mega hero skills class question

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Knight_General
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mega hero skills class question

Unread post by Knight_General »

alright in order to make a dual-class hero one class needs to be a skills class. what defines a skill class?
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Sir_Spirit
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Re: mega hero skills class question

Unread post by Sir_Spirit »

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.
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Re: mega hero skills class question

Unread post by Stone Gargoyle »

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).
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RockJock
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Re: mega hero skills class question

Unread post by RockJock »

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.
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