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  • Returning weapon

    How do I build a weapon, like a chakram, that retunes to the thrower. I have ricochet, but is that enough?

  • #2
    Re: Returning weapon

    It's simply Strength-based Damage with Increased Range modifier. Ricochet can be useful, but isn't needed. The weapon returning to your hand is merely a descriptor and if it doesn't return because your GM says, that's a Power Loss complication for which you should get a Hero Point for.

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    • #3
      Re: Returning weapon

      You could also take a rank of the Homing extra for it, so even if it misses the first time, it has a chance of hitting the target on the way back. Or a rank or two of Ricochet.
      Last edited by betterwatchit; 03-07-2016, 09:08 AM.

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      • #4
        Re: Returning weapon

        Originally posted by thegamerzedge View Post
        How do I build a weapon, like a chakram, that retunes to the thrower. I have ricochet, but is that enough?
        Basically, this is a Ranged Damage attack, and all powers are assumed to have effectively unlimited uses unless specifically bought differently or GM Fiat. The chakram is a Descrptor for that attack, and it's assumed that it always comes back to you in time to attack in the next round. If you buy it as equipment, you get a huge discount, but it can also be disarmed, stolen, broken or temporarily lost if the GM thinks it will be more interesting, with no Hero Point awarded for the Complication. Buying it as a Removable Device makes it a little more expensive, but also allows for power stunts, and is actually far more difficult to disarm (only as Complication) unless you buy it as Easily Removable.

        Ricochet can bounce attacks, but the damage is only applied to one target; it's really only useful for getting around cover or as a surprise element. If you want it to bounce around and hit several targets in one round, there are a couple of ways to do it:

        - Split: the cheapest way, it allows you to split your Damage ranks between more than one target (Split Rank + 1). This means it does less damage to each, but only requires a single attack roll. The Descriptor would be that it bounces off each target to the next.
        - Area, Selective: As an Area Attack, it essentially hits everyone in the area, although they can Dodge save to lower the Damage rank to half and can still make their resistance check, which is functionally like a miss. Selective would allow you to choose your targets, so you could hit everyone in the area except allies and innocents if you wanted.
        - Multiattack: multiple bounces could also be treated as a Multiattack, although there's issues with defining an arc without Selective, which you would probably want anyway, and personally I don't think it makes as much sense with Single Target or Covering Fire with a single chakram, but the option is there.
        - Takedown: with this Advantage for only 2p you can take down several minion NPCs in a single round.

        Personally, I'd recommend buying the chakram as Ranged Damage with Split and maybe Ricochet or a few other Extras, and have the Selective Area Attack as an Alternate Effect. I'd also make it Removable but not Easily to avoid disarms.
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        • #5
          Re: Returning weapon

          the way i did it was Feature 1: Returning. The Shield/Chakram/Boomerang/other weapon will return to its original position unless blocked, caught or trapped. It is only 1 PP and it is how i would build cap's Shield as well with Richochet, Multiattack and Selective with Perception area ranged damage. The reason for this is Cap's Shield will always return to him if he does not move, but he has a habit of intercepting it and redirecting it to another target.

          I do this with one of my characters swords, but his is a mystical connection to the blade that allows him to basically summon it at will with a simple 1 point Feature. Thor's Hammer would have one like that as well.

          so there are a couple of ways you can do it, but FEATURE would be your best bet in my opinion. have fun and keep the dice rolling.
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          • #6
            Re: Returning weapon

            That's certainly the simplest way to do it, but I think it could be abusive to put that on an Easily Removable device without careful GM oversight.

            I did come up with what I thought was a really complete but still relative simple build for Thor's Hammer a while ago in this thread, able to make a weapon that could be wielded, thrown and even used to attack while being recalled, all in a 3-slot array:

            Warhammer - Str-based Damage with lots of lovely extras
            AE: Thrown from Hand - Ranged Damage comparable to Warhammer with fewer bells and whistles
            AE: NOT Thrown from Hand - Ranged Damage with Indirect 4

            For a little more complexity but more mechanical accuracy, add Activation (Move) to all of the slots, and then have a 1p Feature: "Does not need to Activate when in Hand"; the Activation is essentially "calling" the weapon, and the Feature allows you to keep using it without having to call it when it doesn't leave your hand.
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