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Hyde
post Jul 15 2007, 07:27 PM
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Why does it only give a -1 AP where a monofilament whip gives a -4? What's the reason?
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Ddays
post Jul 15 2007, 07:40 PM
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It can't cut as deep cause you have the nonfilament part?
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Whipstitch
post Jul 15 2007, 07:47 PM
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Well, first off, a disclaimer: Super fine lightweight monofilament whips make no freakin' sense from a physics standpoint whatsoever. So I realize the distinction I'm about to point out amounts to practically nothing, since in the end the sword would be a much better idea for all practical purposes. At least it has some actual mass behind it.

That said, in the RAW, the broadsword has a "superfine monofilament". Note that a monofilament only means that it's made out of a single fiber; thickness and other properties could vary significantly. For example, fishing line is often described as being monofilament. By contrast, the monofilament whip is described as being made from nanowire. Which, frankly, doesn't make a lick of sense, but this is shadowrun so monowhips have to be awesome and way sharper than swords in order to preserve William Gibson's honor. :cyber:
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FrankTrollman
post Jul 15 2007, 07:50 PM
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I think the idea is that people are supposed to use Katanas occasionally. The monosword only does as much damage as the katana, so from a raw numbers standpoint it's no big deal. It's much smaller than the katana is, using only one hand instead of 2. So to that extent it is superior to the archaic blade - but not enough to make every munchkin go on about how katanas are "teh useless".

That being said, it's kind of a pain in the ass how very hard it is to take enemies out in a reasonable amount of time with melee attacks of any kind.

-Frank
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Whipstitch
post Jul 15 2007, 07:52 PM
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Tell me about it. My standard "melee" strategy is to knock the guy down with a shock glove and then shoot the bastard.
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Kyoto Kid
post Jul 15 2007, 10:10 PM
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...not a bad technique.

As a variant, I could have KK load one Warhawk with S&S and the other with EXEX. Shock them on their butts then shoot them dead. Heck with a Warhawk even Gel rounds are pretty effective for bowling people over.

I am beginning to re-asess the need for the Katana or any sword for that matter (even if it is a WF). The only time I can see using a reach melee weapon is to keep certain foes, like Ghouls out of reach of you. Yes it is stylish, but with the old counterattack rule gone, melee has lost a bit of it's attractiveness. And besides, bullets and even flechettes tend to keep ghouls out of reach just as well.

Since she is on "forced sabbatical" (the campaign she was in folded) looks like it may be a good time to rework her as the Fists and Guns of fury Adept. Might even get her a Shock Glove too just for fun, or better yet: Elemental Effect - Electricity (always there & never have to recharge).
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hyzmarca
post Jul 15 2007, 10:19 PM
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I'm just waiting for dikote to come back.
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Fortune
post Jul 15 2007, 10:27 PM
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QUOTE (hyzmarca)
I'm just waiting for dikote to come back.

You and my Ally Spirit!
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Naysayer
post Jul 15 2007, 10:30 PM
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The monowhip has (or used to have) this small counterwight thingie at the end of the monowire, so you could actually swing it. I guess the damage is supposed to stem from getting caught in the tightened string...
Whatever. Monowhips don't make sense. Never did. But if you don't have at least one ganger slicing up his friends accidently per campaign, the OldSkool police will come and revoke your gaming license...

As for the sword, the old street-samurai catalogue, where the baby made its debut, had a shadowtalk entry that basically said that the sword is just one big PR-hoax. The poster said something like "So what? My shoelaces are made from monofilament, you don't see me cutting people in half with them".

And yeah, the old counterattack rule is missed. It made it easier to visualise SR melee as a series of attacks and counters. Now, it feels even more static...
Ach
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Wakshaani
post Jul 15 2007, 10:39 PM
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QUOTE (hyzmarca)
I'm just waiting for dikote to come back.

No, no, a thousand times no!

That stuff was just nuts.

Not the damage, which was bad, but the pricing!

Per square millimeter my non-metric hiney!
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MadDogMaddux
post Jul 15 2007, 11:00 PM
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I've only ever played 4.0. Explain how the counter attack rules worked, if you please?
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Naysayer
post Jul 15 2007, 11:05 PM
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If I'm not mistaken, you rolled melee as an oposed test, with both attaacker and defender rolling their combat skill plus allocated combat-pool dice.
Whoever rolled more successes (that is, beat the target number) hit, damage was done and the lesson that going into melee against an angry troll bouncer with your katana and an armed combat of 3 is a very bad idea indeed was bitterly learned...
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MadDogMaddux
post Jul 15 2007, 11:18 PM
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Almost identical to the MW3rd Ed. melee rules. I daresay, I really like them, because it allows for your SKILL to give you defense, and you can hurt the other guy while defending....
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Naysayer
post Jul 15 2007, 11:20 PM
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MW?
Is that MechWarrior?
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MadDogMaddux
post Jul 16 2007, 12:22 AM
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Yes. Now know as the Classic Battletech RPG. :twirl:
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odinson
post Jul 16 2007, 02:08 AM
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QUOTE (Naysayer)
The monowhip has (or used to have) this small counterwight thingie at the end of the monowire, so you could actually swing it. I guess the damage is supposed to stem from getting caught in the tightened string...
Whatever. Monowhips don't make sense. Never did. But if you don't have at least one ganger slicing up his friends accidently per campaign, the OldSkool police will come and revoke your gaming license...

