difference between Parry and Automatic Parry).

For clarity, it may be useful to replace the description of Cartwheel with the following information:
Cartwheel: Holding the body rigidly extended, the character rolls like a wheel by using the arms and legs as spokes. Doing a cartwheel counts as one melee attack/action.
Cartwheel -- Attack. This maneuver can be used to move quickly into combat range.
Cartwheel -- Combined Strike. An Attack Cartwheel can also be used as a part of a combined Strike against an opponent to the rear of the character when used with either an Axe Kick, Wheel Kick or Knife Hand. If striking with a Cartwheel, use only the Cartwheel bonus. Must be used as the first attack in a melee round. Note: Cannot be used with Death Blow or Knockout/Stun.

Page 128 (revised edition): Under the third paragraph of the description for Combat Range, change the following sentences, "Moving in from one distance to another can be done by any character automatically. Moving out is another matter. Characters can move from grappling to long range automatically. Moving from grappling to combat range, or from combat to long range, can't be done automatically because the opponent can automatically move with you. Movement can also be done with special moves. Characters can move into attack range by using Back Flips, Cartwheels, Handstands, Leaps, and Rolls. Moving out of range is possible with a Back Flip, Leap, Roll, or Somersault." to "Moving in from one distance to another can be done by any character during their melee attack. Moving out is another matter. Characters can move from grappling to long range during their melee attack. Moving from grappling to combat range, or from combat to long range, can't be done as easily because the opponent can immediately follow up, negating the effect of change in distance. Whereas by using an escape move, the character can force the separation of distance, requiring the opponent to close anew, basically changing the combat equation. Movement can also be done with special moves. Characters can move into attack range by using Back Flips, Cartwheels, Handstands, Leaps, and Rolls. Moving out of range is possible with a Back Flip, Leap, Roll, or Somersault. "

Under the third paragraph of the description for Combat Range, change the sentence, " Characters can move into attack range by using Back Flips, Cartwheels, Handstands, Leaps, and Rolls." to " Characters can move into attack range by using Back Flips, Cartwheels, Handstands, Leaps, Somersaults, and Rolls."

Under the third paragraph of the description for Combat Range, change the final sentence, " Moving out of range is possible with a Back Flip, Leap, Roll, or Somersault." to "Moving out of range is possible with a Back Flip, Handstand, Leap, Roll, or Somersault."

After the description for the combination move Power Block/Parry, insert the following paragraph:
Combination Strike/Parry: Against one opponent, once per melee round. Roll first to strike (using regular bonus). If successful then all attacks from that opponent for the rest of the melee round can be parried automatically. Uses up one melee attack.

Under the note about Parry (In combination), change the paragraph, "When a Parry is included as part a combination move, it is a Standard Parry. No other Parries or Dodges (including Automatic Parry or Automatic Dodge) can be used at the same time. When used as part of a combination move, Parry Bonuses can NOT be used!" to read "When a Parry is included as part a combination move, it is a Standard Parry, unless otherwise stated by the combination move description (i.e. Combination Strike/Parry). Unless otherwise stated, no other Parries or Dodges (including Automatic Parry or Automatic Dodge) can be used at the same time. When used as part of a combination move, Parry Bonuses can NOT be used!"

Under the description of Critical Strike, change the first sentence of the first paragraph from, "A particularly effective blow that does double damage." to "A particularly effective blow that usually does double damage."

Under the description of Critical Strike, change the second sentence of the second paragraph from, "Jump Kicks, Leap Attacks, and Power Punchesare all critical strikes that do double damage when successful." to "Jump Kicks and Leap Attacks are critical strikes that do double damage when successful."

Insert the following paragraph after the third paragraph of the description for Critical Strike:
Some martial art styles provide a bonus to Critical Strike damage where it does triple damage instead of the regular double damage. In these cases, triple damage to the following modifiers to attack (if known by the style); Critical Strike, Critical Strike from Behind, Knockout/Stun and Knockout/Stun from Behind (where the victim successfully rolls with punch). When combining another critical strike modifier on top of this, the damage will be quadrupled (normal damage roll x4 plus additional damage bonuses)."

Page 129 (revised edition): Under the description of Death Blow, in the second paragraph, change the sentence "If the roll with punch is successful (over the attacker's Strike roll), then the victim's hit point damage is reduced by half." to "If the roll with punch is successful (over the attacker's Strike roll), then the victim is not killed, but the victim's current S.D.C. and hit points are reduced by half.

Under the description of Disarm, change the following sentences, " Normally it counts as one melee attack/action. However, it can take the place of an automatic parry." to read "Disarm counts as one melee attack/action."
Note: The change to defensive Disarms appearing in Palladium's other RPGs (i.e. that a defensive disarm needs a Natural 19 or 20 to succeed) should NOT be added, as this violates the basic premise of "defender always wins ties."

Under the description of Dodge, in the first paragraph, change the sentence, "Dodging always takes up one attack/action per melee round." to "Dodging usually takes up one attack/action per melee round."
Under the description of Dodge, in the third paragraph, change the final sentence from "That means that the character can not Dodge or Strike for the rest of the melee round, he can only try to parry further attacks." to "That means that the character can not perform combat maneuvers that cost a melee attack/action for the rest of the melee round, he can only try to use automatic defenses against further attacks."

Under the description of Automatic Dodge, remove the following sentences, "Next, the Automatic Dodge does use one melee attack, and it must be the character's first attack of the melee round. What if your character loses the Initiative? Sorry, you can't use the Automatic Dodge against that first attack."

Page 130 (revised edition): For clarity, it may be useful to replace the description of Handstand with the following information:
Handstand: The character flips over and stands on his hands. Doing a handstand counts as one melee attack/action.
Handstand -- Escape. If used in place of a Strike (when it's the hand-standing character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the handstand character the initiative.
Handstand -- Attack. If used in place of a Strike (when it's the hand-standing character's turn to Strike at his opponent), this allows the character to move into combat range.
Handstand -- Combined Strike. An Attack Handstand can also be used as a combined Strike against an opponent to the rear of the character when used with either a Kick Attack, Snap Kick or Axe Kick. If striking with a Handstand, use only the bonus to Handstand, not the bonus to Strike. Must be used as the first attack in a melee round. Cannot be used with Death Blow or Knockout/Stun.

For the description of Holds it mentions that the character doing the hold gets to add in his bonuses to hold. Unfortunately, there are no existing bonuses to hold in N&S. To fix this, the reference in the Hold description must be deleted, or Hold Bonuses must be added to martial art styles which get holds.

After the description of Elbow Lock, insert the following paragraph: "Arm Lock: 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)."

For Jump Kicks and Flying Jump Kicks I recommend the following changed information be used (this change in the number of attacks is more balanced, and judging by the Leap Kick description in Splicers, more in line with current Palladium combat rules):
Jump Kicks & Flying Jump Kicks: A Jump Kick is performed by leaping completely off the ground and attempting to land foot-first on an opponent. Jump Kicks can be used only by those skilled in hand to hand martial arts. The advantage of a jump kick is that it works as a critical strike and doubles the normal damage inflicted. The disadvantage of a jump kick is that it costs two attacks (or more to perform).

Jump Kick: Does 1D8 Damage and Critical Strike. Costs two melee attack/actions.

Flying Jump Kick: Must be made from long range. The character launches into the air, taking a position that will smash one foot into the opponent. Does 1D10 Damage and Critical Strike. Costs three melee attack/actions.

Flying Reverse Turning Kick: Must be made from long range. The extra twisting and turning of the body adds power to do 2D6 Damage and Critical Strike. Costs four melee attack/actions.

Flying Reverse Spinning Kick: A flying jump that involves a complete somersault in midair. Damage is 2D6. No other attack may be performed in that melee round (all attacks for that melee are used up in the kick). The flying reverse spinning kick must be the character's first attack of that melee round. For the rest of the melee round, the character can only parry, dodge or move into position. Can use only 'Spin' bonus, not 'Strike' bonus. Also works as a simultaneous Automatic Parry. (Change continues to page 131.)

Page 131 (revised edition): Between the descriptions of Kick Attacks and Knock-Out/Stun, insert the following paragraph:
"Knockdown: Getting knocked down, falling, getting struck by a fast, heavy vehicle, or explosion, or getting knocked back dozens of yards/meters (30 feet/9 m or more) will cause the character to take damage from the force of the impact. While most armors are padded, they only provide so much protection.
Damage: Inflicts 1D6 Hit Point/S.D.C. damage for every 20 feet (6 m) one is knocked back. Round down. If the knock back is 100 feet (30.5 m) or more, there is a 01-65% chance of being temporarily knocked out for 1D6 melee rounds.
Penalties: In ALL cases, when a character is knocked down or off his feet, he automatically loses initiative and one melee attack/action. This is true even if the character is knocked down right where he was standing or only a few feet/meters."

Change "Knock-Out/Stun" to "Knockout/Stun" for the combat term entry.

Insert the following paragraph into the Knockout/Stun description:
Victims of a successful KO/stun attack must roll above a 15 on a D20 (P.E. bonuses apply) to remain conscious. Failure to save means results in being knocked unconscious for 1D6 melee rounds! A successful save means the character remains conscious but his head is full of cobwebs. It will take 1D6 melee round for his head to clear, and in the meanwhile, the character loses two melee attacks and all combat bonuses are reduced by half."

Change the description of Leap to the following:
This can be used to dodge, move into, or out of combat range. If used in place of a character's attack, it means the character can move into combat range or leave the combat area. If used instead of a Parry or Dodge, it means the character must roll over the attacker's Strike, and use only the bonus to Leap. Success means avoiding the attack and leaping out of combat range. Failure to beat the Strike means taking full damage without a chance to Roll with Punch. Note: A bonus to leap can be used for either a leap attack, dodging with a leap (do not add the dodge bonus), leaping into combat, or leaping out of combat

Alternatively, for clarity, it may be useful to change the description of Leap to the following:
Leap: This can be used to dodge, move into, or out of combat range. Doing a leap counts as one melee attack/action. Note: A bonus to leap can be used for either a leap attack, dodging with a leap (do not add the dodge bonus), leaping into combat, or leaping out of combat.
Leap -- Defensive. If used instead of a Parry or Dodge, it means the character must roll over the attacker's Strike, and use only the bonus to Leap. Success means avoiding the attack and leaping out of combat range. Failure to beat the Strike means taking full damage without a chance to Roll with Punch. Also called a Leap Dodge.
Leap -- Escape. If used in place of a Strike (when it's the leaping character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the leap character the initiative.
Leap -- Attack. Not to be confused with a Leap Attack. If used in place of a Strike (when it's the leaping character's turn to Strike at his opponent), the leap moves the character into combat range.
Determining Leap Distance: Round all results down (unless you really want to calculate the inches/centimeters distance).
Standing Broad Jump: Roughly one-third foot (3.6 inches/9cm) for every P.S. point. (Quick math: P.S./3=feet)
Standing High Jump: Roughly one-sixth foot (1.8 inches/4.5cm) for every P.S. point (Quick math: P.S./6=Feet)
Running Long Leap: A half foot (six inches/15 cm) for every P.S. point. (Quick math: P.S./2=Feet)
Running High Leap: One quarter foot (three inches/7.5cm) for every P.S. point. (Quick math: P.S./4=Feet)
Note: For our purposes (and to keep things simple) jumps are done from a standing start, leaps are done from a running start.

