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Old 10-09-2018, 02:44 PM   #1
hcobb
 
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Default Australian Aboriginal Army Knife

In addition to the traditional shock tactic of wiping out the entire party with a halfling squad that runs up half their MA (Running talent!) and uses their spear throwers, the Woomera has a thousand other uses.

How to model these in the game?

https://en.wikipedia.org/wiki/Woomer...ear-thrower%29
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Old 10-09-2018, 03:32 PM   #2
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Default Re: Australian Aboriginal Army Knife

Seems like a spear-thrower, with some versions being useful for some other functions too, in which case, add some weight, no?
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Old 10-09-2018, 05:00 PM   #3
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Originally Posted by Skarg View Post
Seems like a spear-thrower, with some versions being useful for some other functions too, in which case, add some weight, no?
I think the weight will add itself...

There are two Woomeras: a small and a large.

The small Woomera has the same weight, ST requirements, etc. as a javelin and can be used as a javelin for non-thrown attacks. This woomera can be used to throw only javelins. Roll damage twice for each javelin launched from a woomera.

The larger Woomera has the same weight, ST requirements, etc. as a spear and can be used as a spear for non-thrown attacks. This woomera can be used to throw javelins or spears. Roll damage twice for each spear launched from a woomera.

Of course, each javelin or spear you wish to launch from a woomera must be carried around with you. (this adds the extra weight)
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Old 10-09-2018, 05:31 PM   #4
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Default Re: Australian Aboriginal Army Knife

Everhit, or Frodo the Menace
Halfling Wizard ST 9 DX 12 IQ 9
Javelin Thrower staff(swing 1d-2, staff zap 1d), some javelins(thrown only 1d+1)
Talents: Humanish(free), Thrown Weapons(free), Spear Thrower(2), Literacy(1)
Spells: Blur, Dark Vision, Detect Magic, Look Your Best, Staff, Turn Missiles
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Old 10-09-2018, 05:45 PM   #5
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Default Re: Australian Aboriginal Army Knife

If I were running a GURPS game I would worry about it. Since it's TFT the solution is simple -- it's a spear thrower. Page 111 of new TFT has a chart for other names of weapons. No need to distinguish in game terms between a tomahawk and a hatchet. If a shortsword can also be a dalwey, estoc, falchion, sapara, sax, spadroon, tulwar or wakizashi, then it seems a woomera is just a spear thrower.
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Old 10-09-2018, 06:27 PM   #6
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Originally Posted by hcobb View Post
Everhit, or Frodo the Menace
Halfling Wizard ST 9 DX 12 IQ 9
Javelin Thrower staff(swing 1d-2, staff zap 1d), some javelins(thrown only 1d+1)
Talents: Humanish(free), Thrown Weapons(free), Spear Thrower(2), Literacy(1)
Spells: Blur, Dark Vision, Detect Magic, Look Your Best, Staff, Turn Missiles
Oh, you'd rather have 1d+1 damage instead of 2d-2? Ok :)
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Old 10-09-2018, 07:42 PM   #7
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Oh, you'd rather have 1d+1 damage instead of 2d-2? Ok :)
With adjDx12 at 6 megahexes. Then run away.
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Old 10-10-2018, 12:51 AM   #8
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Default Re: Australian Aboriginal Army Knife

Does Everhit not need Pole Weapons talent as well?
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Old 10-10-2018, 08:34 AM   #9
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Default Re: Australian Aboriginal Army Knife

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Originally Posted by Skarg View Post
Does Everhit not need Pole Weapons talent as well?
ITL page 37: Spear Thrower (1). Prerequisite: either Pole Weapons or Thrown Weapons.

A human wizard would require six skill points instead of the two the halfling cheats. Just grab his staff away and you'll be fine. Exploded, but fine.
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Old 10-10-2018, 09:04 AM   #10
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Default Re: Australian Aboriginal Army Knife

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Originally Posted by hcobb View Post
ITL page 37: Spear Thrower (1). Prerequisite: either Pole Weapons or Thrown Weapons.

A human wizard would require six skill points instead of the two the halfling cheats. Just grab his staff away and you'll be fine. Exploded, but fine.
Another reason why I think "racial skills" shouldn't be "free". Racial languages, free. Other racial skills, not free.

I suppose I am too heavily influenced by MERP on this. IIRC, in MERP, most races started with about the same number of skills. Humans were generally free to pick whatever skills they wanted. Elves, hobbits, etc. had some of their skill slots specified as "this skill" and "that skill" with fewer "free electives" than humans. It's the same philosophy? that goes into our starting stat values. Why not apply it to talents/spells as well?

It would help discourage every halfling PC from being a wizard, which seems in-line with the notion that wizards are rare in general and perhaps even rarer among halflings.

In a narrative sense, all halflings naturally pick-up Throwing Weapons but those that take a little longer to learn it are noticed as being a little "challenged" by it and encouraged to try magic to see if that is where their aptitudes lie.

Last edited by platimus; 10-10-2018 at 09:28 AM.
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