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Ancient Master using martial arts from N&S and Mystic China

Posted: Wed Dec 12, 2012 3:41 pm
by jolt
For my personal playstyle and group, I feel the AM works better using actual martial arts forms; in this case, the ones from Ninjas & Superspies and Mystic china as I have both of those books. The problem is that I'm not sure how to actually implement it.

N&S (which is from '93) says to give the AM two forms: one at 10th level ability and a second at 4th level ability but gives no advice on how those styles should advance from those points and is referencing an earlier version of HU to boot.

HU2 suggests using the Dedicated Martial Artist as an alternative but that seems to me to be both less powerful and less versatile of an option and doesn't really capture the spirit of an Ancient Master either.

So I'm looking for :? on how to incorporate the actual styles into the AM "class".

On a slightly related note, if a hero (of any type) wants to learn a martial arts style from those books, what would you make them give up to learn one? Would you allow them to learn a dedicated style?

Thanks!

jolt

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Wed Dec 12, 2012 5:21 pm
by Nightmask
I imagine you'd start with those forms the levels given and just advance them each a level as the character leveled up (which wouldn't be that fast anyway since it starts much higher than a normal starting character).

From looking over the N&SS book it seems that the standard cost is generally 3 physical skills or 6 secondary skills to pick up a single form that's non-exclusive. I'd just suggest doubling that cost for access to an exclusive form like Ninjitsu.

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Mon Dec 24, 2012 6:56 am
by csyphrett
You got three options.

The N&SS Am is the same as the dedicated martial artist at 10th level in a primary and 3rd level in a secondary or tenth in an exclusive. So you add all the bonuses up like you are tenth level. you get two attacks for free and +2 to pull punch Special abilities still apply base sdc is 50. As the AM goes up in level so does his art.

The HU way is pick a dedicated martial artist, roll the level like you do for AM, then add all the bonuses for the martial art together for that level and the martial art goes up as the AM does.

That's the book legal way of doing it.
The easiest way is to roll up an am. Dump the hand to hand skill. Pick a martial art and write the special skills up to the level the master is.

Either way you choose, you trade the HU special skills for the martial art skills so depending on which art you pick you could lose the weapons skills, bonuses and such.
CES

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Tue Jan 22, 2013 8:42 pm
by green.nova343
jolt wrote:For my personal playstyle and group, I feel the AM works better using actual martial arts forms; in this case, the ones from Ninjas & Superspies and Mystic china as I have both of those books. The problem is that I'm not sure how to actually implement it.

N&S (which is from '93) says to give the AM two forms: one at 10th level ability and a second at 4th level ability but gives no advice on how those styles should advance from those points and is referencing an earlier version of HU to boot.

HU2 suggests using the Dedicated Martial Artist as an alternative but that seems to me to be both less powerful and less versatile of an option and doesn't really capture the spirit of an Ancient Master either.

So I'm looking for :? on how to incorporate the actual styles into the AM "class".

On a slightly related note, if a hero (of any type) wants to learn a martial arts style from those books, what would you make them give up to learn one? Would you allow them to learn a dedicated style?

Thanks!

jolt


First off, yes, N&SS's GM section is referencing an older version (HU Revised). So, we have to look back at HU Revised to see how the Ancient Master was there.

Looking back, a "generic" Ancient Master under HU Revised started at 1st level with the equivalent of HTH: Martial Artist at 15th level, plus Boxing (hence the 8 AT/melee). Looking at HU2, the starting combat abilities for the Ancient Master are pretty equivalent to a character with HTH: Martial Artist at 15th level plus Boxing (& possibly the Wrestling skill they now start with). The additional bonuses don't kick in until the Ancient Master progresses to a higher level.

So...if you're picking a martial art from Mystic China or Ninjas & Superspies, the listed starting level is the level the character has as a 1st-level Ancient Master. As they progress in levels (including the "roll 1D6+3 for the starting level" rule), their martial arts form will also advance, up to the maximum 15th level proficiency. I would treat the additional Ancient Master bonuses as O.C.C. bonuses, in this case applicable to any & all martial arts skills they have.