Author's Note: Leaping Distances have seen many changes, though they are most often not discussed in the various games outside of the Acrobatics and Gymnastics skill. However, in N&S Leaping Distance is an important factor, as it determines which combat range the character can make Leap Attacks, Jump Kicks and Flying Kicks at. Normally these can all be done at Long Range (and should be, since the description of Long (Combat) Range in the book says this is the distance necessary for Leaps and Flying Kicks), however further explanation of what moves can used at the different combat ranges shows us that with the exception of Flying Kicks, Leap Attacks and Jump Kicks can be used at Combat Range. Sounds like a simple way to run things doesn't it? Unfortunately the problem crops up in that many low level martial artists, with any of the Leaping or Jumping abilities, can NOT leap the distance of Long Range (10 feet) because they don't have the ability to jump/leap that far yet! Which means they can't use those combat moves until they receive a Leap Distance of 10 feet or greater. Also, many people wonder how you're supposed to determine the leap distance of a character without Acrobatics or Gymnastics (or, if you're playing N&S, without leap bonuses from your martial art). I believe I've seen three methods for this, though there may be more. ATB2 has a standard leaping ability listed (page 72) for different creatures, listing humans as being able to leap four feet across, three feet high without using an object, and that is increased by 50% for a full speed running start. The Heroes Unlimited GM Guide has a much more useful ruling in it's wonderfully expanded Super-Brawling Rules, where a full speed running start allows a normal character to leap one half foot for every point of P.S. long/across and half that vertically, reduced by 40% for a standing start. I've also seen, "For humans, figure that normal untrained characters can leap 4' high and 5' long. Characters with either the acrobatics or gymnastics skills increase their distance by 2' per level of experience (Note: This is 2' for either skill; having both skills will NOT increase the distance beyond the 2'). Modifying a character's leaping distance for physical attributes (i.e. speed, strength, and/or prowess) is an option for the individual GM." Though it's validity and location in a book are unknown.

For the description of Leap Attack, I recommend the following information replace the existing description (This change reflects the updated Palladium combat rules as presented for Leap Attacks in the HUGMG and balances out the use of Leap Attacks):

Leap Attack: An airborne assault where the weapons and fists are wielded in mid-leap. A Leap Attack costs four melee actions/attacks. Usually, only a single strike can be made during a leap attack. However, if two opponents are close together, the attacker can leap between them and strike both of them at the same time; roll to strike each opponent. After the leap, the character may not attack again until the next melee round, but can parry, dodge, or move into position. Automatic parries work in mid-leap, but dodges are impossible. A successful leap attack is a critical strike and does double damage.
Note: A character may use any type of melee weapon in a leap attack, but gets no combat bonuses such as a strike or parry, unless the character has a Weapon Proficiency (W.P.) In that particular weapon. Characters can also fire guns, crossbows or energy weapons, or throw daggers, in mid-leap, but projectile weapons just do normal damage.

Under the description of Natural Twenty, change the sentence, "A natural twenty beats all other rolls and can only be parried or dodge by another natural twenty." to one of the following (your choice):
"A natural twenty can only be parried or dodged for no damage on another natural twenty, half damage (i.e. regular damage for critical strikes, death blows and the like) if the defender's roll and bonuses beat the attacker's combined strike roll (the natural twenty plus bonuses)." or
"Like always, the defender's roll (plus any bonuses) must tie/equal or better the attacker's Strike roll (with bonuses). Defenders always win ties."
This change results from balancing the Critical Strike (which always occurs on a Natural 20) with the defender's abilities. As originally worded, not only is a Natural Twenty almost impossible to defend against, it also results in double damage, meaning that the defender is stuck between either trying to get lucky in contradiction to the established rule that "Defenders always win ties," or taking double damage. Either option of the listed change fixes that problem.

For Multiple Attackers, change the Important Note to read:
No more than four hand to hand attackers can't deliver physical attacks in a single melee round attack. Any more than that and they just get in each others way. If a Game Master wants to allow more (I wouldn't!), then it's up to that Game Master to figure out the penalties, etc. From my point of view, allowing more than four attackers, if a Game Master is going to allow it, would work both ways, and would screw up game balance

I also recommend that Splicer's note about multiple attackers on the bottom right column of page 209 should be added to this section. However, if compared closely to the exiting N&S rules (and/or modifications listed here), it should be noted that Parry's second paragraph under the Combat Terms description should be modified to reflect the change, and that one (standard) Dodge works against all attacks directed at that character, regardless of number of multiple attackers for that melee round attack.

Under the description of Natural Roll, change the sentence, "Special attacks, such as a Critical Strike, Knock-Out/Stun or Death Blow, can only be done when the Natural Roll equals or exceeds the required number." to read, "Certain attacks, such as a Critical Strike, Knockout/Stun or Death Blow, can only be done when the Natural Roll equals or exceeds the required number."

Under the description of Paired Weapons, change the first sentence from, "Certain kinds of weapons, such as Sais, Nunchaku, knives, clubs and swords, can be used as paired weapons." to "Certain kinds of weapons, such as Sai, Nunchaku, knives, clubs and swords, can be used as paired weapons."

Page 132 (revised edition): Under the description of Parry, in the first paragraph, change the sentence, "Characters trained in hand to hand combat can automatically parry without losing melee attacks." to read "Most characters trained in hand to hand combat can automatically parry without losing melee attacks."

Change the entry for Roll with Punch/Fall/Impact to the following:
Roll: This can be used to dodge, move into, or out of combat range. If used in place of a character's attack, it means the character can move into combat range or leave the combat area. If used instead of a Parry or Dodge, it means the character must roll over the attacker's Strike, and use only the bonus to Roll. Success means avoiding the attack and rolling out of combat range. Failure to beat the Strike means taking full damage without a chance to Roll with Punch. Note: A bonus to Roll with Punch/Fall/Impact can be used for either a Roll with Punch/Fall/Impact, dodging with a roll (do not add the dodge bonus), rolling into combat, or rolling out of combat

Roll with Punch/Fall/Impact: Hand to Hand combat fighters can reduce the damage from blows, explosions and falls by rolling. If the defender is successful, only half damage is taken. Victims must roll higher than the attacker's roll. Falling characters must roll a 14 or higher, on a twenty-sided die, to roll with the fall. Roll with Punch/Fall does not work against energy blasts, bullets, fire, bladed weapons, psionics, or radiation.
Automatic Roll: Normally a character can only roll with one attack in each melee round action. With Automatic Roll, the character can roll with punch against an unlimited number of attacks.

Alternatively, for clarity, it may be useful to substitute the following change to the description of Roll:
Roll: This can be used to dodge, move into, or out of combat range. Doing a roll counts as one melee attack/action. Note: A bonus to Roll with Punch/Fall/Impact can be used for either a Roll with Punch/Fall/Impact, dodging with a roll (do not add the dodge bonus), rolling into combat, or rolling out of combat. A bonus to 'Roll' can only be used for dodging with a roll, rolling into combat, rolling out of combat, or with a roll strike of some kind (like the Roll/Knockdown, which often has its own bonus).
Roll -- Defensive. If used instead of a Parry or Dodge, it means the character must roll over the attacker's Strike, and use only the bonus to Roll. Success means avoiding the attack and rolling out of combat range. Failure to beat the Strike means taking full damage without a chance to Roll with Punch/Fall/Impact.
Roll -- Escape. If used in place of a Strike (when it's the rolling character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the rolling character the initiative.
Roll -- Attack. if used in place of a Strike (when it's the rolling character's turn to Strike at his opponent), the roll moves the character back into combat range.
Roll - Combined Strike. An Attack Roll can also be used as a combined Strike against an opponent to the rear of the character when used with either a (one attack costing) hand strike, Kick Attack, Snap Kick or Axe Kick. If striking with a Roll, use only the bonus to Roll, not the bonus to Strike. Must be used as the first attack in a melee round. Cannot be used with Death Blow or Knockout/Stun.

Roll/Knockdown: This is a knock-down attack that does no damage, standard Roll bonus applies.

Under the S.D.C. Table, change the entry "fDoor, Bank Vault 5000 S.D.C." to "Door, Bank Vault 5000 S.D.C."

Page 133 (revised edition): For clarity in martial art style descriptions it may be useful to insert Simultaneous Attack into the Special Attacks listed for each martial art style. (This would also apply to the combat moves of Entangle and Grab.)

For clarity, it may be useful to substitute the following description for Somersault:
Somersault: This is a combat maneuver used to get in or out of combat range. Doing a somersault counts as one melee attack/action.
Somersault -- Defensive. If used instead of a Parry or Dodge, it means that the character must roll over the attacker's Strike, and use only the bonus to Somersault. Success means avoiding the attack and rolling out of combat range. Failure to beat the Strike means taking full damage without a chance to Roll with Punch.
Somersault -- Escape. If used in place of a Strike (when it's the somersaulting character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the somersaulting character the initiative.
Somersault -- Attack. If used in place of a Strike (when it's the somersaulting character's turn to Strike at his opponent), the somersault moves the character back into combat range.

Delete "Snake Style - ONE-FINGERTIP ATTACK" from the list of Special Moves.

Under the Strike description, after the entry for Forearm, insert the following entry, "Headbutt: Does 1D4 Damage."

Change the section Titled "Modern Weapon Combat" to read "Ranged Weapon Combat."

Under the first paragraph Modern Weapon Combat, change the paragraph from, "The Modern Weapon Combat presented here represents the very latest in Palladium's arsenal of role-playing techniques. This is the definitive system for dealing with high-volume modern weapons. It's a bit of a change from the older system found in the original Mechanoids, Heroes Unlimited and Teenage Mutant Ninja Turtles and Other Strangeness. However, you might as well get used to it, since it's going to be in most Palladium games from now on. For example, it's already used in Robotech and in the new Revised Heroes Unlimited." to read, "The Ranged Weapon Combat presented here represents the very latest in Palladium's arsenal of role-playing techniques. This is the definitive system for dealing with ranged weapons. It's a bit of a change from the older, Modern Weapon Combat, system found in the original Mechanoids, Heroes Unlimited and Teenage Mutant Ninja Turtles and Other Strangeness. However, you might as well get used to it, since it's going to be in most Palladium games from now on. For example, it's already used in Robotech and in Revised Heroes Unlimited."

Change the section titled, "Resolving Modern Weapon Combat: A Step-by-Step Introduction" to read, "Resolving Ranged Weapon Combat: A Step-by-Step Introduction."

In the first paragraph under Step 1: Determine Initiative, insert a hyphen between "re" and "roll" in the word "reroll".

Change the sentence, "However, characters attacking from long-range, such as a sniper, will automatically get the Initiative." to "However, characters attacking undetected from long-range, such as a sniper, will automatically get the Initiative."

Page 134 (revised edition): Under the second paragraph of Step 2: Attacker Rolls Strike, change the sentence, "Normal Strike bonuses and combat skill bonuses are not counted in Strike rolls with modern weapons." to read, "Normal Strike bonuses and hand to hand combat skill bonuses are not counted in Strike rolls with modern weapons."

Under Modern Weapon Proficiencies, in the Weapon Proficiencies section, under Aimed, change the listed bonus from, "+3 to strike." to "+4 to strike with a revolver or +3 to strike with all others."

Under Modern Weapon Proficiencies, in the Weapon Proficiencies section, under Training, change the sentence, "Add a bonus of +1 to strike for every THREE levels of experience beyond level one." to read, "Add a bonus of +1 to strike to Aimed or Burst shots for every THREE levels of experience beyond level one."

