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Ombre
post Nov 18 2004, 05:40 PM
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A few things that come through my humble mind...

Don't you think Missile Mastery is a bit underpowered? Let me put it this way: you pay 1 Power point and what you get is a mere +1 Power on throwing weapons (plus the side benefit of being able to throw any item as a (weak) weapon à la Bullseye). Would it be unbalancing for the game to give a raise in Damage Level instead, for example shurikens would be (Strength) M instead of (Strength +1 ) L ?

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cykotek
post Nov 18 2004, 06:01 PM
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it's actually +2 power, which isn't too shabby, though I agree it's not quite up to a full power point's worth of effect. I also add 2 to the thrower's strength for ranged. I also allow them to throw mini-grenades barehanded. Same effect as a handgrenade, only pocket-sized.
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Bigity
post Nov 18 2004, 06:28 PM
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I'd have to recheck, but I don't think you can manually use mini-grenades that way, at least IRL.

Anyways, I house rule this power down to half a point.
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cykotek
post Nov 18 2004, 06:56 PM
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IRL, the launched grenades of today can be tossed...IF (please, note the "IF". It's important.) you can manage to spin them fast enough, long enough, precisely enough to arm them. While I don't know the specifics, I'm fairly sure this is mostly impossible for a normal person to do, especially to get any range on the throw (and avoid blowing oneself up).

With that in mind, I think that, with Missile Mastery, an adept who knows the trick and the requirements for the particular grenade in question, can accurately reproduce the spin to arm the grenade. Especially since we're talking about someone who can kill you with a credit card from half-way across the room. I would require they practice a bit with a given style, manufacturer, model, etc before they could be sure of near-100% reliability, but that's neither here nor there.
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Austere Emancipa...
post Nov 18 2004, 06:58 PM
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QUOTE (Bigity)
I don't think you can manually use mini-grenades that way, at least IRL.

Grenade launcher rounds cannot be employed like that IRL, no. But SR "Minigrenades" act somewhat unlike RL grenade launcher rounds anyway -- for example, the implied "bouncing around" effect when they should just go off on impact. And Missile Mastery is maaaaagic, no reason why that couldn't allow Minigrenades to be thrown effectively.

Anybody know if TM 43-0001-21 Army Ammunition Data Sheets for Artillery Ammunition: Guns, Howitzers, Mortars, Recoilless Rifles, Grenade Launchers, and Artillery Fuzes is available free on the net?

This post has been edited by Austere Emancipator: Nov 18 2004, 07:10 PM
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Kagetenshi
post Nov 18 2004, 07:04 PM
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I believe there's a relatively simple modification to the grenades in SR3 allowing them to be tossed.

~J
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cykotek
post Nov 18 2004, 07:08 PM
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QUOTE (Austere Emancipator)
But SR "Minigrenades" act somewhat unlike RL grenade launcher rounds anyway -- for example, the implied "bouncing around" effect when they should just go off on impact.

In my game, they go off on impact. And I've always seen them as like today's spin-armed launched grenades, only smaller. And filled with an explosive form of Unbelievium. Or perhaps Unobtainium.
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Bigity
post Nov 18 2004, 07:14 PM
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QUOTE (cykotek)
QUOTE (Austere Emancipator)
But SR "Minigrenades" act somewhat unlike RL grenade launcher rounds anyway -- for example, the implied "bouncing around" effect when they should just go off on impact.

In my game, they go off on impact. And I've always seen them as like today's spin-armed launched grenades, only smaller. And filled with an explosive form of Unbelievium. Or perhaps Unobtainium.

Are those elements on the Periodic Chart?
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Moon-Hawk
post Nov 18 2004, 07:19 PM
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QUOTE (Bigity)
Are those elements on the Periodic Chart?

Yes, but the atomic number is irrational. :grinbig:
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D.Generate
post Nov 19 2004, 04:27 AM
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I prefer balonyum.

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ES_Riddle
post Nov 19 2004, 05:40 AM
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Especially in light of the new social adept powers you could make a pretty interesting assassin. Mostly social abilities, but also IA: thrown weapon and missile mastery. Start him off with a specialization in hors d'oeuvres, while you're at it also (I bet ordering the reflex recorder for that one gets funny looks). Turn any garden party into a blood bath!
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toturi
post Nov 19 2004, 05:48 AM
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A social/combat adept with Club, Thrown Weapons, Missle Mastery, IAs: Thrown Weapons and Clubs.

Showdown at the country club.
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Arethusa
post Nov 19 2004, 08:15 AM
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Given the ridiculous number of dice Adepts have access to and the potentials of combining that with some of the new Adept powers, there's plenty of potential in hurling that credit card across the room with 12 dice and TN 2. Given that the power lets you turn anything reasonably convenient and unreasonably impotent into a weapon, I'd hardly call it underpowered. Grenades don't even need to enter into it.
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Ombre
post Nov 19 2004, 08:25 AM
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Excuse me Sir Arethusa, but your humble servant here doesn't have access to the latest SOTA chip...

