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Throwing edges

 
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JmOz01
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Joined: 01 Aug 2010
Posts: 357

PostPosted: Sun Jun 17, 2012 7:21 pm    Post subject: Throwing edges Reply with quote

Looking for some good edges for a knife thrower. The setting is SlipStream, but GM is willing to consider non SS edges...
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ValhallaGH
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Joined: 25 Apr 2010
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PostPosted: Sun Jun 17, 2012 9:01 pm    Post subject: Reply with quote

Quick Draw - basically essential.
Ambidextrous - so you can fight with your off-hand without penalties. The idea being to keep a blade in one hand for close encounters, and use the other hand for actual throwing. Alternately, with Two-Fisted, you can throw two knives each round without penalty.
Marksman - really nice, but you have to wait for Seasoned rank.
Steady Hands - negate that Unstable Platform penalty, and reduce the running multiaction penalty!
Brawny - the Increased carrying capacity lets you carry more knives, in addition to the increased toughness and the possibility of wearing useful armor.

Then we get to the General Purpose edges:
Acrobat (for defense and general utility), Elan (for when you need to succeed), Fleet-Footed (for general mobility and mayhem), Dodge, Block, Thief, etc.
Assassin is an iffy choice. It is really nice when you get the benefit, but I wouldn't expect to get it very often in Slipstream. Plus, it's awfully dark for a hero in that setting.

Trademark Weapon is not great for a throwing knife character - you have to take the edge once for each weapon. That said, Iron Dynasty has a few edges that might apply, especially Signature Moves; if you can get him to allow Weapon Focus as well then you'll have some good damage output.


Best of luck!
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GranFalloon
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PostPosted: Mon Jun 18, 2012 2:25 am    Post subject: Reply with quote

If I had players that threw stuff, I would include a "Throw anything" edge, which removes penalties for throwing things like swords and battleaxes. Not exactly a "knife-thrower" edge, but we all gotta start somewhere.
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Zadmar
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Joined: 10 Nov 2010
Posts: 1418
Location: Munich

PostPosted: Mon Jun 18, 2012 4:06 am    Post subject: Reply with quote

ValhallaGH wrote:
Trademark Weapon is not great for a throwing knife character - you have to take the edge once for each weapon.

Perhaps his GM would allow him to take "a brace of throwing knives" as a trademark weapon, with the limitation that the throwing knives are treated as improvised weapons in melee? I know it's stretching the rules, but I don't think it would be overpowered. Certainly no harm in asking.

Other than that...

Hellfrost has a Mighty Throw edge which increases the range and damage of throwing weapons. It also has Double Shot and Improved Double Shot, which are the Shooting versions of Frenzy and Improved Frenzy, so if the GM is willing to consider homebrew edges you might be able to convince him to add a Throwing equivalent.

Throwing weapons have a fairly short range, so you may find yourself drawn into melee combat more often than other ranged fighters. Ranged Pin (from Agents of Oblivion) would allow you to pin enemies to walls so that they can't close with you, while Extraction (from the core rules) would help you withdraw if you do find yourself in melee combat.
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kaltorak
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PostPosted: Mon Jun 18, 2012 4:54 am    Post subject: Reply with quote

Beasts and Barbarians has Strong Arm
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Sean-Khan
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Joined: 19 May 2010
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Location: Finland, Tampere

PostPosted: Mon Jun 18, 2012 5:55 am    Post subject: Reply with quote

kaltorak wrote:
Beasts and Barbarians has Strong Arm

And trained thrower too Wink While it isn't meant for knives for thematic reasons, I think it would work even better for knife throwers, if you want to be able to sling knifes to enemies near friends with moderately small risk. The other benefits wouldn't be worth much for knives though.

About trademark weapon, I could see an unique set of 5 throwing knives for example being a single weapon for this purpose.
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ValhallaGH
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Joined: 25 Apr 2010
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PostPosted: Mon Jun 18, 2012 9:46 am    Post subject: Reply with quote

GranFalloon wrote:
If I had players that threw stuff, I would include a "Throw anything" edge, which removes penalties for throwing things like swords and battleaxes. Not exactly a "knife-thrower" edge, but we all gotta start somewhere.

It's called Improvisational Fighter. It's in the Deluxe version of the core rules. Mr. Green
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chillburn
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PostPosted: Mon Jun 18, 2012 3:56 pm    Post subject: Reply with quote

In the Fantasy Companion there are Throwing Knives that give +1 attack when thrown, but -1 damage (attack?) if used in melee.

I made up a "Stab and Throw" edge that could apply to knives (and has tentative Clint-approval) that could be really cool with knives or throwing axes:

http://www.peginc.com/forum/viewtopic.php?p=356708#356708
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Jonah Hex
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PostPosted: Fri Jul 06, 2012 4:11 am    Post subject: Reply with quote

ValhallaGH wrote:
Quick Draw - basically essential.


Then we get to the General Purpose edges:
Acrobat (for defense and general utility), Elan (for when you need to succeed), Fleet-Footed (for general mobility and mayhem), Dodge, Block, Thief, etc.


Best of luck!


Good suggestions but I wouldn't recommend Block to anyone unless they are really set on a concept of "I can learn to parry better but I can't learn to fight better, since Block is, at best, the same cost as a level of Fighting and explicitly worse. Unless you already have a d12, of course.
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ValhallaGH
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PostPosted: Fri Jul 06, 2012 8:04 am    Post subject: Reply with quote

Jonah Hex wrote:
I wouldn't recommend Block to anyone unless they are really set on a concept of "I can learn to parry better but I can't learn to fight better, since Block is, at best, the same cost as a level of Fighting and explicitly worse. Unless you already have a d12, of course.

And yet I recommended Block. Maybe because it fits the "throwing master" trope of "I can learn to parry better but I don't learn to fight better".
Or maybe he'll max his fighting at d12. I've seen it happen at Novice; heck, I've done it at Novice because it fit the character concept.

You're correct, Fighting increases are a more optimized use of Advances than Block. But any other combat build is more optimized than a knife throwing build. Wink
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Jonah Hex
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PostPosted: Fri Jul 06, 2012 1:56 pm    Post subject: Reply with quote

ValhallaGH wrote:
Jonah Hex wrote:
I wouldn't recommend Block to anyone unless they are really set on a concept of "I can learn to parry better but I can't learn to fight better, since Block is, at best, the same cost as a level of Fighting and explicitly worse. Unless you already have a d12, of course.

And yet I recommended Block. Maybe because it fits the "throwing master" trope of "I can learn to parry better but I don't learn to fight better".
Or maybe he'll max his fighting at d12. I've seen it happen at Novice; heck, I've done it at Novice because it fit the character concept.

You're correct, Fighting increases are a more optimized use of Advances than Block. But any other combat build is more optimized than a knife throwing build. Wink


I get your point but I am not a fan of spending the same resource to get explicitly less just because of concept. If that makes me a powergamer or a munchkin so be it.

I'd just like to see Block grant something Fighting doesn't because it seems to be a bit of a trap to me. Obviously, doubling the benefit of Block is way too powerful. Maybe adding Block to Full Defense and/or doubling the benefit for the Defense maneuver?
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ValhallaGH
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Joined: 25 Apr 2010
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PostPosted: Fri Jul 06, 2012 3:19 pm    Post subject: Reply with quote

Block's a good edge. I usually see it on NPCs, but it saves their butts - making it a good edge.

Is it cool? Nope. Is it the most efficient use of resources? No. Does it work? Yes. Is that good enough for Savage Fun? Yep.
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