Under the Aimed description, for the Bonus to strike, change the sentence from, "Bonus to Strike is +4 with a revolver or + 3 for all others." to "Bonus to Strike is initially (at first level) +4 with a revolver or + 3 for all others."

Under the Burst description, for the Bonus to strike, change the sentence from, "Bonus to Strike is +1 with all weapons." to "Bonus to Strike is initially (at first level) +1 with all weapons."

For GM's wishing more information on just what is considered shooting wild, they can add this material after the description of Shooting Wild:
Shooting wild occurs under the following conditions:
� When a character is shooting in the general area of the intended target, but has not taken the time to carefully aim.
� Can not actually see his target. This includes shooting at targets concealed by trees or other forms of vegetation, concealed by smoke, shooting through a door or wall, shooting around a corner without looking, when blinded or if an opponent is invisible, and when shooting and trying to do something else like performing a different skill at the same time; i.e., running, leaping, flying, driving a vehicle, talking to somebody, or concentrating on a second task or action.
� When shooting from a moving object; i.e. a moving car, horse or other moving platform. This does not include the firing of weapon systems built into cyborgs or mounted weapons or turrets built into combat vehicles. Nor is it applicable to super-heroes and mutants or monsters that can shoot energy beams, or similar powers, from their natural bodies. This rule applies to people who are shooting a hand-held weapon while hanging out of the window of a moving vehicle, dangling from an aircraft, standing on a moving platform, shooting from the back of a racing animal and similar conditions.
� When terrified or in a berserker rage. At the G.M.'s discretion, this may apply to characters who are shooting after having just recovered from a failed Horror Factor roll.
� Whenever the shooter is spraying a general area with random gunfire rather than focusing on a specific target.
� When the character does not have the W.P. skill for the weapon he is firing. Characters without a weapon proficiency (W.P.) can attempt to use any weapon. It is not difficult to pick up a gun and pull the trigger, anybody can do that. However, it is another thing to be able to use the weapon with any knowledge, skill or accuracy. Thus, a character who does not have a W.P. for the weapon NEVER gets any of the W.P. bonuses, not the +3 for aimed shots or the +1 for bursts. Any burst/rapid shooting by somebody untrained in the required W.P. is considered shooting wild (-6 to strike). An untrained person trying to shoot a single aimed shot rolls the standard strike roll without benefit of bonuses.

For GM's wishing more information on reloading times for various weapons, they can add this material to the entry for Reloading:
Reload Times
Arquebus: It always, regardless of skill level, takes at least a full melee round to reload an Arquebus. That means if you fire one at the beginning of Melee Round #1, you'll spend the rest of Round #1 and Round #2 reloading, and the weapon won't be ready to fire again until the start of Melee Round #3.
Matchlock: At first level a character can fire at the beginning of a melee round, and reload fast enough to be ready to fire at the beginning of the following melee round. At fourth level the character can fire, reload, fire, and reload again in a single melee round. At tenth level it's possible to shoot, reload, shoot, reload, shoot, and reload in a single melee round, for a total of three shots per melee round.
Cap & Ball Pistol: Each chamber of a percussion cap revolver takes a full melee round for reloading. Note that many revolvers come with spare cylinders, so a character can just remove the empty cylinder and replace it with a full one in a single melee round.
Flintlock Rifle or Pistol: At first level a character can fire at the beginning of a melee round, and reload in time to be ready to fire at the beginning of the following melee round. At third level the character can fire, reload, fire, and reload again in a single melee round. At seventh level it's possible to shoot, reload, shoot, reload, shoot, and reload in a single melee round, for a total of three shots per melee round. Twelfth level expertise allows for shooting and reloading four times in a single melee round, still leaving the weapon loaded for the beginning of the next melee.
Percussion Cap Rifle: At first level a character can fire at the beginning of a melee round, and reload fast enough to be ready to fixe at the beginning of the following melee round. At fourth the character can fife, reload, fire, and reload again in a single melee round. At tenth level it's possible to shoot, reload, shoot, reload, shoot, and reload in a single melee round, for a total of three shots per melee round.
Energy Weapons: One magazine/clip takes one melee action to reload.
Automatic Pistols: One magazine/clip takes one melee action to reload.
Bolt Action Rifles: Takes one melee round (15 seconds) to reload.
Dartgun: One magazine/clip takes one melee action to reload. Versions without magazines require one melee round (15 seconds) to reload.
Fully Automatic & Semi-Automatic Rifle (& Assault Rifles): One magazine/clip takes one melee action to reload.
Revolver: A speed-loader takes one melee action to reload. Hand loading takes one melee round (15 seconds) to reload.
Pump Shotgun: Can fire 2-6 rounds before needing to be reloaded. Each shot counts as one melee attack. It takes two melee actions to reload.
Breech-Load Shotgun: Single Barrel shotguns can fire one round . Double barrel shotguns can fire one or both rounds simultaneously (the latter doing double damage). A single or double blast counts as one melee attack. It takes two melee actions to reload
Semi-Auto Shotgun: Can fire single shots or short bursts (only). Clip magazine has 6-8 shots, a drum magazine has 12-20 rounds. Magazines take one melee action to reload.
Fully Auto Shotgun: Very rare and can only be used by a gunman with a P.S. of 20 or greater, otherwise the recoil is overwhelming, plus the character is likely to be staggered, with a 01-40% chance of being knocked off his feet. Clip magazine has 8 shots, a drum magazine has 20 rounds.
Sub-Machine Gun: One magazine/clip takes one melee action to reload.
Flamethrower: Small flamethrowers (and held or small, improvised versions) take one melee to reload if grabbing another canister of fuel. Large, portable flamethrowers take 1D4 minutes to reload by replacing fuel canisters. Both versions take several minutes (2D6 for a small tank, 1D4x10 for a large tank) to refill. Vehicle mounted flamethrowers take 2D6 minutes to swap fuel cells and 1D6x10 minutes to refill.
Grenade Launcher: One grenade can be loaded per melee attack/action. Belt-fed Grenade Launchers require two melee attacks to reload, however this can be divided among two people to effectively load the grenade launcher in half the time.
Infantry Missiles: Takes one melee round (15 seconds) to reload.
Machine Gun: One magazine/clip takes one melee action to reload (when applicable). Belts require two melee attacks to reload, however this can be divided among two people to effectively load the machine gun in half the time.
Mortar: One mortar shell can be loaded in one melee attack/action.

Page 135 (revised edition): Under Automobile Control Rolls, for Exceeding Maneuver Speed, add a "%" after the "-12" penalty.

For ground vehicles, the entire order of what is presented needs to be reworked. After the Automobile Control Rolls table, the Loss of Control Table (page 137) needs to be placed, then the Road & Speed Table (page 138). The Crash and Damage Rules need to be moved in front of the Car Combat Rules, with the Vehicle Damage section (page 137) placed between Driver & Passenger Damage and Pedestrian Damage (where the Loss of Control Table currently resides). This will move the Car Combat Rules to just after the Crash and Damage Rules, before the Vehicle Combat example and Critical Damage Table. To me this looks like a bizarre cut and paste reordering of the rules as presented (minus setting specific material) in Road Hogs. Though it may be a typography choice which attempts to fit the artwork, tables, and sections together neatly (unfortunately, if that's true, the effect didn't work out the way it should have, instead the result looks sloppy, and is confusing when you're trying to find information pertaining to one area of vehicles and have to flip through two sections to get that information).

Page 136 (revised edition): Under Melee Rounds: Vehicle-to-Vehicle, in the second paragraph, change the last part of the sentence from, "...for a car going 187 miles per hour to catch up with a car going 193 miles per hour." to, "...for a car going 193 miles per hour to catch up with a car going 187 miles per hour."

Page 137 (revised edition): Under the Vehicle Damage section, change "travelling" to "traveling" in the second sentence of the last paragraph.

In the Loss of Control Table, there are several references to reduction in Speed Class. Therefore, how does the Speed Class reduction system for Loss of Control work (this also applies to the Vehicle Stopper)?
There are a few possibilities for this:
Possibility 1: A reduction of Speed class temporarily reduces the vehicle's speed by the Maximum Speed listed for the rolled (or determined) Speed Class. (I.e. a roll of 3 reduces the vehicle's speed by 45mph)
Possibility 2: A reduction in Speed Class temporarily reduces the vehicle's Cruise Speed for that Speed Class. (I.e. a roll of 3 reduces the vehicle's speed by 30mph)
Possibility 3: A reduction in Speed Class reduces the vehicle's engine to the new level of Speed Class permanently (or until the damage is repaired). (I.e. a roll of 3 reduces the engine's existing Speed Class by 3 steps.)
Of these, the first possibility is the most likely for rolls on the Loss of Control Table and the effects of the Vehicle Stopper. Critical Damage on the other hand is more likely to result in the third possibility (especially for engine damage results).

Page 138 (revised edition): In the Vehicle Combat Example description, change ".50 calibre machinegun" to ".50 caliber machine gun".

Page 139 (revised edition): On the Critical Damage Table, for 26-30 Electrical System Damaged, change the word "manuever" to "maneuver" in the third sentence.

On the Critical Damage Table, for 76-85 Transmission Fluid Leak or Damage, change the last sentence to, "Vehicle will continue operating for another 4D6 melee rounds."

Page 140 (revised edition): Remove "and Space" from the title of "Air and Space Combat."

Page 141 (revised edition): Under Chicken Tactics, before the Notes, insert the following (missing) information:
3. Divebomber Tactic
Here's another idea for getting rid of a Dog Tail. All you have to do is make a powered dive directly toward the ground. This builds up speed and puts any pursuer in some danger.
Either side can break off the Divebomb at the first opportunity, with no penalty. If both continue to dive, then the penalty on the next opportunity is -20%. It increases by -20% at each melee. In other words, at first there is no penalty, then -20%, then -40%, then - 60%, then - 80%. If anyone proceeds past - 80%, they will crash at full speed plus 2 speed levels.
At any point, either party can give up and attempt to veer away. The longer the game takes, the harder it is to escape. If either character tries and fails to veer, it's up to the other character to successfully veer. There is one and only one chance to veer off for each character. If both pilots fail, then the result is a head-on collision at full speed.
Neither side is able to fire weapons during a Divebomber Tactic.
What makes the Divebomber the worst of all the Chicken games is that it requires a second saving throw. This is to determine if the vehicle can stand the strain of pulling out of the powered dive. Save by rolling under the T.M.F. of the vehicle on a twenty-sided. If the roll is over the T.M.F. then the plane crashes into the ground at full speed. No parachute or ejection seat escapes are possible.
Success #1: Enemy fails to veer away and you succeed. Enemy crashes.
Success #2: Enemy veers away first and then you succeed in following (a successful veer). You've lost your Dog Tail and you get a full melee round of fire on the enemy. You can try to Dog Tail the enemy or try to escape.
Failure #1: You veer away first. If your opponent is also successful, then you are still being Dog Tailed.
Failure #2: You fail to veer away. You crash at full speed. See Crash and Damage Table.
Failure #3: You successfully veer away, but fail to make the saving throw and still crash at full speed.
NOTE: All attempts to veer are made by rolling under Pilot Skill with Air-to-Air added in, and with penalties subtracted, on percentile roll.