For the 12 dice credit card throw...well...a bit far fetched but feasible, but how come you get TN 2 ? (just out of curiosity)
You'd better have 12 dice since a creditstick would be (1/2 Str) L...which is not a lot for anyone with decent Impact Armor (then again it depends on the drekload of dice you're rolling)
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Fortune
post Nov 19 2004, 08:29 AM
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Social occasions don't usually call for high levels of Impact Armor.
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Ombre
post Nov 19 2004, 08:36 AM
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Fairly true, my wealthy friend, but shadowrunning scum are not carousing in corporate tea parties all the time, are they?
So spending 1n Power point on Missile Mastery and another 1 Point to get Improved Thrown Weapons ( Scones and muffins) 2 is a bit expensive and specialized...but then again it's just my humble opinion.
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Arethusa
post Nov 19 2004, 08:43 AM
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QUOTE (Ombre)
Excuse me Sir Arethusa, but your humble servant here doesn't have access to the latest SOTA chip...

For the 12 dice credit card throw...well...a bit far fetched but feasible, but how come you get TN 2 ? (just out of curiosity)
You'd better have 12 dice since a creditstick would be (1/2 Str) L...which is not a lot for anyone with decent Impact Armor (then again it depends on the drekload of dice you're rolling)

Admittedly, pumping Throwing Weapons up to 12 dice is costly and a bit unusual, but it's still viable in combat, and with geasing, potentially affordable. I believe Attunement and Aptitude allow you to drop the target number by two, giving you a TN 2. On 12 dice, we're looking at 10 successes average, turning your (1/2 Str)L thrown weapon into 4D + 2OD. For most people, including Shadowrunners, it's essentially the shotgun effect: low pwer with overwhelming successes that no one has the dice to stage down. As Fortune pointed out, impact armor is likely to be a non issue in any place where this would be used, and, regardless, at 3 or 4 power, it's a non issue anyway when the point of the attack is overwhelming your target's number of dice.

Now, I'm not saying it's overpowered (though it certainly can be ridiculously powerful in the right circumstances); you just need to remember that this is not a combat ability, and no one runs into a fight with an ashtray or a cell phone willingly. When your back is against the wall, however, in the circumstances it's suppposed to be used in, it can be pretty nasty. It's definitely not underpowered.
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Fortune
post Nov 19 2004, 09:03 AM
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Attunement could get a tad expensive, Karma-wise, not to mention leaving a nice Astral Link, unless you retrieve your weapons every time.

I't a nice little combo to pick up for the right circumstances, or game-style. It's also something different for the more experienced Adept to learn, instead of steadily improving other Powers to the point of superfluousness.
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Arethusa
post Nov 19 2004, 09:09 AM
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Well, to be fair, even TN 3 and, say, 18 dice is pretty damn unpleasant in its own right. It's not the most efficient combo if your plan is to create a combat adept, but, after all, heavy combat isn't the point of the power.
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Edward
post Nov 19 2004, 10:37 AM
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If you want to be a face adept your not going to be able to put the IA thrown 6 and missile mastery as a starting character.

However for a thrown weapons master that uses hatchets and throwing knives most of the time you will be quite effective and as a bonus you can throw all the inconsequential things with enough dice to make them work. But remember, no number of dice will penetrate hardened armour)

Edward
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Arethusa
post Nov 19 2004, 10:42 AM
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If you're up against anything hardened and you're throwing things, chances are you have bigger problems.
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toturi
post Nov 19 2004, 12:11 PM
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Grenades, man. How can you forget grenades? You could possibly get the grenade down the throat of your target before he manages to close his mouth, and apply the Chunky Salsa Rule to his insides.
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Blaze
post Nov 19 2004, 01:08 PM
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We have one character in a game I'm running who has both Missile Mastery and Missile Parry, plus a custom edge that reduces his called shot TN modifiers for throwing knives (and throwing knives only) to +2, and a couple of levels of Increased Strength geased to throwing weapons only. He carries half a dozen dikoted throwing knives, which each do 9M, 9S on a called shot... suddenly the only weapon more ineffectual than holdout pistols can quite easily kill someone...
I ruled against the house-rule bandied around that a Ready Weapon action with Throwing Knives could ready Q/2 knives, which could be thrown using the rules for Burst Fire. That just made him sick.

-JH.
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Catsnightmare
post Nov 19 2004, 02:50 PM
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IIRC in Target: Awakened Lands, adepts with missile mastery can make boomerangs return each and every time whether they hit the target or not.
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Bigity
post Nov 19 2004, 03:24 PM
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I thought Dikoting small things such as throwing knives was nearly impossible, due to the intense heat of the process. I guess I'd allow it, but would change a hefty sum for the base knives, simulating materials that are very heat tolerant, on top of the cost for the dikote.
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