+10% to Physical skills
+5% to Espionage/Rogue skills
P.S equal to Extraordinary PS (Bonuses et al.)
+1 to PP
+1D4 to PE
+2D6+3 to Spd
+1D6 to PB
Add 5D6 HP
Add 2D4X10 SDC
+15% vs. Coma/Death
+1 vs. Disease/Toxins
+1 Melee Attacks
+2 to Pull Punch
+1 to Initiative
...NB:Can Select any HtH type without penalty. If the player goes with an exclusive martial art, as below, then eliminate the Physical/Espionage/Rogue skills bonuses, as well as the last three combat bonuses (Melee Attacks, Pull Punch, Initiative)
General and Rounded Combat
1 - +2 Melee attacks, Paired Weapons (All), Karate Punch (2D4), Karate Kick (2D6), Body Flip/Throw, Disarm, Entangle, all three usual Special Combat Abilities (See P. 199 of HU2Ed) 2 - Choice of two different Holds, +2 Strike, +2 Parry, +1 Dodge 3 - Back Flip, +2 Disarm, +2 Pull punch, +2 Roll with punch/fall/impact 4 - +1 Additional Melee Attack, +2 Initiative, +2 Body flip/throw 5 - +1 Dodge, +1 Roll with punch/fall/impact, critical body flip/throw (x2) 6 - Choice of two different Kick attacks, +1 Parry 7 - Critical strike (x2 damage) on natural 18-20, +1 Strike 8 - +2 Additional Melee Attack, +2 Disarm 9 - Automatic Dodge, +2 Pull punch 10 - KO/Stun on natural 17-20, +1 Dodge, +2 Pull punch 11 - +1 Initiative, +1 Parry, +1 Strike, +1 Body flip/throw 12 - +1 Additional Melee Attack, choice of two more Kick attacks 13 - Death Blow on natural 18-20, +2 Automatic Dodge 14 - +10 Damage 15 - Mimic/Counter Technique: The character has such a broad range of experience and deep comprehension of melee combat that they may negate the advantages of an opponent. When fighting against this character, combat bonuses of opponents are reduced solely to attribute bonuses.
Alternate Combat Styles: N&SS Martial Arts
With these rules, a Physical Training character has the option of selecting a more formal, as it were, style of combat. To select a non-exclusive martial art from Ninjas & Superspies, simply choose this style over the normal PT choices and remove the three Special Combat Abilities (These are replaced by Martial Arts Abilities, Special Katas, and so forth). Factor in all skills and considerations of the martial art selected as normal. No penalties are incurred for choosing a non-exclusive martial art.
To select an exclusive martial art (Or, if the GM is willing to allow it, two non-exclusive martial arts), the martial art replaces the normal PT choices and Special Combat Abilities. In addition, the character may only select two Physical skills and two Espionage skills instead of the usual six and four, and the attribute bonuses from the chosen Focus are penalized as if an incompatible special HtH form was chosen.