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> Help with a new adept ability
The Jopp
post Sep 17 2012, 08:58 PM
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QUOTE (VykosDarkSoul @ Sep 17 2012, 06:59 PM) *
I keep a few throwing knives and a deck of cards on me (gambit style). As for anything else well...have you seen the way our streets look nowadays? and if you take into account the every so slightly (cough) decayed look that has been presented thus far for the mean streets, well, there is a multitude of ammo laying around everywhere for a throwing adept, thus the reason i like Nimble Fingers so much. oh, wait, i need ammo, pick up a soycafe can from the dumpster next to me "That will do" (IMG:style_emoticons/default/biggrin.gif)


A deck of cards, toothpicks, a bag of steel ball bearings...pillows of DOOM...Earplugs...A bag of sand (Flechette rules)
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Tymeaus Jalynsfe...
post Sep 17 2012, 09:15 PM
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QUOTE (The Jopp @ Sep 17 2012, 02:58 PM) *
A deck of cards, toothpicks, a bag of steel ball bearings...pillows of DOOM...Earplugs...A bag of sand (Flechette rules)


All good choices... (IMG:style_emoticons/default/smile.gif)
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Makki
post Sep 18 2012, 06:14 AM
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I'm summing up and adding:

Boomerang Throw
Cost: .5
The adept may throw a weapon in such a way that it returns to his hands after being thrown. Catching a returning weapon requires a Throwing Weapons + Agility (2) Test and uses up the next simple action after the initial throw or the weapon scatters as a grenade. This means if he looses his next initiative pass for any reason be it from a martial arts maneuver, full dodge, etc. the weapon is not caught. This only works for blunt weapons (e.g. hammers, boomerangs) and slicing weapons (e.g. swords, shurikens) but not piercing weapons (i.e. knives, javelins).

Ricochet Shot
Cost: .75
Prerequisite: Missile Mastery
This power allows the adept to attack multiple opponents with the same projectile. He may split his dice between opponents as per the normal rules for multiple opponents with only a -1 die penalty for each additional opponent. However, each opponent may be no farther away from the previous than (1/2)Magic in meters. This only works for blunt weapons (e.g. hammers, boomerangs) and slicing weapons (e.g. swords, shurikens) but not piercing weapons (i.e. knives, javelins).

Scatter Shot
Cost: .5
This allows an adept to use burst fire rules for their thrown attack provided they have enough ammunition available and readied.

Flechette Throw
Cost: .25
Prerequisite: Missile Mastery
Assuming the adept has an appropriate type of ammunition readied, e.g. a fistful of gravel or sand, he may apply the rules for flechette ammunition (+2DV +5AP) to his damage. Use Bowling Ball range for this type of ammunition.
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Jareth Valar
post Sep 18 2012, 11:44 AM
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Nice. Thanks Makki. (IMG:style_emoticons/default/cool.gif)

Never thought about Flechette Throw. I like it.

I guess no one liked Call Item, huh? (IMG:style_emoticons/default/nyahnyah.gif) Not surprised. Word of advice, don't try making game rules on sleep dep. (IMG:style_emoticons/default/wobble.gif)
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Jareth Valar
post Sep 18 2012, 11:48 AM
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QUOTE (Tymeaus Jalynsfein @ Sep 17 2012, 11:27 AM) *
This, however, smacks of quasi-teleportation. I don't like it.


Personally, don't see where you get teleportation from, even quasi like. Pure telekinesis IMHO.
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Tymeaus Jalynsfe...
post Sep 18 2012, 01:03 PM
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QUOTE (Jareth Valar @ Sep 18 2012, 04:48 AM) *
Personally, don't see where you get teleportation from, even quasi like. Pure telekinesis IMHO.


Maybe the version statted up, but the descriptor sounded an awful lot like Quasi-Teleportation ala Wulfgar and his hammer, to me. I have no issues with an actual telekinesis return, but would not see an Adept doing so. That would be a spell at my table, and therefore unuseable by Pure Adepts.

As for the Flechette Throw. Not sure why you need an adept ability for that. Just use an appropriate ammunition type (handful of Marbles/ball bearings, sand, needles, shuriken, etc) and provide the Flechette ammo stats to it. Even mundanes could do that, in my opinion, though not as efficiently as an Adept Throwing Master, obviously.
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Dakka Dakka
post Sep 18 2012, 01:50 PM
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QUOTE (Jareth Valar @ Sep 18 2012, 01:48 PM) *
Personally, don't see where you get teleportation from, even quasi like. Pure telekinesis IMHO.
Even without teleportation this power affects an object, not the adept. Using mana in that way is the department of magicians.
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Jareth Valar
post Sep 18 2012, 09:24 PM
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Not validating the ability, just the correlation between it and quasi-teleportation. LOL

It's been a spell in my game for a while too (F/2 drain). Basically a reversed Fling spell with no damage.
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Jareth Valar
post Sep 18 2012, 09:45 PM
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However.....IF you did want to have this an adept power, you could always add a prerequisite like BishopMcQ mentioned earlier. Only works on attuned items. Less of a stretch, since some link does exist.

Just saying... (IMG:style_emoticons/default/biggrin.gif) (IMG:style_emoticons/default/spin.gif) (IMG:style_emoticons/default/grinbig.gif)
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Jareth Valar
post Sep 18 2012, 09:51 PM
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QUOTE (Tymeaus Jalynsfein @ Sep 18 2012, 09:03 AM) *
Maybe the version statted up, but the descriptor sounded an awful lot like Quasi-Teleportation ala Wulfgar and his hammer, to me. I have no issues with an actual telekinesis return, but would not see an Adept doing so. That would be a spell at my table, and therefore unuseable by Pure Adepts.


Been a long time since I've read those, but I thought it just did the Mjolnir/Thor thing.

Now I will have to re read those..CURSE YOU!!! (IMG:style_emoticons/default/rotfl.gif) (IMG:style_emoticons/default/nyahnyah.gif)
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