Now, if you want an option for HU2 that's more in line with the old style, I would suggest the following:

1. Character creation is as per normal rules. Don't apply the attribute minimums for PS, PP and PE until all bonuses from martial arts skills (including any additional skills and/or martial arts abilities) have been applied.
2. The character loses Wrestling, Climbing, and their 2 Physical skills of choice from their skill selections, as well as the 5 Ancient W.P. skills. Any additional skills they learn due to their martial arts skill(s) start off at the same level as the martial arts training, and progress as normal (i.e. if the character has 10th level HTH: Shao-Lin Kung Fu, then they also get Language: Chinese, Literacy: Chinese, Philosophy: Taoism [see N&SS for the skill] & Gymnastics at 10th level as well; if the character is starting out at 4th level, that's 3 levels beyond 1st level, so those skills are now at 13th level). Also, if they really want to be able to engage in weapon combat, there are plenty of forms that either offer specific W.P. katas to start, or give them the option of selecting a Weapon Kata. Note, however, that Weapon Katas will be the only way they can gain W.P. skills. If they really want weapon-based combat, suggest Moo Gi Gong (N&SS) or Shih Bah Ban Wu Yih (MC), as they start off with all Ancient W.P. katas.
3. Hit Points are the same, but they lose the additional +6D6 from "body hardening training". However, since their PE will tend to be higher, and they have the option of some real body hardening techniques, this shouldn't be a big factor.
4. Base S.D.C. is the same, but loses the +6D6 bonus (see #3). Again, most martial arts forms already add +5 to +10 S.D.C., if not more, so they won't be hurting too badly for S.D.C.
5. The character still has all of their Ancient Master abilities, including the selection of a minor superpower and PS equivalent to the Extraordinary PS superpower. In addition, they'll have any martial arts powers that usually prove to be the equivalent of minor superpowers. And remember, things like Chi Mastery can be even more powerful than one would think, since it usually takes Chi Mastery to deal with Chi Mastery. Nothing like using Chi combat to hit an opponent with an attack that they can't defend against, or can even prevent them from healing after combat. Note that Healing Factor (the minor superpower) is specifically listed as allowing an otherwise unaware of Chi character to heal from negative Chi infections, as well as immunity from the dreaded Dim Mak attack; I would rule that any superpower (especially major powers) that provide similar or superior healing abilities to the character to provide the same (or at least powers that weren't around when N&SS was first unveiled), like Immortality. Note, however, that I would exclude Invulnerability (even the new version), because it's specifically mentioned in N&SS on p. 166 (i.e. vulnerable to Dim Mak, Pure Chi attacks inflict full damage just like magic spells & psionics, etc.).

As for the martial arts forms themselves, I would recommend the following options for character creation:
A. To keep it as simple as possible, especially if you & the players aren't as familiar with N&SS, let them select one martial arts skill, which starts at 15th level. This makes it easier, because they've already maxed out their combat abilities (just like the "generic" Ancient Master), so it saves more time. The only exceptions should be if they choose Ninjitsu or Thai Kick Boxing, as they're described as needing 2 martial arts selections in N&SS; to reflect this, cut the Ancient Master's starting level in half (i.e. roll 1D6+3 and divide by 2, rounding down).
B. For something closer to the N&SS conversion as listed, they can pick 1 primary form (any of the available) and a secondary form (any that's not labeled "exclusive"). The primary form starts at 10th level (which means it maxes out when the character has reached 6th level), & the secondary form starts at 3rd level (so the character won't max out until they hit 13th level). You may have to keep track of which abilities pertain to which martial art (i.e. a Weapon Kata in Shao-Lin Kung Fu doesn't apply to Pao Pat Mei/Leopard-style Kung Fu, and vice-versa), and the player has to declare at the beginning of each melee round which form they'll be using (so they can't mix & match bonuses from both forms), but it allows for some greater flexibility. Again, with this option Ninjitsu & Thai Kick Boxing both cost 2 selections, so they start off at a lower level in order to have the secondary form (starting level is 1D6+3 divided by 2, rounded down). For character creation, you'll also need to note which additional skills were learned from which form, if only to determine their starting level (i.e. a character that selected Shao-Lin Kung Fu as primary and Pao Pat Mei Kung Fu as secondary would get Language: Chinese & Literacy: Chinese from both, but the 10th level start for Shao-Lin is higher; they would get Gymnastics [starting at 10th level] from Shao-Lin, but get Prowl [starting at 3rd] from Pao Pat Mei).
C. If you really want something challenging, you can go back to N&SS 1st edition rules. Under those, the Dedicated Martial Artist could pick three forms (1 primary and 2 secondary)...which meant you could have a Ninjitsu or Thai Kick Boxing master that also had a secondary martial art form. For our purposes, treat as Option B, but the character gets another secondary form (3 total). Same rule applies for Ninjitsu & Thai Kick Boxing characters having to start at a lower level, or they can forfeit the 2nd form to start as a normal Ancient Master (starting level 1D6+3).

