Incorputating Ninja & Superspies into ATB

Ninja mutant creatures unite. Here's the place to do it.

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Todd Freyburger
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Incorputating Ninja & Superspies into ATB

Unread post by Todd Freyburger »

How does the Hand-to-Hand combat forms in Ninjas & Superspies translate to the new skill system that ATB2 uses?
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drewkitty ~..~
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Re: Incorputating Ninja & Superspies into ATB

Unread post by drewkitty ~..~ »

First of all you have to remember that the ATB world has gone through a similar apocalypse as the rifts world. And that each MAF has lost most of their practitioners. So in effect they have been wiped off the face of the earth. Except for a few enclaves that hold on to one or maybe two types of MAF. Even if the whole population is MA literate (having some MA training to have the h2h MA) there will only be a few that have the full MAF.

As such, in the simplest terms.
After fleshing out the char's mutations, and if their form is human enough, just make a DMA or WMA as per the N&S book.

As to modifying the combat rules to make the MAF better then h2h MA….just doubling the number of APM goes a long way to correcting the differences between the baselines.
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Todd Freyburger
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Re: Incorputating Ninja & Superspies into ATB

Unread post by Todd Freyburger »

I plan to pick one for the the wasteland pumas in the Mutants of Avalon. None of my players rolled up a puma so giving them one a non-generic martial art will to make them more unique.
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Re: Incorputating Ninja & Superspies into ATB

Unread post by Stone Gargoyle »

If you're doing a puma, you might also consider Mephisto's HtoH: Feline.

http://wiki.thedeificnmi.com/index.php? ... nd:_Feline
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