Page 142 (revised edition): On the Air Vehicle Random Damage Table, for 06-08, change the last sentence to, "Crash speed will be from 20-120 mph (2D6x10)."

Page 143 (revised edition): Change the weapon damages to the following:
Axes
Axe, Battle 3D6
Axe, Throwing 1D6
Axe, Stone 2D6
Axe, Bipennis (2-head) 2D6
Oncin Pick 2D4
Pole Arms
Awl Pike 2D6
Beaked Axe 2D6
Berdiche 3D6
Glaive 2D6
Guisarme 2D6
Halberd 3D6
Saber Halberd 3D6
Hippe 3D6
Lucerne Hammer 3D6
Military Fork 1D10
Pike 2D6
Runka 2D6
Scythe 3D6
Voulge 3D6
Spears
Short Spear 1D8
Long Spear 2D6
Javelin 1D6
(remove the extraneous replication of Beaked Axe)
Knives
Daggers and Knives 1D6
(Moved Meat Cleaver from Miscellaneous)
Meat Cleaver 1D6
Short Swords
Short Sword 2D4
Sabre 2D4
Scimitar 2D6
Falchion 2D6
Cutlass 2D4
Large Swords
Bastard 2D6+2
Broadsword 2D4+1
Claymore 3D6
Flamberge 3D6
Longsword 2D6
2-handed Espandon 2D6+2

Page 144 (revised edition): Change the weapon damages to the following:
Ball and Chain
Ball and Chain 2D4
Flail 2D6
Goupillon Flail 3D6
Mace and Chain 3D4
Nunchaku 2D4
Blunt Weapons
Arab Mace 2D4
Mace 2D6
Cudgel 1D8
Club/Stick/Pipe 1D6
Hercules Club 3D6
Horseman Hammer 2D6
Maul 2D6
Morning Star 2D6
War Club (wood) 2D4
War Hammer 3D4
Staves
Short 1D6+1
Long 2D6
Bo Staff Avg Length=1.8m/6.0 feet 1D8
Quarter Staff 2D4
Iron Staff 2D6+2
Missile Weapons
(Revise the entire section to the following)
2-Handed Range Damage Cost
Bows
Short Bow, Self yes 340 ft/104 m 1D6
Ninja Short Bow yes 400 ft/122 m 1D6
Short Bow, Composite yes 420ft/128 m 1D8
Long Bow, Self yes 640 ft/195 m 1D8
Long Bow, Composite yes 700ft/213 m 2D6
Modern Compound Bow yes 700 ft/213 m 1D10
Samurai Long Bow yes 800 ft/244 m 2D6
Crossbows
Pistol Crossbow(small) no 120 ft/36.5 m 1D6
Light Crossbow(rifle size) yes 340 ft/104 m 2D4
Heavy Crossbow(rifle size) yes 600 ft/182 m 2D6/3D6
Modern Crossbow yes 700 ft/213 m 1D8/4D6
Light Arbalest yes 1000 ft/305 m 2D8/5D6
Heavy Arbalest yes 1200 ft/366 m 3D8/6D6
Miscellaneous Missile Weapons
Blowpipe no 30 ft/9 m 1 point
Blowgun yes 50 ft/15.2 m 1D4
Boomerangs no 60 ft/18.3m 1D6
Coins no 30 ft/9.1 m 1D4
Dart no 30 ft/9 m 1D4/1 point
Javelin no 300 ft/91 m normal javelin damage +1D4
Shuriken no 30 ft/9.1 m 1D4
Sling or Slingshot no 80 ft/24.4 m 1D6
Spear no 100 ft/30.5 m normal spear damage +1D6
Throwing Sticks no 30 ft/9.1 m 1D6
Throwing Knives no 40 ft/12.2 m 1D4/1D6
Throwing Irons and Axes no 40 ft/12.2 m 2D4
Miscellaneous (no W.P. bonuses)
Black Jack 1D8
Bullwhip 1D8
Cat-o-Nine Tails 1D6
(Below old Meat Cleaver entry should read Frying Pan)
Frying Pan 1D6
(Add the following Miscellaneous Weapons)
2-HANDED Avg. Length Avg. Weight Damage Avg. Cost
Hand Pick no 7 in 8 oz 1D4
Large Pick/Mattock yes 1.2 m/4 ft 2.3 kg/5 lb 3D4
Shovel yes 1.2 m/4 ft 2.0 kg/5 lb 1D6
Hammer (tool) no 10 in 1/4 kg/3 lb 1D4

Change Aikuchi/Tanto Damage to read 1D6 instead of 1D4.

Change Blow Gun Damage to read, "1D4 plus poison or drugs" instead of, "The dart itself does no damage; however, it is usually coated with poison or drugs." (Possibly 1 point with Blow Pipes doing no damage)

Page 145 (revised edition): Change Crossbow damage to Change Crossbow damage to "1D6 for a Pistol Crossbow(small), 2D4 for a Light Crossbow(rifle size), 3D6 for a Heavy Crossbow(rifle size), 4D6 for a Modern Crossbow, 5D6 for a Light Arbalest, and 6D6 for a Heavy Arbalest.

Change Daisho Damage to read, "2D6 for regular quality, 3D6 for top quality (long), 1D8 for regular quality, 2D6 for top quality (short)." instead of, "1D8+2 (long), 1D6 (short)." *Alternately, the lower damages for the Katana under Daisho could be used for one -handed use of the Katana, with the higher listing being for two handed use. This has the added advantage of getting rid of all the little katana-bunnies that only pick the katana for its damage.

Change Kusari-Gama/Kyoketsu-Shogi damage to read "1D10 chain, 1D8 sickle (Kusari-Gama), 1D8 rope, 1D6 blade (Kyoketsu-Shogi)." instead of "1D8 for the Kyoketsu-Shogi, 1D10 for the Kusari-Gama."

Page 146 (revised edition): Change Naginata/Yari damage to read, "2D6 (yari), 3D6 (naginata)." instead of, "1D8."

Under the description of Shikomi-Zue, insert a space between "blind" and "men" in the word "blindmen" in the first sentence.

Delete entry for Ninja Clothing (pages 146-147). This has been moved under Martial Art Clothing.

Page 147 (revised edition): Change the first sentence under Climbing Claws to read, "Also called Shuko." instead of, "Also called Tekagi or Shuko."
Change the Climbing Bonus from +15% to +5%.

Under the description of Climbing Spikes, add the following sentence in front of the first sentence of the paragraph:
Also called Sokko or Ashiko.
Change the Climbing Bonus from +15% to +5%.

Under Martial Art Clothing, remove the listed information and insert the following:

Aikidogi; The primary costume of the aikidoka is the Keiko gi/do gi/gi or Practice uniform. This is further supplmented through wearing Hakama (a Split skirt/wide legged pants). Additional costume features include a Tenugui (small hand cloth to wipe face which is also worn under the helmet in sword practice), Embu Gi (demonstration uniform), Montsuki (wide sleaved top with mon(family crest) on chest, sleeve and back), Uwa gi (practice top), Obi (typically white or black belt), Zekken (chest patch embroidered with own name and dojo name) and Tabi (split-toed sock-slippers) for wear inside the dojo and Zori (sandals) for use outside the dojo. Cost: $150

Cotton Sam (Kung Fu Uniform); Comes with jacket consisting of frog buttons, rollback cuffs, snap-out collar, four exterior and one interior pocket (available colors include; black with white buttons & trim, black with black buttons & trim, red with black buttons, red with white buttons, white with black buttons, and white with white buttons & trim) , black pants with drawstring waist and back pocket and black canvas shoes with white cotton lining. Cost: $30

Dobok; Consists of Korean style gi jacket (primarily white in color, occasionally black, red, or black with red trim), Korean style gi pants (red, white, blue, black, white with black trim), and belt. It is usually worn with bare feet. Cost: $50

Hwarang-Do Dobok: Standard Dobok but with a colored silk sash in place of the belt. Optional cloth wrappings around the wrist-forearm and calve-ankle. Cost: $75

Judogi; Consists of a heavy Uwagi (jacket), heavy pants, Obi (belt) and is usually worn with bare feet, occasionally zori (slippers) or tabi (split toed socks) will be worn. Comes in snow white, white, black, and blue. Cost: $80

Karategi (Dogi or uniform); Consists of Uwagi (jacket), pants, Obi (belt) and is usually worn with bare feet, occasionally zori (slippers) or tabi (split toed socks) will be worn. Comes in red, white, black, and blue. Cost: $50

Kendogi; Consists of Kendo Keikogi (heavy weight navy, blue, beige, white, or indigo jacket) and Kendo Hakama (navy, beige, white, or indigo pleated trousers). Cost: $130

Muay Thai Costume: In the ring, one wears light boxing gloves, trunks, and foot wrappings. Other, optional, items include the Kruang Rang, a religious artifact (usually Buddhist) tied around the upper arm with a bright cloth wrapping, and the Monkon, a brightly colored headband that identifies the fighter's teacher. Cost: $30

Shaolin style Buddhist monk robes; Made from heavy grade durable fabric with traditional yellow trim. Each robe comes complete with pattern-stitched top, full cut pants, thick over socks, elastic leg bindings, and a monk-style bag that is lined and has three zippered pockets. Colors are orange, white, brown and black. Cost: $25

Shaolin Uniform; A white shirt over black loose pants. Cost: $30

Shinobi Shozoku: The ninja outfit consists of jacket, hakama (loose pants), hand gauntlets, sandals, tabi socks, double belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed for concealing shuriken and other Ninja items. Also comes with a two-part hood. All of the clothing is relatively loose, with ties around the waist, wrists and ankles. (For just the clothing, A.R.: 8 and S.D.C: 15) For fighting operations on the battlefield there were chain mail jackets and leggings. Chain mail guards for the wrists, hands and neck along with a metal chin guard completed the armor. Armor triples the price of the outfit. (For chain mail armor additions, A.R. 13 and S.D.C. 59) The clothing is traditionally died one of several colors, depending on the environment in which the shinobi is working: the default color is off-black for night and utter blackness, brown for fields and forests, gray for stone and urban settings, and white for snow. True black is not available, the closest being a nearly black, dark red or dark indigo, dark brown or rust colored, due to the available dyes. For more theatrically inclined ninja, the following colors are available; blue for ninja which clumsy, incapable, or poor, red and/or orange for villainous ninja (especially ninja assassins), grey for neutral ninja, white for good ninja and evil ninja attempting to mend their ways, and no color or shinobi shozoku at all for powerful ninja. Reversible forms of shinobi shozoku may be made (or bought), with a second color or even a complete set of faux garb that can be used as a disguise (such as common bonge garb, priests's garb, etc.) when the garb is turned inside out. A second color on the reverse of the garb adds +50% to the listed cost; having a set of faux garb on the reverse doubles the cost of the shinobi shozoku. Cost: $600+

Silk Sam (Kung Fu Uniform); Comes with jacket consisting of frog buttons, rollback cuffs, snap-out collar, four exterior and one interior pocket (available colors include; black with white buttons & trim, black with black buttons & trim, red with black buttons, red with white buttons, white with black buttons, and white with white buttons & trim) , black pants with drawstring waist and back pocket and black canvas shoes with white cotton lining. Cost: $160

Tae Kwon Do Student Dobok; Consists of Korean style gi jacket (primarily white, occasionally white with a black collar), Korean style gi pants (black color), and belt. It is usually worn with bare feet. Cost: $50

Tae Kwon Do Instructor Dobok; Consists of Korean style gi jacket (black color), Korean style gi pants (black color), and belt. It is usually worn with bare feet. Cost: $100

Tai Chi Uniform; Long sleeve jacket featuring frog buttons (the same color as the uniform) and mandarin collar and pants with elastic waist and legs. Colors include black, blue, red, and white. Cost: $30

Taidogi: White sleeveless tunic, white pants, white headband and white wrist and ankle bands. Cost: $60

Traditional, Chinese Silk Gown; Prefer ornate, traditional Chinese gowns with sleeves that can wrap around the arm at least four times. Bright colors and ornate embroidery are favored. Cost: $300

Page 148 (revised edition): In the Penetration Values table, change ".50 calibre" to ".50 caliber".

