Mechanoid Caster

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Warshield73
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Re: Mechanoid Caster

Unread post by Warshield73 »

Smiling_Bandit wrote:Hey folks. Long time no see.

I'm curious as to how to handle AbM Runners learning magic. Do you let them keep their "R.C.C." skills in addition to the O.C.C. skills from the caster class.

Seems like a huge number of skills in addition to the psychic powers and the magic.

Smiling_Bandit - Has a soft spot for the mechanoids

I used the basics of dual OCCs and froze the original skill then gave the AbM just the OCC skills and powers. AbMs are better NPCs then players anyway so the raw power is offset by the fact that they are going to have a very hard time getting anyone to teach them new skills I mean spells.
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ITWastrel
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Re: Mechanoid Caster

Unread post by ITWastrel »

Magical genocidal psychic killer cyborg clones with frickin' laser beams on their frickin' heads.

Same apocalypse, now with SPARKLES!
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Warshield73
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Posts: 5542
Joined: Tue Mar 01, 2011 1:23 am
Comment: "I will not be silenced. I will not submit. I will find the truth and shout it to the world. "
Location: Houston, TX

Re: Mechanoid Caster

Unread post by Warshield73 »

ITWastrel wrote:Magical genocidal psychic killer cyborg clones with frickin' laser beams on their frickin' heads.

Same apocalypse, now with SPARKLES!

Actually the laser is typically on their left forearm but I love the reference.

What is interesting is that the AbMs are the only ones that can learn things like magic. The "true" Mechanoids are too ridged in their thinking to learn something like spellcasting so that is actually kind of nice. Bad news is their are plenty of non-humanoids out there that will work magic for them.
“If I owned Texas and Hell, I would rent out Texas and live in Hell”

- General Philip Henry Sheridan, U.S. Army 1865
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