Spectre wrote:Judo is the equal to MA. The cost to upgrade to a different HTH style varies by OCC. Most cost one or none to change.
Ninjitsu, Zanji, and Teng-Justsu are selectable only by certain OCCs.
If you want all these to be available, i suggest...
Karate, Juijutsu, Kendo, and Aikido should cost one more than MA
Ninjitsu, Zanji, and Teng should cost two more than MA.
Drop the "Rune" sword ability from Zanji and add a +2 to strike and parry.
If you're going to do that, I recommend the following instead:
Hand to Hand Skills Available: Looking for more variety in the Hand to Hand skills available, but not the full blown styles from N&S? Then this list is for you:
Hand-to-Hand: Aikido {Rifts Japan}
For the 10th level bonus, change "Double existing P.P.E. (Inner spirit)" to "Double existing Chi." [If not using Chi, eliminate the bonus entirely.]
Hand-to-Hand: Assassin [Standard]
Hand-to-Hand: Basic [Standard]
Hand-to-Hand: Bull Fight {ATB2} (Limited to centaurs & other four legged creatures only)
Hand-to-Hand: Commando {CWC or RGMG versions}
Hand-to-Hand: Dog Boxing Kung Fu {Rifts China 2}
Starts with Strike, Parry, Dodge, Roll with Punch/Fall/Impact, Backward Sweep, and Backhand (1D6). (In addition to the moves already listed). Delete Dog Yip Attack (No description of this at all). Dog Boxing Side Flip, Wounded Paw & Whine, Force Bark, and Mad Dog Horror Growl can all be used in the N&S version of Dog Boxing Kung Fu. Dog Boxing Side Flip replaces Multiple Dodge, Wounded Paw & Whine replaces Combination Parry/Attack, Force Bark replaces Combination Strike/Parry, and Mad Dog Horror Growl replaces Knockout/Stun.
Hand-to-Hand: Dragon Combat {RUE} (Obviously limited to Dragons)
Hand-to-Hand: Drunken Style Kung Fu {Rifts China 2}
Starts with Strike, Parry, Dodge, Roll with Punch/Fall/Impact, Somersault, Stagger, Roll, Back Flip, Disarm, Entangle, Knife Hand (2D4), Backhand (1D6), Palm Strike (2D4), Kick Attack (2D4), Tripping/Leg Hook, Snap Kick (1D6), Crescent Kick (2D4+2), and Backward Sweep. (In addition to the moves already listed). Drunken Style Foot Play, Drunken Style Controlled Staggering, Faked Alcohol Sickness, and Projectile Vomit can all be used in the N&S version of Drunken Style KF, however, DS Foot Play replaces Pin/Incapacitate (a null move anyway, alternatively it can replace Combo Grab/Kick), DS Controlled Staggering replaces Multiple Dodge AND Automatic Dodge, Faked Alcohol Sickness replaces Choke, and Projectile Vomit replaces Death Blow. Joint Twisting is already replaced by the Art of Escape, an Art of Invisibility Martial Art Power already available to the full version of Drunken Style Kung Fu.
Hand-to-Hand: Eighteen Weapons Kung Fu {Rifts China 2}
Starts with Strike, Parry, Dodge, Roll with Punch/Fall/Impact, Disarm, and Entangle. Along with the standard punch and kick attacks. HTH 18 Weapons KF is primarily a weapon style, so there's no need to grab those few other attacks from the full version.
Hand-to-Hand: Evasive Combat {Old Ones}
Hand-to-Hand: Expert [Standard]
Hand-to-Hand: Foot Ninjitsu {TMNT}
Hand-to-Hand: Gladiator {High Seas}
Hand-to-Hand: Judo {Rifts Japan}
Hand-to-Hand: Jujitsu {Rifts Japan}
Hand-to-Hand: Karate {Rifts Japan}
Hand-to-Hand: Kendo {Rifts Japan} (A quickie sword style, but more accessible than ZSR)
Hand-to-Hand: Martial Arts [Standard]
Hand-to-Hand: Martial Arts Master {HU2} (This is already limited in HU)
Hand-to-Hand: Monkey Style Kung Fu {Rifts China 2}
Starts with Strike, Parry, Dodge, Roll with Punch/Fall/Impact, Back Flip, Somersault, Roll, Leap, Leap Attack, Knife Hand (2D4), Backhand (1D6), Palm Strike (2D4), Fore-Knuckle Fist (1D6), Double Knuckle Fist (1D8), Kick Attack (2D4), Tripping/Leg Hook, and Backward Sweep. Requires the Climbing Skill.
