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Old 04-15-2014, 08:26 AM   #11
Nereidalbel
 
Join Date: May 2013
Location: Ellicott City, MD
Default Re: Spell 'Iron Arm' as a Power

Rename "Gunslinger" as "Psykslinger" and move the bonuses over to Psyk skills. Do note that it will NOT affect the outcome of terrible things coming over to say "Hi" post-combat.
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Old 04-15-2014, 08:38 AM   #12
Onkl
 
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Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
Default Re: Spell 'Iron Arm' as a Power

Quote:
Originally Posted by Nereidalbel View Post
Rename "Gunslinger" as "Psykslinger" and move the bonuses over to Psyk skills. Do note that it will NOT affect the outcome of terrible things coming over to say "Hi" post-combat.
Do you think [25] is a fair price though? We use Gunslinger as described in Gun Fu and as I understand Innate Attacks (which he uses to incinerate the opposition) never have Bulk... so you loose two aspects: No Bulk in Close Combat and the No Bulk when you do a Move and Attack. I don't have any clue how much those are worth... sound like rule exemption perks to me. And since you add halved penalties for consecutive parries from Weapon Master, it might be fair, after all... hrm...

Thanks!
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Old 04-15-2014, 10:48 AM   #13
David Johnston2
 
Join Date: Dec 2007
Default Re: Spell 'Iron Arm' as a Power

Quote:
Originally Posted by sir_pudding View Post
You normally do have to roll to cast Iron Arm as a Blocking spell...
That's not a parry roll though. It's just a spell casting roll.
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