Whatever of the 3 choices you pick, if you feel that their already awesome number of martial arts abilities aren't enough, you could consider letting the Ancient Master learn some additional ones at higher level. For example, Shao-Lin Kung Fu starts off with 2 special abilities, and provides the opportunity to learn 4 more as the character progresses. As a house rule/GM option, I could see the Ancient Master being able to add an additional special ability once he reaches levels 7, 10, 13 and 15, to mirror the additional 4 he already learned. Snake Style Kung Fu, on the other hand, starts with 1 special ability plus 1 "Zenjoriki" power, & doubles the starting base Chi, then adds 2 more Zenjorikis, 3 more special abilities, & doubles Chi 3 more times. I would allow that Ancient Master to add another Zenjoriki power at 9th & 15th levels, add a special aiblity at levels 7, 10 & 13, & double the Chi at levels 8, 12 and 14. However, that would strictly be up to the GM, as that does have the potential of making them extremely powerful.

I'll work on providing some examples of how that would look for a particular character. I'll roll up their attributes & show the stats/skills/combat abilities under the "generic" version, then provide a reworked version using certain martial arts under the options presented above.

EDIT: changed the Options so that, instead of losing the secondary forms, characters that have Ninjitsu or Thai Kick Boxing start at a lower level than other characters.

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Thu Jan 24, 2013 8:57 pm
by green.nova343
Sorry, it's taking a bit longer to come up with some comparisons. Mainly, the issue is because I want to present not simply a single character, but taking a "generic" Ancient Master & showing how, via the incorporation of the martial art forms, you can get some widely varying results, all of which can give the opposition a true "what the f...." moment.

Suffice it to say, I'm finding the Tai-Chi Ch'uan variant to be very, very nasty. Heaven help a character hit with the Palm Open Push attack, especially if he's at his full Chi (push back of 1 ft per Chi point the master has, minimum Chi base (based on the Ancient Master's minimum PE score, the skill's Chi bonus, & the multiple doublings of Chi that the art gives) of 560+, *cue evil laugh*), and let's not even consider the amount of "hard chi" and "soft chi" he can do in combat...

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Fri Jan 25, 2013 1:27 am
by Nightmask
green.nova343 wrote:Sorry, it's taking a bit longer to come up with some comparisons. Mainly, the issue is because I want to present not simply a single character, but taking a "generic" Ancient Master & showing how, via the incorporation of the martial art forms, you can get some widely varying results, all of which can give the opposition a true "what the f...." moment.

Suffice it to say, I'm finding the Tai-Chi Ch'uan variant to be very, very nasty. Heaven help a character hit with the Palm Open Push attack, especially if he's at his full Chi (push back of 1 ft per Chi point the master has, minimum Chi base (based on the Ancient Master's minimum PE score, the skill's Chi bonus, & the multiple doublings of Chi that the art gives) of 560+, *cue evil laugh*), and let's not even consider the amount of "hard chi" and "soft chi" he can do in combat...


Well I imagine that the average Chi Master in that instance would 'pull' it since it's kind of contrary to the intent of the MA and at least a halfway good character to go launching such a potentially lethal attack like that on someone. You'd want to use the full impact only on opponents that can take it and/or that you need to get out of the area as quickly as possible (say someone carrying a bomb).

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Sat Jan 26, 2013 11:58 pm
by Regularguy
Nightmask wrote:Well I imagine that the average Chi Master in that instance would 'pull' it since it's kind of contrary to the intent of the MA and at least a halfway good character to go launching such a potentially lethal attack like that on someone.


