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> A couple Adept powers I have thought of pitching at my GM.., Sometimes, it seems Adepts get the most blantant things overlooked..
Cardul
post Mar 2 2008, 04:17 AM
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You know, I have always thought there were things lacking from adepts, and realized what one of those was:

There is no power that allows an adept to shoot something out of the air, or use a thrown weapon to knock another out of the air.(I know there is one for CATCHING, but not one for not catching).

So, my thought:
Ranged Deflection .5/level
Pre-requisites: Missile Parry 1+, Improved Reflexes 1+
You may deflect slow moving projectiles, effectively stopping them them. To do this, you roll your Magic+Ranged Deflection rating as an interrupt defense action. This may also be declared with a Full Defense, and use Magic+reaction+Ranged Deflection Rating. With slow moving, and only slow moving, projectiles, the successes reduce the net hits.

Enhanced Ranged Deflection, 1 point:
Pre-requisite: Ranged Deflection.
With this, a physical adept may attempt to shoot a bullet out of the air. This allows you to only shoot down ones fire from single shot and sem-auto weapons, and does not include flechette rounds, and to use it against a heavy weapon, must be using a similar weapon(rockets to shoot down rockets, grenade laucnher to shoot down a leanched grenade, assault cannont to shoot down an assault cannon shell). You use the same pools as above, however, this is an all or nothing defense. If you do not score more or equal to the firer's net hits, the round will still hit at its full original net hits.


One other power that I thought would make sense for the mysical gunslinger..

Fast Load: .5 power Points
Reduce the action type to load a weapon by one step. Thus, it becomes a free action to put a clip into an automatic, or reload a revolver with a speed loader, and a simple action to relead rounds into an internal magazine or one muzzle tube on a muzzle loader.

So..does anyone think these are OK? Overpowered? Underpowered? What would you adjust to them?
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