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GrinderTheTroll
post Jan 26 2005, 08:57 PM
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So would Pain Resistance or something to augment the feeling of pain (modifiers) qualify as "unwounded"?
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Kanada Ten
post Jan 26 2005, 08:58 PM
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No. But likewise, illusion spells will not cause the power to fail for apparent wounds.
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mfb
post Jan 26 2005, 09:19 PM
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of course, if the physad doesn't know it's an illusion, he might not try.
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ES_Riddle
post Jan 27 2005, 12:48 AM
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QUOTE (U_Fester)
I don't know. Some with Killing Hands M and 4 points added to improved ability of hand to hand could be very dangerous since they would get to attack first round each time.

Why waste points on killing hands M? You already deal M stun, and unless the guy has a pain editor, stun is basically as good as physical.

What can be really brutal is the phys mage with quickstrike as her only adept power. Since she is the first to act she can drop a stunball/bolt (or manaball/bolt) and just waste the weak-willed sams.
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toturi
post Jan 27 2005, 01:25 AM
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Most sams I've seen are ugly, not weak willed. Most of them have Willpower at least 5.
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Tarantula
post Jan 27 2005, 02:16 AM
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Then Drain(Cha) them into mindlessness. Same effect, and I think its a lesser drain too.
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kevyn668
post Jan 27 2005, 02:31 AM
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Ahhh, yes...the infamous Drain(char) vs. sams debate. I remember it well. :)
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Tarantula
post Jan 27 2005, 02:51 AM
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Indeed, its where I stole the idea from, still haven't ever even bothered to try it out yet.
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kevyn668
post Jan 27 2005, 03:01 AM
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Of course not. Prob'ly for the very reasons listed in the debate.
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ES_Riddle
post Jan 27 2005, 04:33 AM
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QUOTE (toturi)
Most sams I've seen are ugly, not weak willed. Most of them have Willpower at least 5.

That's still weak-willed relative to their body rating, most likely. Unless they're under spell defense, there is a good chance that a force 5+ S stunbolt will drop them without the mage taking drain. They'll at least be taking some damage mods from it, with any luck.
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toturi
post Jan 27 2005, 05:45 AM
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QUOTE (ES_Riddle)
QUOTE (toturi @ Jan 26 2005, 08:25 PM)
Most sams I've seen are ugly, not weak willed. Most of them have Willpower at least 5.

That's still weak-willed relative to their body rating, most likely. Unless they're under spell defense, there is a good chance that a force 5+ S stunbolt will drop them without the mage taking drain. They'll at least be taking some damage mods from it, with any luck.

So will any other target that the mage would choose, I'm afraid I do not quite see your point.
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ES_Riddle
post Jan 27 2005, 06:21 AM
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QUOTE (toturi @ Jan 27 2005, 12:45 AM)
So will any other target that the mage would choose, I'm afraid I do not quite see your point.

Most targets are probably not as used to going first and soaking any damage thrown at them as a sam. I was pretty unclear in my original post, though, and my salvage attempt was weak, so that's what I get for posting without thinking things through.
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The White Dwarf
post Jan 27 2005, 05:49 PM
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Killing Hands M is invaluble. For the points cost its probably the most effecient level of the power you can buy. That aside theres 2 reasons why.

First, stun isnt as good as physical. 75% of the time in our games, the majority of the pary is doing physical damage. And if whatever you hit doesnt die, doing stun damage to it wont add to the damage already accrued. Which means you cant team up to bring down a target. The % will change for each group, but the situation remains.

Second, it bypasses spirit-type immunities because its magical. Which means you can use it to hurt things you normally cant. Including astral targets if you also have astral perception. And since the majority of things in this category tend to rank fairly high on the threat-o-meter this is a pretty big plus.
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Tarantula
post Jan 27 2005, 05:53 PM
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Just from a cheezy standpoint. Having half the group do stun and the other half physical is rather effective. M Stun & M wound? Sorry, +4(6?) to EVERYTHING. The modifiers stack, which hurts anything rather bad.

The spirits is a good point, but usually adepts are rather adept at combatting spirits with will anyway. (Pardon the pun)
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The White Dwarf
post Jan 27 2005, 11:02 PM
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Yea big tn mods are nice, but remember the alternative is to just have the opposition dead. Which is kinda more of a concluding force than a tn mod. Not that you always want to kill people, but it comes up and when it does you need it done fast. Faster the better. Which makes comparing killing hands to stun like saying you dont need gas vent cause you have recoil comp rom strength- you really cant have enough.
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Tarantula
post Jan 28 2005, 12:30 AM
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If your gun can only burst, 6 is plenty! :P
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mfb
post Jan 28 2005, 12:45 AM
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what white dwarf said. i'd rather have a dead enemy than an enemy who's still shooting at me, even with +6 TN.
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Shockwave_IIc
post Feb 10 2005, 04:35 PM
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i Like the fact that you can use it as a form of Pre-cognition. Act first, delay then you get to see what someone is doing.
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Lindt
post Feb 10 2005, 04:40 PM
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I'd so not allow that... The idea is you go FIRST. You are flat out super-naturally fast. In the spirit of the power delaying that action is pretty bogus.
And shame on you for being a thread necromancer...
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Shockwave_IIc
post Feb 10 2005, 04:45 PM
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Damn forgot i first pages back, just reading on what i had missed the last 2 months.

And why can't someone explain the power that way?
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mfb
post Feb 10 2005, 04:46 PM
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someone who's supernaturally fast ought to be able to note what slower people are doing, and act to counter them. plus, QS costs three power points, and it's already got a serious limitation imposed on it.
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Tarantula
post Feb 10 2005, 04:48 PM
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Honestly, thats just stupid. It allows you to ACT first. Delaying is a free action, and therefore you are not acting first if you delay. You gotta use a simple or complex action in order to "act".

At least, thats how I'd play it.
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Moon-Hawk
post Feb 10 2005, 04:48 PM
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Eh, I could see that going either way. By the letter of the rules it seems allowable. You act first. First action - delay.
I certainly see your point; you feel that it is counter to the intention of the power; but other people may not feel the same.
In either case, probably a good question to ask your GM if you're thinking about taking it.
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shadow_scholar
post Feb 10 2005, 05:02 PM
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It's magical, therefore the standard physics of just getting to act first don't apply. I'd let a player first learn what the fastest Init guy is going to do, then interrupt the action with his Quick Strike, especially if it costs the adept 3 magic points. Geez, am I the only one who thinks a lot of the adept powers are way too expensive?
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mfb
post Feb 10 2005, 05:23 PM
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i don't understand why it's allowable to delay when you roll a higher init than anyone else, but not when you use the QS power.
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