Berserk Monkey is also known as Stone Monkey, Tall Monkey and Wood Monkey are unchanged. Blind Monkey and Proud Monkey can replace Drunken Monkey and Lost Monkey, or either style can add both of the other Monkey Moves/Kata to it's list of choices. Monkey's One Hand Climb, Taunting Monkey and Monkey Shriek can be added to the list of Monkey Kata for the full blown style.
Hand-to-Hand: Ninjitsu/Tai-Jutsu {Rifts Japan}
For the 11th level bonus, change "Double existing P.P.E. (Inner spirit)" to "Double existing Chi." [If not using Chi, eliminate the bonus entirely.]
Hand-to-Hand: Shao-Lin Kung Fu {Rifts China 2}
Starts with Strike, Parry, Dodge, Roll with Punch/Fall/Impact, Back Flip, Leap, Leap Attack, and Disarm. In addition to listed moves.
Dragon Power Punch, Tiger Kick, Leopard Hand Strike, Snake Snap Kick, and Crane Elbow Strike can be used in the full blown version. Dragon Power Punch replaces Double-Knuckle Fist, Tiger Kick replaces Crescent Kick, Leopard Hand Strike replaces Palm Strike, Snake Snap Kick replaces Snap Kick, and Crane Elbow Strike replaces Forearm Attack.
Hand-to-Hand: Tai-Chi Ch'uan {Rifts China 2}
Starts with Strike, Parry, Dodge, Roll with Punch/Fall/Impact, Maintain Balance, Automatic Dodge, Backhand (1D6), Palm Strike (2D4), Kick Attack (2D4), Snap Kick (1D6), and Crescent Kick (2D4+2). Replace (or elimnate entirely) "Add 2D6 to Permanent I.S.P. Base" with Add +10 to Chi in all occurrences (6th and 15th level advancement bonuses).
Hand-to-Hand: White Jade Fan {Rifts China 2}
Note on Fans: With the listed additional damage notes in the "Fans as Weapons" section, Fans do 1D4 damage in the hands of a character who ISN'T a practitioner of White Jade Fan. White Jade Fan practitioners (including the full blown style), use the damages listed with this hand to hand skill.
Starts with Strike, Parry, Dodge, Roll with Punch/Fall/Impact, Disarm and W.P. Fan. Closed Fan Thrust, Open Fan Slash, Thrown Fan, Jade Fan Disarm, and Falling Fan Trick can all be used with the full blown version of White Jade Fan. Dump Fingertip Attack and Paralysis Attack for these abilities. Jade Fan Withering Flesh Attack is simply the standard Atemi, except this can be performed with a Fan.
Hand-to-Hand: Zanji Shinjinken-Ryo/Ryu {Rifts Japan}
Delete "and the knowledge and skill to create a "true" samurai sword" under the 12th level entry for Zanji Shinjinken Ryu.
For a variety of individual reasons, I don't recommend allowing any of the other Hand to Hand Skills out there (especially including Rifter skills), nor do I recommend allowing the "Mystic Martial Art Powers" from Rifts China.
Costs (exclusive of the standard four):
Equivalent to Basic: Evasive Combat, Judo, and Tai-Chi Ch'uan
Equivalent to Expert: Bull Fight, Dragon Combat, and Gladiator.
Equivalent to Martial Arts/Assassin: Aikido, Dog Boxing, Drunken Style, Eighteen Weapons, Foot Ninjitsu, Jujitsu, Karate, Kendo, Monkey Style, Shao-Lin, and White Jade Fan.
Costs 4 skills to learn: Commando, Ninjutsu/Tai-Jutsu, and Zanji-Shinjinken Ryu