What does the intent of the MA have to do with it? It's not a "non-violent martial art" like Lee Kwan Choo. It's not one of those arts that's restricted to various alignments, like Aikido. It's not even one of the arts where folks "tend" toward various alignments, like Liang Hsiung -- or one that's "most attractive" to various alignments, like Han Yu. What do you figure is the intent of the MA, aside from simply providing strong chi power to its students?

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Tue Jan 29, 2013 8:41 pm
by green.nova343
Regularguy wrote:
Nightmask wrote:Well I imagine that the average Chi Master in that instance would 'pull' it since it's kind of contrary to the intent of the MA and at least a halfway good character to go launching such a potentially lethal attack like that on someone.


What does the intent of the MA have to do with it? It's not a "non-violent martial art" like Lee Kwan Choo. It's not one of those arts that's restricted to various alignments, like Aikido. It's not even one of the arts where folks "tend" toward various alignments, like Liang Hsiung -- or one that's "most attractive" to various alignments, like Han Yu. What do you figure is the intent of the MA, aside from simply providing strong chi power to its students?


I have to agree, nothing in Tai-Chi Ch'uan's description talks about any restrictions on its use or its intent. Its primary purpose appears to be to provide a boost to the practitioner's Chi, as well as mastery of Chi-based techniques (especially with the Chi Katas available from Mystic China).

To be honest, though, a lot is going to depend on the type of Chi mastery you take. A practitioner that focuses on positive Chi mastery will focus more on the body (theirs with Body Chi, others with Chi-atsu), and with that high of a Chi base will probably also use some of the neutral skills to boost themselves in combat, especially against super-powered beings...beings which won't be as harmed by a 100ft knock-back attack (especially if they're in an enclosed place where they can't be pushed back more than 20 or so feet). The negative Chi practitioner is going to also use the neutral techniques to help in physical combat, but a large base like that will also lead them to rely quite heavily on negative Chi attacks...something which, again, most supers will have trouble countering.

And it could be worse. Imagine an Ancient Master villain with Tien-Hsueh Touch Mastery & the dreaded Dim Mak touch. Now there's a restrictive MA form ("Restricted to characters of Diabolic (Evil) alignment only"). Nothing "heroic" about that kind of character at all, & definitely the kind of guy that has the potential to take down a team of supers in a somewhat "permanent" fashion.

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Tue Jan 29, 2013 9:47 pm
by green.nova343
And yes, still working on the character concepts -- hate it when real life (i.e. work) intrudes on my musings, LOL. But, people need their liquor licenses renewed before the Super Bowl, & they have to have their taxes paid before they can get their permits, so someone has to check those accounts & make sure they're up to date...

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Thu Jan 31, 2013 10:16 am
by DevastationBob
Ancient Master of Triad Assassin Style. "I taught Arsenic Handshake everything he knows, the little whippersnapper!"

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Tue Feb 05, 2013 8:51 pm
by green.nova343
DevastationBob wrote:Ancient Master of Triad Assassin Style. "I taught Arsenic Handshake everything he knows, the little whippersnapper!"


I never did like that restriction. Given how close the pistol sizes are, you would think that other similar calibers (.40S&W, 10mm Auto, etc.) could be used as well. I suppose the house rule would be that the character picks their caliber specialization at the start, & instead of the fixed damages listed they're converted to multipliers.

As a side note, given some of the discussion on the N&SS board about the possibility of a future 2nd edition, as well as the rules already presented in The Rifter #3, I'm thinking of revising the suggestions I had for HU2 Ancient Masters:
-- GMs that want to keep it easy can let the character pick one martial art form (exclusive or non-exclusive, including Ninjitsu & Thai Kick Boxing). As a 1st-level character, the Ancient Master has already mastered the art form, so is already 15th level in it (which determines his starting AT/melee, combat bonuses, etc.). Future progression follows the bonuses as outlined for the normal Ancient Master (i.e. +1 strike at 7th, 9th, 11th & 12th); if the martial art form doesn't provide a particular ability (i.e. Automatic Dodge), he doesn't get it. If the martial art provides additional abilities (i.e. Maintain Balance), look at his starting bonus in it & apply the appropriate progression (i.e. at 15th level, Tae Kwan Do gives you a +7 Maintain Balance bonus; I would suggest the Ancient Master gets an additional +1 at levels 4, 5, 6, 8, 10, 12 & 14). Any additional skills learned from the martial art form also start at 15th level.
-- GMs that are already comfortable with the martial arts forms from N&SS can let the Ancient Master pick 2 martial arts forms. If the character wants an exclusive form, it has to be the primary form. At 1st level, the character has already achieved 10th level in their primary form, and 3rd level in their secondary form. All attribute bonuses from the forms (including S.D.C. and Chi bonuses) are cumulative. Same rules for additional bonus progression as listed before apply.
-- For those GMs that really loved N&SS 1st Edition, you can let them choose another secondary form (3 total), with the normal rules applying. However, this is a case where I would insist on the original Ninjitsu/Thai Kick Boxing rules applying (i.e. it takes 2 of their selections), so that you don't end up with a Ninjitsu Ancient Master that has 2 secondary martial arts.

