QUOTE (WorkOver @ May 30 2010, 08:08 PM)

16? Well, let's see. Oni is an orc, +3 str, take exceptional str, max str is 10. is 1/2 of 10. a thrown knife is 6p, add missle masters, you get 8p. Add 3 levels of power throw, 14P for a throwing knife.
POwer Throw does not add Damage, it adds Strength... the Oni is playing at 16 Strength, and base damage is 9p with a Shuriken...
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To get the damage higher, you need more str, either with cyber, bio or more magic.
I Do not need more damage, so this is irrelevant, at least in my opinion... but if I did, then I can Augment my strength up to 12 for an additional +2 Damage... I do not really see the need however... I will tend to concentrate on other things to more round out my character...
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Let's test your theory with more damage than an SMG. an SMG on full auto is 16P. Add better ammo, and you easily outpace that damage.
14p Actually, IF you use a Narrow Burst... Remember, SMG's start at 5p, and a Full Auto Narrow Burst would add +9 to the Damage (Ammo choices could raise it up to another 2). However, that damage may not be Physical, as you compare Armor ratings against the damage before you add the burst fire damage boost, so if my armor is better than the damage output before Burst Fire Modifiers, well, it is Stun, not Physical... and you still need to hit to actually do any damage at all...
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The gun has better range. Better rate of fire, and is why people with guns kill people with knives, even in real life.
Not actually true... My Shurikens have a Better Short Range (10 smg vs 16 Shuriken), a roughly comparable Middle Range (40 smg vs. 32 Shuriken) and identical Long Range (80 smg vs 80 Shuriken) and you beat the Shurikens Extreme Range Catagory by only 38 Meters (150 smg vs 112 Shuriken)... so you really do not have a real advantage over my Shuriken with an SMG...
AS for Rate of fire... I could throw 2 Shuriken with no Dice penalties... or 4 with Split Pools... not so much different than your SMG wielding Gunbunny, and I do not have to worry about recoil penalties, while you do... and though you can easily get a SMG to compensate for a Short Burst (-2), or even a Long Burst (-5), getting it to counter a Full Auto Long Burst (-9) is a LOT harder... Not to mention the Burst Recoil Modifiers for a High Velocity weapon (-5 and -11 respectively)... Nor do I need such silly things as Smartlinks or Laser sights...
Lets not forget that in real life, there is no one who can employ any thing that he can pick up as a ballistic weapon with the damage potential of a Sniper Rifle or Panther Assault Canon... and with a range that far outstrips Pistols (of almost any caliber) as well as a vast number of SMG's...
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The character is a good concept, just that at 0 karma, you are easily at your max. Your spell slinger is gonna out pace you, and magic is MUCH more easy to conceal and smuggle.
But actually, I am NOT at my Max... I could increase my Strength by at least 3 more points, before anything like genetic Optimization or Exceptional Attribute (which could give me a Base 12 (Augmented 18) for Strength)... As well, I have 4 more levels of Skill I could add, before the Improved Skill Adept Power would even be a thought... so I am FAR from my potential maximum... So lets see, I could get an additional 8 Strength, and an additional 4 Skill, and +3 Improved Ability Dice. SO I AM really VERY far from my total potential indeed.
And why exactly will the Spell Slinger outpace me? And what magic, that is supposedly easier to conceal and smuggle, is going to make a difference? all of my powers are easy to Smuggle, and who in their right mind considers a pencil, pen, or a tube of chapstick as a true weapon... I mean really...
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I guess if your opponent doesn't do a burst with his assault rifle, or other weapon, then you are correct. What about machine guns, grenade launchers and panther cannons? Can you out pace those?
Again, Machine Guns, Grenades, Panther Cannons, or whatever STILL HAVE TO ACTUALLY HIT... so they are no more a threat to me than anyone else, nor are they less of a threat to a non-missile master... Not sure what your point is here...
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Spell defenses as an adept? What spell defenses do adepts get that no one else does? Besides spell resist power, there are none.
But why would I need anything else? Again, what is your point here? I can have as many levels of Spell resistance as the character has Magic Rating... and again, this does not change anything, as a mundane Street Samurai has the same issues against Magic... I would go so far as to say that this particular blurb has little relevance...
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A GM who only single shots with an AK 98, never uses an ares high volocity, machine gun, grenade launcher or anything else, then your knives will rock.
Since this never happens at my table, I am at no further risk of being hurt than any other character out there who has a SMG or Assault Rifle... since my Thrown Weapons have the same damage capacity as a Sniper Rifle, your comparison here makes no real sense... While I may not have the penetrating power of a Sniper Rifle, I am going against Impact Armor, so it works out roughly the same...
Another interesting note is that when my GM has characters who are very very good at avoiding Automatic Weapons Fire (or any type of bullet thrower actually), then he tends to use Wide bursts to brutal effect, but here is the kicker... at taht point, the weapon is only doing its base damage, which my Shurikens tend to overshadow by 3 WHOLE BOXES (Base 6 vs. Base 9). As such, I do not see any significant drawbacks to teh weapons I have chosen...
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In my game, my NPC's are stupid. You throw a power throw knife, they won't just tickle you down one bullet a time, then will open up with a full auto burst. NPCs aren't there to inflate your ego, some are there to kill you.
You are assuming that the NPC's in our games are any different? They do use tactics, use wide and narrow bursts when necessary, suppressive fire to allow their comrades to obtain better positions, and whatnot... int eh tactical situations you are indicating, I am no worse thatn a Gunbunny, and am often better,as tehre may be instances where the Gunbunny is not allowed to have hsi toys with him... all I need is anything that I can palm in teh environment that I happen to find myself in, including such simple things as a pencil, a POaper Clip, a Playing Card, etc. I will effectively always have a weapon of some sort at hand, and that weapon is lethal enough to kill people... Lets see your Gunbunnies pull that one off when they are disarmed of their guns...
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P.S. missle parry will make a mockery of power throw. You can't missle parry an assault rifle.
Actually it won't... Missile Parry is an opposed test against the attack itself... best man wins... as for parrying an Assault Rifle's round, so what... i would not try to parry such a thing... I would take cover, and then use whatever opportunity came about to retort in kind... Because if that gunner is not an Adept with Missile Parry, then he is just as susceptible to my thrown weapon (whatever it may be) as I am to his bullets...
So, All in all, I am not sure why you think that the Missile Master is a substandard Choice... He has pretty much all the capabilities of a Gunbunny, and possibly other things to boot...
Just Sayin'
Keep the Faith