Mixing and Matching
Posted: Mon Aug 22, 2016 6:22 pm
So I'm running a couple of online TMNT games. And to my regret, I have been forced to back off on some of my initial plans for those games; this is my first time running or playing a Megaversal system game, and I just don't understand how the pieces fit yet. So... gone are the martial arts styles from Ninjas & Superspies with their body hardening techniques and their arts of invisibility and their chi powers. Gone are the superpowers from Heroes Unlimited until I can figure out a more sensible way of introducing them.
But... I still want to do that game.
I've already started another thread about OCCs for Human characters in TMNT, so I won't rehash that here.
My main concern, of course, is getting the Ninjas & Superspies martial arts rules to work with TMNT. I want my ninjas to be ninjas, dammit. But in Ninjas & Superspies, the only way to get that delicious version of Ninjutsu is to take an OCC that is monomaniacally obsessed with martial arts and spend all of your character options on Ninjutsu. I'd like a system where ninja turtles have ninja powers and ninja skills and enough skill picks leftover to customize a little, like the canon TMNT.
So what's a good way of working Ninjas & Superspies martial arts rules into TMNT for human and mutant animal characters?
Next concern is superpowers for mutant animals. I don't want to go heavy here, with stuff like Alter Physical Structure and Energy Expulsion. I want extra mutations, like Extra Physical Strength and Healing Factor, that go beyond the animal powers available in the book and maybe aren't dependent upon animal type so much. I'd like a system where a team of mutant animals can be identical except each one has a different superpower. I want something less restrictive than the rules in Teenage Mutant Ninja Turtles Adventures.
Should I just go through my Heroes Unlimited books and assign point costs to all the Minor Powers I want to use? Or is there some general rule I can follow for conversion to Bio-E costs?
Are there any other sources of animal psionics, or guides to converting human psionics to animal psionics?
How well do the wizard rules in Transdimensional TMNT work for human characters?
But... I still want to do that game.
I've already started another thread about OCCs for Human characters in TMNT, so I won't rehash that here.
My main concern, of course, is getting the Ninjas & Superspies martial arts rules to work with TMNT. I want my ninjas to be ninjas, dammit. But in Ninjas & Superspies, the only way to get that delicious version of Ninjutsu is to take an OCC that is monomaniacally obsessed with martial arts and spend all of your character options on Ninjutsu. I'd like a system where ninja turtles have ninja powers and ninja skills and enough skill picks leftover to customize a little, like the canon TMNT.
So what's a good way of working Ninjas & Superspies martial arts rules into TMNT for human and mutant animal characters?
Next concern is superpowers for mutant animals. I don't want to go heavy here, with stuff like Alter Physical Structure and Energy Expulsion. I want extra mutations, like Extra Physical Strength and Healing Factor, that go beyond the animal powers available in the book and maybe aren't dependent upon animal type so much. I'd like a system where a team of mutant animals can be identical except each one has a different superpower. I want something less restrictive than the rules in Teenage Mutant Ninja Turtles Adventures.
Should I just go through my Heroes Unlimited books and assign point costs to all the Minor Powers I want to use? Or is there some general rule I can follow for conversion to Bio-E costs?
Are there any other sources of animal psionics, or guides to converting human psionics to animal psionics?
How well do the wizard rules in Transdimensional TMNT work for human characters?