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Unread postPosted: Thu Jun 27, 2019 3:48 pm

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Joined: Wed Dec 26, 2018 5:07 pm
Posts: 57
alright in order to make a dual-class hero one class needs to be a skills class. what defines a skill class?

Unread postPosted: Thu Jun 27, 2019 6:23 pm

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Invisible Pink Unicorn

Joined: Thu Aug 12, 2004 7:12 am
Posts: 3536
Location: Eden Time:Precisely
You don't, assuming you mean using the optional rule from The Rifter. You shoud ask your gm whats acceptable. Generally, I think it means a class that doesn't get super abilities, like a mage or hardware or things like the supersleuth or ancient Master classes.
So then you combine that with a class like mutant or experiment.

Like a favorite idea of mine to have a mage have a magic Weapon of Order that doesn't give them more spellcasting. As an example.
Or like a Hardware Character who's experiments accidently game them Extraorsinary IQ, healing factor and Create force field powers. So they have raw power in addition to their inventions.

Damn ICE/BCP/BorderPatrol! Damn everyone who won’t damn ICE/BCP/Border Patrol!! Damn everyone that won’t put lights in his windows and sit up all night damning CE/BCP/BorderPatrol!!!
If you support ICE/BCP/BorderPatrol at this point, you would have called the Gestapo on the people surreptitiously moving into your neighbor's attic and huffed that you were only following the law.

Unread postPosted: Fri Jun 28, 2019 5:05 pm

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Virtuoso of Variants

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I have done a Physical Training character with a Magically Bestowed Weapon. The most common thing, though, is to do a Hardware character with powers (either a Mutant or Experiment category).

"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD

Unread postPosted: Sat Jun 29, 2019 12:33 am

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Joined: Mon Jan 28, 2002 2:01 am
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Location: Nashville.....ish....
I tend to divide characters into three basic groups: skilled/learned, powered, and gadget. A guy with a magic sword falls into gadget, and so does a robot pilot or a Super Invention wielder. All the Special Training classes, Natural Genius, Mystic Study, and straight Hardware classes fit as skilled/learned. Powered fits most of the rest Psychic, Mutant, Experiment, Bionics, etc.

The above is just what makes sense to me. I'm more likely to allow a character to double up classes that make sense to me. A Mutant Detective, Hardware character with an Exoskeleton or Super Invention, or Ancient Weapon Master with an Enchanted weapon or Super Invention is more likely to make the cut over a Mutant/Mystic Bestowed.

I try to stay away from mis/maxes.

RockJock, holder of the mighty Rune Rock Hammer!

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