Page 149 (revised edition): Replace the entry for Calibre under Abbreviations and Terms with the following:
Caliber: The internal diameter of a weapon's barrel. The American usage of caliber and British usage of calibre is expressed in thousandths of an inch, ie. .357, .45, etc. Others are expressed in millimeters, ie. 9mm, 7.65mm, etc.

Page 154 (revised edition): Under Gases: Grenades & Bombs, Tear gas entry, delete the bold code from "Victims".

Page 155 (revised edition): Under Special Spy Weapons, change the sentence under Pocket Pistols from, "All of these pistols have limited range (under 100') but are easy to conceal." to, "Most of these weapons have limited range (under 100') and are easy to conceal."

For the Vehicle Stopper, the Damage should be replaced with the following information:
SPECIAL! 3D6x20 to target, plus the vehicle suffers a crash and in loss of control of the vehicle, reducing the target vehicle's Speed Class by 8 (instead of the normal 2D6 reduction for Loss of Control due to crash, see revised N&S, page 137).

Page 156 (revised edition): Under Energy Weapons, replace the word "micronized" with "micro-sized" in the second sentence of the first paragraph of the description.

Page 158 (revised edition): Under Communications, change the word "Commmunications" to "Communications" in Commmunications Equipment.

Page 161 (revised edition): Under the common story about a Westerner trying to check into a Japanese Inn, replace all references to "TRAVELLER" with "TRAVELER".

In Third "TRAVELLER" entry, replace "Ryokans" with "Ryokan".

Page 163 (revised edition): Replace the entire Optional Conversion Rules section (goes to page165) with the following information:
Using Ninjas & Superspies with the Palladium Fantasy RPG
Adding the Martial Art Forms from Ninjas & Superspies can add an interesting twist to any Palladium Fantasy RPG campaign. However, the characters in Ninjas & Superspies are designed to hold their own in a Heroes Unlimited or After the Bomb campaign, so they're far too powerful for the fantasy game. The following Ancient Martial Artist O.C.C. should be allowed as player characters in a Palladium Fantasy RPG campaign.
Ancient Martial Artist O.C.C.
Available Martial Art Forms:
1. Ch'a Ch'uan Kung Fu (note: includes Horsemanship as Knight, see Palladium Fantasy RPG Second Edition, page 53).
2. Choy-Li-Fut Kung Fu.
3. Te.
4. Zanji Shinjinken-Rvu. Zanji characters make awesome swordsmen, yet they are also well-balanced against the standard Palladium characters.
Obviously, references to modern weapons, skills and equipment should be ignored -- do not substitute for ancient versions.
Attribute and Alignment Requirements: P.S.: 10, P.P.: 12,P.E.: 12.
Hit Points and S.D.C.: Hit Points are unchanged, S.D.C. is determined as per a Man at Arms O.C.C. (see Palladium Fantasy RPG Second Edition, page 18).
O.C.C. Skills:
Literacy: Native Language (+15%)
Language: Native Tongue at 98% and two other languages of choice (+20%)
Basic Math (+20%)
Climbing (+10%)
Lore: Demon & Monsters (+15%)
Land Navigation (+15%)
Play Musical Instrument of Choice (+20%)
Swim (+10%)
Wilderness Survival (+15%)

O.C.C. Related Skills: Select a total of two other skills. Plus one additional skill at levels four, eight, and twelve. All new skills start at level one proficiency. This is in addition to any skills included in the character's martial art form. Obviously, references to modern weapons, skills and equipment should be ignored-do not substitute for ancient versions.
Communications: Any PF skills. (+5%)
Domestic: Any PF or N&S skills. (+15%)
Electrical: None
Espionage: Any PF skills.
Mechanical: None
Medical: Any PF skills. (+5%)
Military: None
Physical: Any PF skills, except Acrobatics, Boxing, or Wrestling.
Pilot Skills: None.
Pilot Related Skills: None.
Rogue: Any PF skills.
Science: Any PF skills.
Technical: Any PF skills. (+10%)
Temple: Any N&S skills. (+10%)
Weapon Proficiencies: Any PF skills.
Wilderness: Any PF skills.

Secondary Skills: The character gets to select four secondary skills from the previous list at level one, and two additional skills at levels two, five, seven, ten, and thirteen. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also skills are limited (Any, only, None) as previously indicated on the list.
Equipment: A set of traveling clothes, a dark traveling robe with hood, a ceremonial robe, sandals or moccasins, belt, bedroll, backpack, a medium to large-sized purse/satchel, four small sacks, a water skin, small mirror, a tinder box, food rations of 2D4 weeks.
Armor: Can select one Light armor of choice.
Weapons: Begins with any weapons that the character's martial arts form uses and/or two weapons of choice.
Money: Starts with 110 gold.

Combining Martial Art Forms with Heroes Unlimited
The combining of Ninjas & Superspies with Heroes Unlimited is a natural. More or less. Here are some guidelines for Heroes Unlimited Second Edition.
Alien, Magic, Bionic, Experiment, Hardware, Mutant, Psionic, Robotic, Hunter/Vigilante, Secret Operative, Stage Magician, and Super Sleuth power categories can NOT learn a N&S style martial art!
Ancient Master: Instead of creating an Ancient Master as noted in Heroes Unlimited Second Edition, if the Game Master allows it, the player can select a "Dedicated Martial Artist" from the pages of Ninjas & Superspies. If this is the case, the Martial Arts Master can be created using any of the 37 martial arts described in Ninjas & Superspies (or the 14 new martial arts from Mystic China), complete with Martial Art Powers -instead of those described in the Ancient Master section of Heroes Unlimited Second Edition. This means the character does not have any of the bonuses, fighting techniques or Special powers noted in the Ancient Master description, but substitutes them with the ones found in Ninjas & Superspies and/or Mystic China. Furthermore, the character is younger and less experienced; starts at first level and uses the Ninjas & Superspies starting age determination (plus skill cost of the style(s) studied).
Physical Training: With G.M. approval, for the use of a Ninjas & Superspies martial art, the Physical Training hero forfeits all three Special Combat Abilities and is ineligible to take either Aggressive and Deadly Combat or Defensive and Fast Combat. They still receive the skills provided and bonuses from focus and orientation. All other areas are rolled up as usual.
Note on combining Ninjas & Superspies martial arts with Heroes Unlimited: Ninjas & Superspies use the attacks per melee that come with the martial art. Heroes Unlimited characters with Ninjas & Superspies martial arts do NOT get an additional two attacks per melee from being a hero added.
Bionic Characters from Heroes Unlimited Second Edition, including Alien Bionic characters, can add all of the new implants and cybernetics to the Bionic Components available to them. The game master may wish to increase the prices by 10 or 20%.
Hardware Characters from Heroes Unlimited Second Edition can select Gadgeteer Agent, Tinker Gizmoteer, or Dreamer Gizmoteer instead of the usual areas of expertise of Analytical, Electrical, Mechanical, and Weapons. However such a character cannot select a martial art style in the case of the Dreamer Gizmoteer or Gadgeteer Agent.
Secret Operative Characters from Heroes Unlimited Second Edition can be substituted for any of the Espionage Agent or Wandering Free Agent or Professional Free Agent O.C.C.s found in Ninjas & Superspies.
Super Sleuth Characters from Heroes Unlimited Second Edition can opt to have 1D4+1 cybernetic implants at the cost of two special skills. Also, the Super Sleuth can be substituted for the Private Eye O.C.C.
Game Masters can mix skills and skill programs between any of the games, but be careful to retain game balance.

Combining Martial Art Forms with After the Bomb
Since characters in After the Bomb have a unique educations system, none of the O.C.C.s available in Ninjas & Superspies can be used with it. Instead there are some new entries for the Background Table, as well as some new Apprenticeship programs.

Revised Background Table for After the Bomb use with Ninjas & Superspies
01-15% Feral Background
16-20% Freed Slave
21-25% Martial Monk
Some mutants are trained by secret societies and religious orders dedicated to the study of unarmed combat or specialty combat. They are forbidden to reveal the secrets of their combat moves and will practice most of their moves privately. Sometimes wandering individuals and small groups of these martial monks can be found performing tasks for their organization.
Apprenticeship: Martial Monk (NEW!)
Primary Skills: Wilderness Survival, along with another four Domestic Skills, three Physical Skills, one Military Skill , two Rogue Skills, and three Weapon Proficiencies
Secondary Skills: Select any five.
Special Bonuses: +1 P.S., +1 P.E. and +5 to S.D.C.
Money: 3D6 times 20 bucks.
Equipment: A set of basic traveling clothing/everyday wear, as well as one good quality martial weapon of choice and one other ancient weapon.
Relatives & Connections: The character has a 5% chance of recognizing another member from the same organization or a known opposing organization.

26-40% Rased on the Frontier
41-50% Villagers & Townies
51-60% Border Area Character
61-63% Professional Military/Mercenary
Like the Elite Militia, mutant animals with professional military training are highly trained militarily. While some of these characters are trained by nations with standing armies (unlike the Militia levies of Cardania and many other nations). Occasionally groups of these mutants will band together to form mercenary units who work for whomever pays them.
Apprenticeship: Professional Military (NEW!)
Primary Skills: Hand to Hand Expert, Climbing, Wilderness Survival, Land Navigation, W.P. Pistol, W.P. Auto & Semi-Automatic Rifles, and W.P. Sub-Machinegun.
Secondary Skills: Select any seven.
Special Bonuses: +1D4 to P.S., +1 P.E., +2D4 to Spd, and +18 to S.D.C.
Money: 100 bucks.
Equipment: Fatigues, dress uniform, combat boots, and standard military gear (canteen, backpack, etc.). A helmet and flak jacket that provide A.R. 11 and S.D.C. 80 as well as a pocket knife, assault rifle and pistol. Also receives one ancient weapon of choice.

Relatives & Connections: The character has a 5% chance of recognizing an old buddy in any mutant animal military unit.
64-70% Elite Militia
71-73% Gatorland Ninja Operative/Independent Ninja Back Ground
Many mutants in Gatorland, as well as small schools throughout the rest of the known world, are taught the ancient art of Ninjitsu, and taught how to act like the famed ninja from before the Crash. These characters tend to be highly trained in the arts of stealth, combat, and guerilla warfare. Gatorland Ninja Operatives are recruited and trained by the Teenage Mutant Ninja Turtles, err, Gang of Four, to perform a variety of tasks for the Gatorland government (such as it is). Independent Ninja are often found alone or in small groups trained by sensei who have mastered the art.