EDIT:

After consideration, I'm nixing the idea of simply allowing the Ancient Master (or, for that matter, the Dedicated Martial Artist) to have 3 martial art forms like that. I'm fine with 2 as per the normal rules, including no adjustment for Ninjitsu or Thai Kick Boxing. If the player wants a 3rd form, then they have to pay for it: they can sacrifice all of their Secondary skills (plus the normal loss of the 4 physical and 5 W.P. skills), as well as lose half the bonuses on their additional skills, for a 3rd martial art form. And, before they decide to just start trading in their martial art abilities for skill programs, I would say that the Ancient Master is considered to be the equivalent of a High School education, at best, which means they're limited even on the type of skill programs they can take...and unless their GM has adapted the N&SS skill programs for HU2 use, that gives them a very limited selection to choose from.

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Thu Feb 28, 2013 4:01 pm
by Tor
Nightmask wrote:I imagine you'd start with those forms the levels given and just advance them each a level as the character leveled up (which wouldn't be that fast anyway since it starts much higher than a normal starting character).

Seeing as how an Ancient Master could be as low as level 4, does that mean by the time they reach level 9, their primary (lvl 10) art would be level 15? Kewl.

I think starting at level 4 would probably be the easiest since then the secondary art would be at the same level as the character, easier to keep track of.

DevastationBob wrote:Ancient Master of Triad Assassin Style. "I taught Arsenic Handshake everything he knows, the little whippersnapper!"

Century Station already has some NPCs with the Triad Assasssin martial art :) It uses the Jian Chih (weapon artist, or whatever) OCC from Mystic China if I recall.

Also some interesting Ninja NPCs (who are plain Ancient Masters, not actually using N&SS Ninjutsu) who all somehow got to select Extraordinary Speed as their minor super ability even though it's not on the list.

Plus another Ancient Master in the Centurions who got to select BOTH healing factor AND extraordinary PS, oddly enough.

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Thu Feb 28, 2013 4:34 pm
by DevastationBob
He's a MEGA-Ancient Master. Heh. Love your sig, Tor.

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Thu Feb 28, 2013 4:35 pm
by drewkitty ~..~
jolt wrote:N&S (which is from '93) says to give the AM two forms: one at 10th level ability and a second at 4th level ability but gives no advice on how those styles should advance from those points and is referencing an earlier version of HU to boot.

The conversion notes in the N&S are for the HU1 AM. So the use the hu1 AM exp. table.

HU2 suggests using the Dedicated Martial Artist as an alternative but that seems to me to be both less powerful and less versatile of an option and doesn't really capture the spirit of an Ancient Master either.
jolt wrote:So I'm looking for :? on how to incorporate the actual styles into the AM "class".

Into the AM "power cat"...?

jolt wrote:On a slightly related note, if a hero (of any type) wants to learn a martial arts style from those books, what would you make them give up to learn one? Would you allow them to learn a dedicated style?

I usually make them give up a whole skill program to learn a non-exclusive MAF.

Exclusive MAF's are exclusive to the DMA class, and are not available to any other class or power cat. Otherwise they would not be "Exclusive" MAF's.

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Fri Mar 01, 2013 9:48 am
by Regularguy
Exclusive MAF's are exclusive to the DMA class, and are not available to any other class or power cat.


That's not entirely true; the Commando Mercenary can take everything from Tien Hsueh to Wui Wing Chun, and the Thief can take Aikido.

