Martial Artists vs. Superspies

Mysticism, spies, cybernetic implants, & cool vehicles. Discuss these two great classics here.

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Sentinel
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Unread post by Sentinel »

I've run games that were all martial artists.
I've never run an all-super-spies game.
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Unread post by Guest »

Hmm...the most common I've had are DMAs, WMAs, Operative Agents, Wandering Free Agents, Professional Free Agents, Thieves, Tinker Gizmoteers, Dreamer Gizmoteers, Academy Officers and Veteran Grunts.

I don't do much with the other classes.
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Mantisking
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Re: Martial Artists vs. Superspies

Unread post by Mantisking »

"I know twenty-six different points on your body I could hit and release enzymes into your brain to compel you to tell the truth -- Talk!"
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
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Re: Martial Artists vs. Superspies

Unread post by JuliusCreed »

Most of my N&S games have had players focus on the Superspies, Mercs and WMA. I've only had one player make a Gizmoteer and none have made a DMA. My players seem to prefer having skills beyond just combat.
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
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