Apprenticeship: Ninja Operative (NEW!)
Primary Skills: Wilderness Survival, Demolitions, and Demolitions Disposal, along with another four Military Skills, two Physical Skills, three Rogue Skills, and three Weapon Proficiencies
Secondary Skills: Select any five.
Special Bonuses: +2 P.P., +1 P.S., +1 P.E. and +5 to S.D.C.
Money: 3D6 times 20 bucks.
Equipment: A set of basic traveling clothing/everyday wear, one custom ninja suit, as well as one good quality ninja weapon of choice and one other ancient weapon.
Relatives & Connections: If a Gatorland Ninja Operative, the character has contacts with the Gatorland ninja organization, Cardania''s Scouts, Rodent Cartel, and other rogue elements on the Eastern Seaboard. Independent Ninja often only have contact with their sensei and/or the sensei''s other students, and with a few rogues or locals from their homeland.
74-80% Guerilla Warrior

81-83% Espionage Agent
With tense relations between many nations, particularly the Empire of Humanity and it's mutant neighbors, many countries employ small, elite groups of espionage agents used to scout out and gather information on their neighboring countries and look out for dangerous groups moving near their home nation.
Apprenticeship: Espionage Agent (NEW!)
Primary Skills: Wilderness Survival, Prowl, Demolitions, and Demolitions Disposal, along with another four Military Skills and four Rogue Skills.
Secondary Skills: Select any six.
Special Bonuses: +1 P.P., +1 P.S., +1 P.E., +3 to Spd, and +5 to S.D.C.
Money: 2D6 times 100 bucks.
Equipment: Full set of clothing and traveling equipment with one firearm an two ancient weapons.
Relatives & Connections: Part of a secret network of espionage agents working for one nation or another.

84-87% Raised by Bandits
88-90% Professional Thief
These mutants are the urban version of Bandits and commit crimes among the many mutant animal communities. They are often after personal gain rather than anything else, though there are a few who either steal for the fun of it or to support their families and friends.
Apprenticeship: Professional Thief (NEW!)
Primary Skills: Literacy, Basic Mathematics, four Rogue Skills, two Scientific & Scholastic Skills, three Weapon Proficiencies, one Pilot Skill and one Domestic Skill.
Secondary Skills: Select any seven.
Special Bonuses: +1 P.P., +1 to M.A. and +1 to M.E.
Money: 2D6 times 1000 bucks.
Equipment: The character is well equipped with clothing, traveling equipment, thieves tools (usually lock picks and a few other odds and ends) as well as two weapons.
Relatives & Connections: Since these characters tend to move from town to town a lot, there's a 3% chance of running into someone who knows them in any village or town.

91-98% One of the Academic Underground
99-00% Gizmoteer
Often part of the Academic Underground, these mutants have found a natural knack or particular aptitude for one particular discipline. These characters delight in taking things apart, figuring out how they work, and rebuilding them into wild and wonderful gizmos.
Apprenticeship: Gizmoteer (NEW!)
Primary Skills: Select any six Scientific & Scholastic Skills, and four Technical Skills.
Secondary Skills: Select any six.
Special Bonuses: +2 to I.Q, +1 P.P., and +1 to M.E.
Money: 1D4+1 times 1000 bucks.
Equipment: Full set of clothing and traveling equipment, a main weapon, and a computer with a huge library of electronic reference books (pick four specialty topics). Also has a decent selection of tools and parts.
Relatives & Connections: May or may not be part of the secret network of scientists and academics who continue the work of studying, experimenting, publishing, and generally pushing back the dark forces of ignorance. If not, has a 10% chance of recognizing a member who is.

Martial Monk Apprenticeship
Base "Hand to Hand Skill": Select one martial art from among the following; Aikido, Mein-Ch'uan Kung Fu, Bok Pai Kung Fu, Choy Li Fut Kung Fu, Lee Kwan Choo, Li Chia Kung Fu, Pao Pat Mei, Sankukai Karate, Taido, Tai Chi Ch'uan, Te, and Zanji Shinjinken Ryu.
Main Skill: As per martial art style selected above.
Core Skills: All skills from the martial art style.
Military & Weapon Proficiency Skills: Select any two Military Skills (no bonus), plus one W.P. of choice.
Pilot Skills: Select one from Boating, Navigation, Sailing, or Teamster/Wagoner (no bonus).

Ninja Operative Apprenticeship
For at least eight years the character has trained under a ninja sensei in the ways of Ninjitsu. The character has learned how to use the weapons, equipment, and methods of a ninja. They are skilled at silently performing any number of missions, ranging from simple scouting and intelligence gathering to more complex subterfuges and sabotage. Many ninja use their skills to perform assassinations. A ninja works from the shadows, and no one may know their true identity, consequently, any ninja who operates openly as a ninja, continually goes masked and disguised, so no one will know their true identity. Other ninja, more adept at concealing themselves, will opt for simple disguises, often appearing as simple farmers, craftsmen, warriors, bandits, or rogues.
Gatorland Ninja Operatives fulfill a variety of roles including operating trade missions, embassies, acting as the military and administrative officers of Gatorland, and keeping tabs on Gatorland''s neighbors (and more importantly any threats to Gatorland). These ninja primarily concentrate on the military and spying aspects of Ninjitsu training. The Gang of Four often employs single operatives and small, commando-style groups as mercenaries, lent out through black market channels to act as bodyguards, scouts, and explorers (and it is rumored, assassins and enforcers) throughout the known world.
Independent Ninja are often trained by sensei in solitary schools that may be found anywhere from remote wilderness locations, to small villages or even hidden among a burgeoning metropolis. Ninja trained in this manner are often independents who act in a variety of ways, typically traveling the land like the Japanese Ronin of old. Occasionally, gangs of these ninja may join together, either for increased opportunities for power (through theft, looting, assassinations, or simply selling the services of the group to the highest bidder) or for protection (of themselves, their sensei, or a group or community).
Base "Hand to Hand Ninjitsu Skill": In the case of combinations of After the Bomb with Ninjas & Superspies, Gatorland Ninja Operatives receive the Ninjitsu martial art style.
Main Skill: Hand to Hand Ninjitsu
Core Skills: All skills from Ninjitusu martial art style.
Military & Weapon Proficiency Skills: Select any two Military Skills (no bonus), plus one W.P. of choice.
Pilot Skills: Select one from Boating, Navigation, Sailing, or Teamster/Wagoner (no bonus).

A list of Ninja Weapons and Equipment:
Descriptions can be found in TMNT&OS, N&S, Rifts: Japan, and Rifts GMG.

Weapons (applicable W.P.(s) listed in parenthesis)
Aikuchi/Tanto (Knife) Damage: 1D6 Cost: 30 bucks
Bisento (Polearm) Damage: 3D6+4 Cost: 300 bucks
Blow Gun (Targeting) Damage: 1D4, may be coated with poisons or drugs Cost: 15 bucks
Bokken (Blunt or Sword) Damage: 2D4 Cost: 30 bucks
Daisho (Paired) see Katana and Wakizashi
Hankyu (Archery) [This is the folding ninja bow] Range: 250 feet (76m), Damage: 2D4 Cost: 120 bucks.
Jitte (Forked) Damage: 1D6 Cost: 60 bucks
Katana (Sword) Damage: 2D6 or 3D6 for a high quality sword Cost: 200 bucks for a normal Katana, 1000 bucks higher for a high quality Katana
Kawanaga (Grappling Hook) Damage: 1D8 Cost: 10 bucks
Kusari-Fundo (Chain) Damage: 2D6 Cost: 10 bucks
Kusari-Gama (Chain and Battle Axe) Damage: 1D10--chain, 1D8--sickle Cost: 50 bucks
Kyoketsu-shogi (Chain and Battle Axe) Damage: 1D8--chain, 1D6--blade Cost: 40 bucks
Manriki-Gusari (Chain) Damage: 1D8 Cost: 8 bucks
Naginata (Polearm) Damage: 2D6 Cost: 150 bucks
Ninja-to (Sword) Damage: 2D4 Cost: 80 bucks
No-Dachi (Sword) Damage: 3D6+4 Cost: 500 bucks
Nunchaku (Chain) Damage: 2D4 Cost: 20 bucks
Sai (Forked) Damage: 1D6 Cost: 65 bucks
Shinobi-Zue (Staff and Chain) Damage: 1D10 for chain, 2D4 for staff Cost: 40 bucks
Shikomi-Zue (Staff or Spear) Damage: 2D6 for spear, 2D4 for staff Cost: 45 bucks
Shuriken (Targeting) Damage: 1D4 Cost: 30 to 50 bucks
Tonfa (Blunt) Damage: 1D6 Cost: 20 bucks
Wakizashi (Sword) Damage: 2D4 or 2D6 for high quality sword Cost: 100 bucks for a normal Wakizashi, 1000 or higher for a high quality Wakizashi
Yari (Spear) Damage: 2D6 Cost: 35 bucks

Equipment
Chain Cost: see AtB for costs
Eggshell Bomb Cost: 5 bucks each
Ippon-Sugi Nobori Cost: 25 bucks
Ninja Boots Cost: 10 bucks
Ninja Caltrops (Tetsubishi) 1 point of damage, possible poison Cost: 5 bits, for materials and/or tools, each
Ninja Climbing Claws (Foot/Ashiko)Cost: 45 bucks/pair
Ninja Climbing Claws (Hand/Shuko)Cost: 55 bucks/pair
Ninja Emergency Kit Cost: 120 bucks
Ninja Hang Glider (HitoWashi)Cost: 250 bucks
Ninja Socks (Tabi)Cost: 2 bits/pr
Ninja Suit (Shinobi Shozoku)Cost: 10 bucks
Rope Cost: see AtB
Rope Ladder Cost: X1.5 cost of normal rope, see AtB

Professional Military/Mercenary Apprenticeship
Main Skills: Select one Military Skill program from Ninjas & Superspies and add an additional +10% to those skills.
Core Skills: Select two more Military Skill programs from Ninjas & Superspies.

Espionage Agent Apprenticeship
Main Skill: Select one Espionage Skill Program (excluding the Professional Thief Skill Program) from Ninjas & Superspies and add an additional +10% to those skills.
Core Skills: Select two more Espionage Skill Programs from Ninjas & Superspies.

Professional Thief Apprenticeship
Main Skill: Receives the Professional Thief Skill Program from Ninjas & Superspies with an additional +12% bonus to those skills.
Core Skills: Language (two), Streetwise, W.P. Knife, W.P. Pistol. All get a +10% apprenticeship bonus.

Rogue & Thief Skills: Select six Rogue Skills. All get a +5% apprenticeship bonus.

Gizmoteer Apprenticeship
Main Skill: Select on Gizmoteer Skill Program from Ninjas & Superspies and add an additional +10% to those skills.
Core Skills: Select two more Gizmoteer Skill Programs from Ninjas & Superspies.

