Wired Gunslingers

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Nekira Sudacne
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Unread post by Nekira Sudacne »

they look weird, but they don't get the normal crazy powers as the MOM was retooled for hte listed powers.
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Sir Neil
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Unread post by Sir Neil »

I wanted to play one, too, but my wife said I should play a character different from myself.
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Unread post by Sentinel »

I acknowledge their existence, but I have never used one in my campaigns, nor has anyone expressed real interest in running one.
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RoadWarriorFWaNK
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Unread post by RoadWarriorFWaNK »

we had one back when my group first started. He was cool, but I'd rather play a straight Crazy or a straight Gunslinger.
yeah and he died before he hit second level. That whole twitchy/nervous thing didnt do him much good.
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Kalinda
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Unread post by Kalinda »

Used one as an encounter in a bar once. He started getting into it with a member of the group, then the baby dragon punched him through a wall and he died...
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Unread post by Gomen_Nagai »

i never liked them, too much of a death sentence.

I always prefered the Apocalypse Ranger, sheriff and Gun fighter OCCs.
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Unread post by Scooter the Outlaw »

I have dealt with them, both as an enemy I throw at a group, as a player in my game, and a member of a party I played with. In my experience, they are insanely dangerous if not handled quickly at medium ranges provided they are sporting decent hardware (dual pump pistols, or a Big Bore Six Shooter and NG-LP45 work nicely). At first level, it's not uncommon for them to have eight attacks per melee, so at around level fine they can become absurd. Numbers like +8 Automatic Dodge also help them a lot. They make fantastic enemy NPC 'boss encounters', especially if you put them in an area with a lot of cover and multiple levels for them to flip around.

If you play them properly, they can be quite fun as a PC as well, but also dangerous--I wouldn't recommend them for a novice player, because they have a lot of power but also are quite unstable (their reaction to look and shoot instantly creates some... messy problems).

All in all, I really recommend trying one if your game can handle the power they can bring to the table. They truly are powerful in some contexts, but are overall enjoyable characters.
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Unread post by Danger »

They seem cool, but I've never seen one played.

We did have one player express interest in them for our current New West game, but we talked him out of it. The player himself is twitchy enough without playing a character that promotes that behavior. :D
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grandmaster z0b
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Unread post by grandmaster z0b »

They were especially powerful before the normal Crazy got auto-dodge, now that crazies are more on par with Juicers they seem to sacrifice more of the standard crazy powers for gun slinger abilities.
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Unread post by Leprechaunspawn »

i allowed one once in a "MUNCHKIN!!!!"-level game....this badass (stats rolled in front of me) was a human mutant(ala Heroes Unlimited second ed.) this character was not long for the game world...he had crap like +25 to initiative, +20 to strike aimed/+15 burst, and he could dodge a freakin laser(i know that is forbidden, but the dodge bonus seemed to justify it)!!!
Then outfit him with some Naruni Plasma Cartridge Weapons....well im sure u all can imagine the headaches it gave me:) The player outfitted him with something like 12 pairs of various pistols "just in case"....*sigh*....anyway, the campaign made it to 3rd level for all the characters before i shut down this exercise in insanity. I like the OCC, but id recommend not allowing any other than straight humans to take this class...otherwise there is just too much power in its Crazy little hands.
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