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Fri Mar 01, 2013 1:30 pm
by drewkitty ~..~
Regularguy wrote:
Exclusive MAF's are exclusive to the DMA class, and are not available to any other class or power cat.


That's not entirely true; the Commando Mercenary can take everything from Tien Hsueh to Wui Wing Chun, and the Thief can take Aikido.

Thank you for brining up the exceptions that prove the rule.

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Sat Mar 02, 2013 3:11 pm
by Damian Magecraft
drewkitty ~..~ wrote:
jolt wrote:N&S (which is from '93) says to give the AM two forms: one at 10th level ability and a second at 4th level ability but gives no advice on how those styles should advance from those points and is referencing an earlier version of HU to boot.

The conversion notes in the N&S are for the HU1 AM. So the use the hu1 AM exp. table.

Nope HU1 had nothing about N&SS in it.
Try HU revised.

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Tue Mar 05, 2013 5:22 pm
by Tor
drewkitty ~..~ wrote:
Regularguy wrote:
Exclusive MAF's are exclusive to the DMA class, not available to any other class
Commando Mercenary can take Tien Hsueh & Wui Wing Chun, Thief can take Aikido
exceptions that prove the rule.
Actually exceptions do not prove the rule, they skirt it. Much like exclusive forms are also available to some MC cats. Two forms of Special Training (sleuth and magician) can also select exclusive categories since they do not exclude exclusives like the other HUs do.

Damian Magecraft wrote:
drewkitty ~..~ wrote:
jolt wrote:N&S (which is from '93) says to give the AM two forms: one at 10th level ability and a second at 4th level ability but gives no advice on how those styles should advance from those points and is referencing an earlier version of HU to boot.
conversion notes in the N&S are for the HU1 AM
Nope HU1 had nothing about N&SS in it. Try HU revised.
HU1 doesn't have to mention it, N&SS can still refer to it. It's similar to how CB1 mentions giving Vagabonds a super ability in spite of Rifts Main Book not mentioning the option.

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Tue Mar 05, 2013 7:41 pm
by Damian Magecraft
Tor wrote:
drewkitty ~..~ wrote:
Regularguy wrote:
Exclusive MAF's are exclusive to the DMA class, not available to any other class
Commando Mercenary can take Tien Hsueh & Wui Wing Chun, Thief can take Aikido
exceptions that prove the rule.
Actually exceptions do not prove the rule, they skirt it. Much like exclusive forms are also available to some MC cats. Two forms of Special Training (sleuth and magician) can also select exclusive categories since they do not exclude exclusives like the other HUs do.

Damian Magecraft wrote:
drewkitty ~..~ wrote:
jolt wrote:N&S (which is from '93) says to give the AM two forms: one at 10th level ability and a second at 4th level ability but gives no advice on how those styles should advance from those points and is referencing an earlier version of HU to boot.
conversion notes in the N&S are for the HU1 AM
Nope HU1 had nothing about N&SS in it. Try HU revised.
HU1 doesn't have to mention it, N&SS can still refer to it. It's similar to how CB1 mentions giving Vagabonds a super ability in spite of Rifts Main Book not mentioning the option.

N&SS refers to HUr by the time N&SS was released HUr had supplanted HU1 by 12 months.
As a matter of fact...
The Ancient Master did not even exist prior to HUr.

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Mon Mar 11, 2013 12:26 am
by Tor
Yeah so... I think N&SS can refer to the old edition of HU retroactively, we can't complain about HU1 not mentioning NaSS if it wasn't made yet...

Though oddly there was a Lee Kwan Choo AND N&SS-style Ninjutsu practitioners in the TMNT sourcebooks (Universe and TRuckin I think) and I always pictured all the TMNT stuff coming out prior to later HU editions, since AtB had mutant human options. You know it's HU-tied when the main baddy has APS stone.

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Mon Mar 11, 2013 4:47 am
by Iczer
Thankfully I have my N&SS and MC books as far away from my HU2 books as possible, so the two can never meet.

Batts

Re: Ancient Master using martial arts from N&S and Mystic China

Posted: Mon Mar 11, 2013 10:01 am
by DevastationBob
Oh come on, that's half the fun. Most of our groups had at LEAST two ancient masters in it based on the blurb in the back of the N&SS book. Since nobody ever levelled it was the only way you'd get to see higher level martial arts.