Martial Arts in Rifts! (Modified Excerpt from Rifter #3)
As always, characters from Ninjas & Superspies and any of our other RPGs can be brought into the world of Rifts. Any of these characters would adapt fine to its hostile environment. As for using the martial art forms of combat for Rifts characters, the Game Master has to consider carefully. Remember, most human life, history, and knowledge was obliterated. What exists in the current world of Rifts has been rebuilt from bits and pieces of information. The rest has been forever lost. Without a doubt, most of the martial arts found in this book are ancient, lost secrets! How can you justify having characters who learned martial arts growing up in a devastated, war torn world like that of Rifts? Well, there's no denying that martial arts would be rare in Rifts, but I find it hard to believe that they could completely die out. Martial arts masters who survived the devastation caused by the Coming of the Rifts would certainly teach their secrets to their families, and others around them, to be sure their arts didn't perish with them. Out in the middle of the wilderness, it seems it would be common sense to teach your family and friends how to better defend themselves. In more civilized areas, some folks would be eager, and might pay top dollar, to learn one of these ancient fighting styles, especially in a chaotic world where might makes right. Some individual moves or techniques would be forgotten, and other new ones added, but the martial arts would surely survive in some form. Styles that might be available include Aikido, Mein-Ch'uan Kung Fu, Bok Pai Kung Fu, Choy Li Fut Kung Fu, Lee Kwan Choo, Li Chia Kung Fu, Pao Pat Mei, Sankukai Karate, Taido, Tai Chi Ch'uan, Te, and Zanji Shinjinken Ryu. Of course, you can always choose to allow any style to be available.
Finally, the inevitable question from the players: "How much is this gonna cost me?" Well, that'll depend on a couple of things. First, you need to be sure that the character can reasonably learn the martial arts. To start, the O.C.C. of the character must be permitted to select Hand to Hand: Martial Arts. If this skill is not available, the character can not study a martial art.
Secondly, if the character is not allowed boxing as an O.C.C. related skill, he can not choose a martial art (with the possible exception of Tai-Chi Ch'uan; G.M. discretion). And finally, the player should come up with a good explanation of why, where and how the character studied this fighting style. This is an excellent opportunity for character development, because understanding his history is a good way to understand a character.
If the character meets all of the above criteria, then comes the cost of learning the martial arts. First, the character must have Hand to Hand: Martial Arts. If necessary, spend the required "Other" skills to raise the Hand to Hand skill to this level. Then for an ordinary, martial art style, spend an additional four skill selections from the character's "Other" skills. The following martial art styles cost six "Other" skill selections; Hwarang Do, Ninjutsu, Thai Kick Boxing, Wu Shu Tsung, Fong Ngan, Fu Chiao Pai, Isshin Ryu, Jujutsu, Kuo-Ch'uan, Kyokushinkai, Monkey Style, Shao Lin, Tae Kwon Do, and Xing Chiao, Hsien Hsia, Sumo, Wui Wing Chun, Tien Hsueh, Snake Style, Pao Chih and Drunken Style. This may seem a bit high, but remember that most martial art forms include additional learned skills, not to mention mystical powers. If a certain O.C.C. lacks the required number of skill selections, then that O.C.C. simply requires too much intensive training to give the character time to learn the martial arts.
Alternatively, the G.M. may allow the player to exchange two secondary skills for each skill selection needed to select a martial art (i.e. three "Other" skills plus two Secondary skills for one Non-Exclusive martial art form). It is inadvisable to let any character study more than one martial art form in this manner, even if he has a sufficient number of free skill selections.

Author's Note: Having done several intense and detailed comparisons and studies of the martial art styles in N&S, I have come to the conclusion that the number of skills required in the above excerpt are on the low end. My results indicate that non-Exclusive styles cost the equivalent of three Basic skill programs (which average 5 skills) and Exclusive styles cost the equivalent of five Basic skill programs (for totals of 15 skills and 25 skills respectively). Thai Kick Boxing and 'Ninjitsu,' despite their higher "martial art style" cost (i.e. Two martial arts) aren't affected because the power level of the styles isn't significantly higher than Exclusive styles. On the other hand, non-N&S characters often receive fewer skills than their N&S counterparts, so the skill equivalencies could be cut by 1/3 of the skills needed (10 and 16 skills respectively), but this would apply to OCC/Other skills, with Secondary skills being considered � skill for purchase purposes. However, I should also point out that the "power"/skill equivalency of the various martial art styles changes which styles are Exclusive and which are not. 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.

Martial Art Powers in Rifts
Many of these are unchanged, but some can be converted to M.D.C. or inflict Mega-Damage.
Arts of Invisibility: Most of these are unchanged. The only changes occur with regards to Chi Zoshiki/Mystic Invisibility. The natural ability, spell, and psionic power of See the Invisible does not work on characters who have successfully employed this power against the person using See the Invisible. All creatures may make a Saving Throw vs Psionics to resist the effects of this ability. Other psionic, magic, and natural sensing abilities are likewise affected by Chi Zoshiki/Mystic Invisibility and will not work when the ability is successfully employed against people using these abilities.
Alternatively, any of the Arts of Invisibility from Rifts Japan, pages 195-196 can be used in place of the system here.
Atemi Abilities: Again, most of these are unchanged, however they are only effective against foes not in body armor. Paralysis, withering flesh, and healing Atemi are effective on Mega-Damage and Supernatural creatures but at half damage/effectiveness.
Dim Mak does not kill Mega-Damage creatures, but will cause weakness, reducing their M.D.C. by 30% and bonuses by half; lasts until the Dim Mak touch is cured. Three successful Dim Mak attacks on a Mega-Damage creature will kill it, but have no additional effects. Note: remove Curse spells cast by two different people within an hour will remove the effects of Dim Mak.
Body Hardening Exercises: Unchanged. If the ability is taken twice (only possible in Rifts) then the following modifiers occur instead of the regular bonuses:
Stone Ox gives the character 25 M.D.C.
Kangeiko & Shochu Geiko provide 2D6+6 M.D.C.
Iron Hand/Kanshu offers a power punch that can inflict 1D6+2 M.D. (Counts as two attacks).
Chi Gung Mega Damage Skin: In terms of the game system, the character's skin has a natural A.R. of 18 and he has at least 100 S.D.C. points. The S.D.C. and Hit Points of the character can be turned into a Mega-Damage material whenever Chi Gun focus is used. Cost: 6 points of Chi per every two minutes (8 melee rounds).
Dam Sum Sing adds 10 M.D.C. and +1 M.D. to Power Punches and Power Kicks.
Wrist Hardening adds 4 M.D.C.
Kick Practice/Chagi provides a power kick that inflicts 2D6 M.D. in addition to its usual bonuses.
Alternatively, any of the Body Hardening Exercises from Rifts Japan, pages 196-197 can be used in place of the system here.
Chi Mastery: These powers are somewhat changed.
All creatures untrained in gathering Chi have an amount of Chi equal to their P.E. attribute. Creatures with supernatural P.E. or supernatural Bio-Regeneration powers have double their P.E. in Chi. Undead creatures, Demons, Deevils, and Alien Intelligences will have Negative Chi.
Chi Attacks which affect Hit Points (including Fist Gesture and Ignite Negative Chi) do normal damage to Mega-Damage and Supernatural creatures. Chi Attacks which do not affect Hit Points (such as Fist Gesture and Hardened Chi) do half damage to Mega-Damage and Supernatural creatures. (Fist Gesture does one point of damage to these creatures.)
Martial Art Techniques: Unchanged except for Tamashiwara.
Tamashiwara can be used to generate an M.D. power punch that does 1D4x10 M.D., remember that using Tamashiwara in combat uses up all attacks per melee round.
Special Katas: Unchanged except for Warrior Spirit/Debana-O-Kujiki Kata and Windmill/Yadomejutsu Kata.
Warrior Spirit/Debana-O-Kujiki Kata: Instead of rolling over the percentile for M.A., treat this as a Horror Factor of 13.
Windmill/Yadomejutsu Kata: Characters with this ability in Rifts can attempt to parry bullets and energy blasts, but at a -8 penalty with no bonuses. Naturally, they must have a suitable item for parrying.
Zenjorike: Unchanged except for Vibrating Palm.
Vibrating Palm: Can be used to damage M.D.C. in the same way as S.D.C. but takes twice as long.
Alternatively, any of the Zenjoriki powers form Rifts Japan, pages 197-199 can be used.
Completely ignore the "Revised" Conversion Book's reference to Martial Arts Powers as Specialized Psionic Abilities (page 52). There are many reasons for this, but they basically boil down to game mechanics problems inherent with using the listed I.S.P. costs and game mechanic effects of I.S.P. as compared to the effects of the Chi game mechanics already in use (primarily lack of "Negative I.S.P." and the healing issue concerning Positive Chi).

Chi and Cybernetics, Bionics and Robotics
As Chi is dependent on the P.E. attribute, characters without a P.E. attribute have negligible Chi. This means that characters with cybernetic implants, partial and full conversion cyborgs have Chi. Brain Transplant cyborgs, and robots (but not robot pilots) have negligible Chi. However, cyborgs with insanities typically have reduced Chi (see Insanity and Chi for more information). It should also be noted that most Juicers and Crazies also have limited Chi (Juicers suffer drug penalties, giving them 1D6 Chi and Crazies suffer Chi modification based on their insanities). It should be noted that several Chi effects are not dependent on the target having measurable Chi.

Chi and Magic or Psionics
As stated, Chi, Magic and Psionics are all different. While any one of these "power sources" can replicate the effects of the others, they do not use the same power source. Many people mistake Chi and P.P.E. as being the same due to their basis on P.E. Unfortunately the game mechanics preclude this, as there are significant differences between Chi and P.P.E. (Mainly the healing and positive/negative aspects of Chi vs the essence of magic that is P.P.E.) Likewise Chi and I.S.P. have many differences (pretty much the same as Chi and P.P.E.). The easiest way to remember the differences is that P.P.E. is the essence of magic, I.S.P. is the focus of psionics, and Chi is the energy of life.

Chi Zoshiki and Psionics. While Chi Zoshiki does affect the mind, like many psychic powers, it uses Chi to do so, which means it completely bypasses psionic and magic defenses. Of course, the system used for Chi Zoshiki precludes the use of a target being able to defend against the attack. This can be solved by eliminating the "Chance of Success" roll and instituting an opposed rolling system. The character using Chi Zoshiki is considered the attacker and gets a +1 to "strike" every other level of experience. The defender essentially rolls a saving throw against the attack result. Defense Bonuses: Minor Psionics get a +1, Major Psionics get a +2, Master Psionics get a +3, Mind Block provides a +2, Mind Block Auto-Defense provides a +4, any other form of mental protection provides a +2 (such as the Nightbane Talent of Soul Shield), M.E. saving throw bonuses do count toward the defender's bonus, however, other saving throw bonuses vs psionics, illusion, or mind control have no effect.
Calm Minds on the other hand, functions exactly like a psionic attack and is in no way a Chi-based power.

