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Incorputating Ninja & Superspies into ATB

Posted: Fri Sep 15, 2017 8:13 pm
by Todd Freyburger
How does the Hand-to-Hand combat forms in Ninjas & Superspies translate to the new skill system that ATB2 uses?

Re: Incorputating Ninja & Superspies into ATB

Posted: Sat Sep 16, 2017 8:55 am
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.

Re: Incorputating Ninja & Superspies into ATB

Posted: Fri Sep 22, 2017 8:42 pm
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.

Re: Incorputating Ninja & Superspies into ATB

Posted: Fri Sep 29, 2017 5:22 pm
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