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[Resource][Quality] Way of the Speedster

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Crash_00

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« on: <04-23-12/1334:24> »
I've been working on several new Ways that have been bouncing around in my head. This is the first one that feels semi-complete. Please feel free to offer criticism/support for anything that seems broken/unneeded.

Way of the Speedster 10BP
    Speedster Adepts have an unique understanding of modern vehicles and are able to focus their powers into getting better performance and handling when piloting vehicles. From the adepts that just like the thrill of feeling the wind rip by at 160 km/hour to the ones that drive MilSpec equipment, speedsters can rival even riggers at piloting a single vehicle.
   Unlike riggers, adepts following the Speedster way can't function well through electronic interfaces, they have to be able to feel the engine purr, listen to the whine of the breaks, and feel the resistance in every turn. Speedster adpets power only function when they are manually controlling a vehicle.
    Characters with this uality may purchase the following powers at a 25 percent discount(rounding as normal), selecting one power for every two Magic points: Attribute Boost (Reaction), Improved Physical Attribute (Reaction), Improved Ability (Vehicle skills), Enhanced Perception, Freefall, Gliding, Great Leap, Traceless Walk. In addition, Speedsters adepts gain a +1 to effective intiate grade for Adept Centering and Attunement (Item) Metamagic.

New Power:
Man and Machine   1
    All piloting thresholds are lowered by 1. In addition, the adept is always considered to be centering for the purpose of manually piloting an attuned vehicle. The adept may use the following powers when piloting a vehicle, as though he and the vehicle were one: Freefall, Gliding, Great Leap, Traceless walk.

UmaroVI

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« Reply #1 on: <04-23-12/1354:56> »
Man and Machine doesn't quite work - it also needs to include the ability to use Adept Centering with Vehicle skills.

Lethe

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« Reply #2 on: <04-23-12/1609:16> »
Man and Machine doesn't quite work - it also needs to include the ability to use Adept Centering with Vehicle skills.
You mean like the already existing artisans way?

JustADude

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« Reply #3 on: <04-23-12/1853:27> »
Go Speed Racer, Go!

Also, I think you meant to throw this in the toolbox?
“What is right is not always popular and what is popular is not always right.”
― Albert Einstein

"Being average just means that half of everyone you meet is better than you."
― Me

UmaroVI

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« Reply #4 on: <04-23-12/2010:43> »
Man and Machine doesn't quite work - it also needs to include the ability to use Adept Centering with Vehicle skills.
You mean like the already existing artisans way?
Well, it could have the "only while manually piloting" thing tacked on. But M&M says
Quote
In addition, the adept is always considered to be centering for the purpose of manually piloting an attuned vehicle.
which makes no sense unless they also get Adept Centering on Vehicle skills.

Crash_00

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« Reply #5 on: <04-24-12/0713:20> »
It's not meant to open it up to vehicle skills. It's meant literally to open it up to piloting an attuned vehicle. If it isn't attuned, they don't get to use their centering. If it isn't a roll to pilot the vehicle, they don't get to use centering.

Opening up centering to vehicle skills would open it up to non-attuned vehicles as well as non-piloting rolls (such as gunnery), which will begin to tread heavily on the artisan's way. The clause,"In addition, the adept is always considered to be centering for the purpose of manually piloting an attuned vehicle," effectively adds this to the list of things they can be centered on.

Ya, it's meant to go in the toolbox. Internet is being weird and I must have backed up a category.

raggedhalo

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« Reply #6 on: <04-26-12/1016:40> »
The adept may use the following powers when piloting a vehicle, as though he and the vehicle were one: Freefall, Gliding, Great Leap, Traceless walk.

I'd suggest limiting this effect so that it doesn't work on vehicles where the vehicle's Body is greater than the adepts (Magic + Initiate Grade).
Joe Rooney
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Crash_00

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« Reply #7 on: <04-26-12/1213:13> »
I thought about that originally, but given the body ratings for most vehicles, the average starting adept would only be able to work with a handful of bikes, a scooter, and some personal mobility devices. Even a Jackrabbit would be a couple of initiations away. I like the idea of a bike riding speedster, but I kind of wanted to allow for the dukes of hazard style muscle car as well. I was thinking about twice the magic+initiate grade in body, but the cut-offs seemed so arbitrary looking at the vehicle bodies for comparisons that I just dropped it.

raggedhalo

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« Reply #8 on: <04-27-12/0502:37> »
Whereas the notion of a traceless Citymaster driven by a Magic 1 Adept just freaks me out ;-)  It seems way too powerful, and reflects the limitations on the Movement power used by Spirits.
Joe Rooney
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Makki

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« Reply #9 on: <04-27-12/0518:21> »
Whereas the notion of a traceless Citymaster driven by a Magic 1 Adept just freaks me out ;-)  It seems way too powerful, and reflects the limitations on the Movement power used by Spirits.

By use of the Animal Attunement Metamagic and its follow-up metamagic, you can give any power, e.g. Traceless Walk to your companion, e.g. a rhino.  :o
This won't work for vehicles and is totally broken, obviously.

Not making noise with your vehicle is a matter of using the infiltration skill and/or a Signature Masking vehicle upgrade.

Sichr

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« Reply #10 on: <04-27-12/0626:07> »
Should vehicle roll some kind of rsistance test as every Hitech artefact does against magic?

Crash_00

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« Reply #11 on: <04-27-12/1044:37> »
Do you think the power inclusion would work better if it were also restricted to attuned vehicles? The adept would still get -1 threshold without initiating, but using the powers would require one initiation with the attunement (vehicle type) metamagic and the centering would require another initiation with the adept centering metamagic.

Sichr

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« Reply #12 on: <04-27-12/1054:52> »
Hell no, I like it, even with those powers...maybe the rating of the power can be used as a measure dfor what vehicle can be attuned, and Powers are applicable only for attuned vehicles. Well I would rather include condition, that the vehicle should be modified to exclude any advanced parts and elestrical controll systems (maybe I said that wrong, well something like you would have to do if you want to turn your favourite GMC Banshee into object vessel for the spirit)

Crash_00

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« Reply #13 on: <04-27-12/1138:31> »
I think I get what you're saying, basically a "Use the force" situation where the character cannot use any advanced guiding systems. I intended that when I put their powers only work when manually piloting the vehicle, but I could always add a "If the adept gains a piloting dice pool bonus from any technological guiding system, Man and Machine does not function." clause to it just to make sure it gets across.

Another thought, for those not liking it working with really low magic scores, how about limiting it to a number of hours per day equal to magic rating unless the vehicle is attuned?

Makki

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« Reply #14 on: <04-27-12/1149:03> »
New Metamagic

Empower Vehicle
Prerequisite:
Attunement (Item)
This technique allows the adept to use some of his powers while manually piloting an attuned vehicle. Which power works is at the GM's disgression. The amount of Power Points working through the vehicle may never exeed the adept's initiate grade.


maybe further modified