Chi and Superpowers
Chi and superpowers do have some overlapping concerns. The Ancient Master's special abilities of Cleansing Spirit, Positive Energy, and Channel and Unleash Physical Energy are all based on Chi principles. Bio-Ghost's need for "biological energy/life force" is loosely related to Chi. Disruptive Touch has elements of Atemi and Chi. Karma, however, does not touch upon Chi.
Natural Combat Ability does not provide any of the Martial Art Powers a character with a Martial Art Style may know, nor does it give the character any of the level advancement bonuses, which includes those combat moves or modifiers received as part of level advancement bonuses! This means that a character with Natural Combat Ability can mimic the combat style of a character with a N&S martial art style, but at first level, without any special abilities or bonuses/combat moves provided by level advancement bonuses, including the 1st level bonuses! Of course, due to the character's abilities with weapons, he is considered to have Weapon Kata in all weapons for any style mimicked! This means that the character uses his Natural Fighting Ability bonuses including all weapon bonuses with the moves of the martial art style he is mimicking!
Supernatural P.E. and Supernatural Regeneration Powers give the character double their P.E. in Chi.
Super-Strength has some additional considerations for combination with Ninjas & Superspies. For Body Chi and Super-Strength, I recommend allowing Extraordinary P.S. to be "purchased" for the cost of one point of Extraordinary P.S. for one point of Chi (this means that a character wanting to turn his existing P.S. into Extraordinary P.S. would need one point of Chi for each point of P.S. he has, and, if he has Chi left over, he could purchase additional Extraordinary P.S. at the cost of one point of EX PS for one Chi). Superhuman Strength could cost two Chi per point of Superhuman P.S. Supernatural P.S. would cost four points of Chi per point of Supernatural P.S.
For Super-Strength and martial arts damage, Extraordinary P.S. would use the same damage bonus as normal/strong P.S., Superhuman Strength likewise uses the dame damage bonus. Supernatural P.S. on the other hand does NOT add the damage bonus from the P.S. table (why it does in HU2 is beyond me, they already get advanced damage), instead the type and amount of damage dice is determined by the Supernatural P.S. of the character using the attack.

Supernatural P.S.

Attack Damage 01-15 16-20 21-25 26-30 31-35 36-40 41-50 51-70
Knockback 1D4 1D6 1D8 2D4 1D10 2D6 3D6 4D6
Knockdown 1D4 1D6 1D8 2D4 1D10 2D6 3D6 4D6
1 1D4 1D6 1D8 2D4 1D10 2D6 3D6 4D6
1D4 1D6 1D8 2D4 1D10 2D6 3D6 4D6 5D6
1D6 1D8 2D4 1D10 2D6 3D6 4D6 5D6 6D6
1D8 2D4 1D10 2D6 3D6 4D6 5D6 6D6 1D4x10
2D4 1D10 2D6 3D6 4D6 5D6 6D6 1D4x10 1D6x10
1D10 2D6 3D6 4D6 5D6 6D6 1D4x10 1D6x10 2D4x10
2D4+2 2D6 3D6 4D6 5D6 6D6 1D4x10 1D6x10 2D4x10
1D6+4 2D6 3D6 4D6 5D6 6D6 1D4x10 1D6x10 2D4x10
2D6 3D6 4D6 5D6 6D6 1D4x10 1D6x10 2D4x10 2D6x10
2D6+2 4D6 5D6 6D6 1D4x10 1D6x10 2D4x10 2D6x10 3D6x10
3D6 4D6 5D6 6D6 1D4x10 1D6x10 2D4x10 2D6x10 3D6x10
4D6 5D6 6D6 1D4x10 1D6x10 2D4x10 2D6x10 3D6x10 4D6x10

Combining Nightbane with Ninjas & Superspies
The biggest thing to note about combining Nightbane with Ninjas & Superspies is that, while Nightbane can learn martial art styles, their innate combat abilities take over in their Morphus form. This means that A Nightbane with Tae Kwon Do would be able to use the moves and abilities from Tae Kwon Do while in Facade, but in Morphus, the innate combat abilities take over. It should also be noted that, while in Morphus, a Nightbane's Chi is doubled.
The other area of note is Martial Art Powers and Nightbane Talents.
Anti-Arcane has no effect on Chi Mastery Abilities and Chi Skills.
Atemi Again, most of these are unchanged, however they are only effective against foes not in body armor or Natural Armor. Paralysis, withering flesh, and healing Atemi are effective on and Supernatural creatures but at half damage/effectiveness.
Dim Mak does not kill Supernatural creatures, but will cause weakness, reducing their S.D.C. and Hit Points by 30% and bonuses by half; lasts until the Dim Mak touch is cured. Three successful Dim Mak attacks on a Supernatural creature will kill it, but have no additional effects.
Nightbringer, Shadow Slide, The Shroud act as invisibility with regards to Zanshin and Blind Man Kata.
See Truth, Soul Shield, Remove Face, and Piecework will not work against Chi Zoshiki. Soul Shield will work against Calm Minds.
Bloodbath will prevent a character from using any Chi Mastery Abilities or Chi Skills.
Radiate Positive Chi does 5D6 damage for Radiant Eyes, 1D6x10 damage for Radiant Flesh and Tide of Radiance completely neutralizes Darkwave if the character using Radiate Positive Chi is engulfed.
Inton Jutsu reduces the effective P.S. of Darkbonds and Air Grab by half (i.e. Darkbonds normally has a P.S. of 18 for escape purposes, Inton Jutsu reduces this to a P.S. of 9).
Shadows of Fear is half as effective against characters with Zanshin with regards to Perception penalties, the Horror Factor effect works as normal.
Characters with Zanshin do not suffer the dodge penalty of Darkwave's engulfing attack, but do not get their bonuses, they get their normal bonuses against attacks while engulfed.
Yadomejutsu and Circular Parry can parry against Dervish Dance without penalty.
Yin-Yang Kata completely neutralizes the effects of Dervish Dance...characters using these abilities both attack and defend against each other normally.
Positive Chi Spirit Burst does 5D6 damage per melee round if the character using it is engulfed by a Darkwave. Negative Chi Vortex pulls a character using Darkwave toward the Vortex. If the character using Negative Chi Vortex is actually engulfed by a Darkwave (by pulling it toward themselves), the effects are catastrophic for the Nightbane using Darkwave. The Nightbane using Darkwave gets one chance to dodge the effects of the Negative Chi Vortex by dissipating the Darkwave. If the Nightbane fails to dodge, they are destroyed; death is instantaneous.
Astral Self and Astral Projection can be detected by Chi Awareness or Zanshin and are vulnerable to Chi attacks directed at them as if they were a Chi spirit (or using Mind Walk). They. For example, any Hardened Chi, Soft Chi, Negative Chi Attacks, or One Finger Chi attacks directed against the Astral body, will do damage directly to Chi. Astral bodies can Parry or Roll with Punch against Chi attacks (without bonuses), but cannot Dodge. When an Astral body reaches zero Chi, it is dead, with no hope of any recovery. Note: Fist Gesture is the most deadly attack to Astral bodies since, if successful, it completely destroys the Astral body.

Page 165 (revised edition): Under Answers to Common Questions When Combing Heroes Unlimited with Ninjas & Superspies, for the first question, change the answer from, "NO! When using any martial art, you use the attacks per melee that come with the martial art. They can't be added with each other, or to anything else." to, "NO! When using any martial art, you use the attacks per melee that come with the martial art. The Two Attacks for Being a Hero are not added, nor is the extra attack from Boxing or extra attacks from Superpowers."

Under the fourth question, change the answer from, "Dim Mak does no damage at all. The point of Dim Mak is not the immediate effect, but the long-term impact of not being able to heal any lost chi, ever! Of course the one finger attack that delivers the Dim Mak may do some initial damage." to "Dim Mak causes the character's Chi to drop by 1D6 points per week, until the character is at zero Chi."

Page 166 (revised edition): Under the question for Mystic Invisibility, change the answer from, "Yes, a mind block will prevent or block the chi "mind attack", but so blocks telepathic/empathic/animal transmission powers too. no, heightened senses, special optics, psionics or magic can not detect/see a "mystic" invisible person because the martial artist is not actually invisible but the affected person has had his mind controlled to believe the character is invisible/gone." to, "No, heightened senses, special optics, psionics or magic can not detect/see a "mystic" invisible person because the martial artist is not actually invisible but the affecter person has had his mind affected to believe that the character is invisible/gone."

Page 169 (revised edition): Under the Quick Rolling The Villain O.C.C. table, change the first two entries from, "01-05 Dedicated Martial Artist with three (3) Forms & 06-10 Worldly Martial Artist with two (2) Forms" to "01-05 Dedicated Martial Artist & 06-10 Worldly Martial Artist".

For the NPC Miya Th'uong, delete Windmill Kata from the list of Special Abilities.

For the NPC "Gentle Voice" Fung, change M.A. to either 15 or 17 (16 is not a possible roll in Palladium's system, and neither of the martial arts he has listed provide a bonus to M.A.).

Page 170 (revised edition): For the NPC "Gentle Voice" Fung, we come up with something of a problem, this NPC is no longer legal under the revised edition rules. So we're left with two options;
1) Delete one style or the other (keeping the number of attacks for that style and appropriate martial art powers).
2) Keeping both styles and fixing the errors extant with them. In this case we would do the following:
Add Bear Stance Kata, remove Neural Atemi, Blood Flow Atemi, Grasping Hand Atemi, and Withering Flesh Atemi (neither style known has access to Atemi abilities); select three Martial Art Powers from Body Hardening/Special Kata for Choy Li Fut, select one power from Chi Mastery/ Hardening/Martial Art Techniques/Special Kata. As an unofficial suggestion, use three of the other Special Kata listed for the NPC Miya Th'uong on page 164 and select One Life/Shot/Hit Kill.
For the NPC "Gentle Voice" Fung, change attacks per melee for Choy-Li-Fut from 2 to 3.

For the NPC Jim Kim Zee, change I.Q. to either 15 or 17 (16 is not a possible roll in Palladium's system).
For the NPC Jim Kim Zee, delete Art of Escape and Zanshin from the list of Special Abilities.
Note: Until the changes in the books are made, it is not possible for Jim Kim Zee to have Ninjutsu as a martial art style.

For the NPC "Le Boss", change the Special Abilities from, "Microchip Gizmoteer, Fabrication Gizmoteer, Electronics Gizmoteer and Bio-Cybernetics Gizmoteer." to, "Microchip Technology Gizmoteer, Containment Fabrication Gizmoteer, Electronic Communication Gizmoteer and Cybernetics Gizmoteer."

Page 171 (revised edition): For the NPC Iyetsu Fukami, change Chi from 29 to 62 (P.E. of 26 plus 5 chi at first level, doubled at level 10).
For the NPC Iyetsu Fukami, change "Kaijutsu" to "Kiaijutsu."
For the NPC Iyetsu Fukami, delete Iai-Jutsu from the list of Special Abilities.

Under the Glossary, in the Notes on Languages and Pronunciation, delete the third and fourth paragraphs. OR, if you really want to keep them in, replace them with the following:
"Aikijutsu," a similar word, has the ending "jutsu," which means "techniques; art or method." So the difference between Aikido and Aikijutsu is a discipline with a philosophy of life, and the other is a method that stresses the physical techniques."
Dealing with Japanese translation and pronunciation is beyond the realm of this book. Just as an example of the complexities, sometimes consonant-vowel combinations (in this case the combination "SU") are pronounced one way ("SU") other times they are pronounced another way (SS). All the Japanese words in this book have been fixed to reflect the most commonly used transliteration method, with the correct meanings.

Page 172 (revised edition): The glossary seems to have gotten a bad cut and paste. To fix this error, at the bottom of the left hand column, starting with the entry for "Bugei" to the end of the glossary on the right hand column, cut this entire section of text and insert it at the top of the left hand column of the page (i.e. in front of "Kan").

Under the Bushido entry of the glossary, change the word "comptempt" to "contempt".

I refuse to go into the correction of Japanese "Ideogram" definitions with regards to multiple ideograms for the same romaji transliteration. (I.e. "Ken" as an ideogram for sword, "Ken" also has different ideograms meaning, "ticket," "prefecture," "matter/incident," and "fist," ALL in addition to one the ideograms for "sword.")

Under the Recommended Reading section, for Zen Inklings, change the word "wierd" to "weird".

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