Crazies vs juicer

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SittingBull
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Crazies vs juicer

Unread post by SittingBull »

In Rue first printing.

Crazy gets +1d6 PP but Juicer not get + nothing to PP?

And Crazies are better auto-dodges than juicers? Which lead me to look for the missing Juicer PP bonus.
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Re: Crazies vs juicer

Unread post by Mack »

From the official errata:

4. Super-Reflexes and Reaction Time. An accelerated metabolism makes everything around the Juicer seem to move in slow motion. Bonuses: +2D4 to P.P. attribute, +2 attacks per melee round, +4 on initiative, +2 on Perception Rolls, +2 to disarm, +2 to pull punch, +4 to roll with impact, and gets an automatic dodge on all attacks, even from behind and surprise. An automatic dodge works like a parry in that the character can bob, weave or roll out of danger so fast, and be back on his feet and ready to strike, that the act of dodging does NOT use up a melee attack. Normal dodge bonuses do not apply, but P.P. bonuses do; plus the Juicer is +1 to auto-dodge at levels 1, 2, 4, 6, 8, 10, 12, & 14.
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Re: Crazies vs juicer

Unread post by SittingBull »

Oh ok, that makes sense. Thank you.
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Re: Crazies vs juicer

Unread post by kaid »

Yup and stuff like that is why I keep meaning to get a new edition RUE so I can ditch my dog eared errata.
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