Monowhips do make sense. Have you ever ran your finger along the edged of a machined piece of metal, like all over the insides of engines or transmissions? The perfectly square edges cut you better than a razer would. If you have a tight piece of wire it will act exactly like that edge. It would shred people to pieces. The only thing that is disagreeable is the AP. Put a couple of rags on that engine block and you won't cut yourself. Personally I figure the whip should have a higher Damage and a positive AP mod.
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mfb
post Jul 16 2007, 02:25 AM
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if it's so easily stopped by armor, then the whip should actually have a lower damage rating. something that has a hard time getting through armor is going to be stopped cold by bone, which means that the worst such a weapon could do is give you lacerations. it's not going to kill you unless you get hit with it so many times that you bleed out--no way you'll hit any vital organs; the best you can hope for is maybe an artery.
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Jaid
post Jul 16 2007, 03:28 AM
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it could tear off chunks of skin, though... depending where it hits, that could be pretty bad...
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Whipstitch
post Jul 16 2007, 03:38 AM
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Oh, I realize wire and stamped metal can be incredibly sharp. That's not the issue. I just think a monofilament whip would be wildly impractical due to its overall lack of mass. It'd be like trying to kill a man with the world's deadliest fishing line. You'd have to wield it more like a flail than anything else. Get the weighted end spinning and try to make sure the other guy gets in its way. Anyway, I'm perfectly fine with monowhips being in the game, since I love the concept and they are so wonderfully cyberpunk. But I do believe that trying to rationalize how powerful they are in relation to other weapons is mostly an excercise in futility. I mean, really now, the monowhip outdamages anything short of the panther cannon or elephant rifle.
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mfb
post Jul 16 2007, 03:42 AM
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sure, it'd hurt, but it'd still be a lot harder to do real damage with it than it would be to do real damage with, say, a knife or a sword. the whole reason a monowhip is supposed to be so lethal is that it's supposed to be able to penetrate almost anything. if you decide it can no longer penetrate almost anything, then the monowhip loses most of its ability to do damage.
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hobgoblin
post Jul 16 2007, 03:43 AM
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I guess that if it managed to slip between two ribs it could cut a lung. And dont underestimate the damage a bad abdomen wound can do. Sr do not have bleeding rules so i guess that the damage done by the whip incorporate that. Oh and the whip can in theory cut in all directions just as long as there is a force pulling on it.

As for the counterattack rules, they had one flaw. A unwired old fu master could win against a wired sammie any day, without going on the offensive...
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Jaid
post Jul 16 2007, 03:44 AM
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QUOTE (Whipstitch)
I mean, really now, the monowhip outdamages anything short of the panther cannon or elephant rifle.

you forgot the dreaded troll bow of doom, and the devastating force of the defiance ex-shocker =P
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Whipstitch
post Jul 16 2007, 03:49 AM
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Heh. Screw the defiance ex-shocker. A burst of stick 'n' shock from the lowly Steyr TMP or the Yamaha Sakura Fubuki is where it's at. Technically, the rules say that stick and shock just replaces the base damage code. Says nothing about ignoring burst modifiers... Another personal favorite is a pair of Streetline specials loaded with good ol' sticky, in case I feel like being extra sneaky.

As for the troll bow, I prefer to pretend that that particular build doesn't exist. Especially since there's technically nothing stopping them from lacing the arrows with some (wildly unnecessary) narcoject either.
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mfb
post Jul 16 2007, 03:54 AM
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yeah, but to get to a lung, you'd have to get around the guy's arms andget a luckyish shot between some ribs. and there can't be much deflection--pretty much gotta be a straight sidearm swing, and it can pretty much only come in from the side (ie, he's facing towards or away from you when you attack, not standing sideways to you). you can't even do a whip-crack thing to lick the tip across him, because the tip of a monowhip is a heavy sinker--you'd just bruise him. if it's a really long monowhip, you could maybe loop it around him and pull--that'd suck pretty bad, but i'm not convinced it'd be more likely to stop someone than a knife in the heart.

actually... how do most people imagine attacking with a monowhip works? i mean, the classic image is Johnny Mnemonic, where the guy just kinda waves around some sparklies and people fall apart. the butler dude from Hellsing would be another example. to be honest, i kinda think that sort of monowhippery would be best mechanically described as an area attack. it's not precise, there's no finesse per se--you wave your sparklies, and everybody in front of you has to dodge/soak. glitch, and you get caught in the effect.
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hobgoblin
post Jul 16 2007, 03:55 AM
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question: how noisy is the defiance compared to a steyr or fubuki doing burst?
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Jaid
post Jul 16 2007, 03:56 AM
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QUOTE (Whipstitch)
As for the troll bow, I prefer to pretend that that particular build doesn't exist. Especially since there's technically nothing stopping them from lacing the arrows with some (wildly unnecessary) narcoject either.

well, given the trollbow is, in fact, a doomsday device, and quite easily shoots right through stuff that panther assault cannon rounds bounce off of...

i would assume that trollbow arrows actually pass right through anything short of a great dragon, and thus there is no possibility of injection of anything occuring as any possible affected tissue would simply go flying out the exit wound along with the arrow...

:P
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hobgoblin
post Jul 16 2007, 03:57 AM
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QUOTE (mfb @ Jul 16 2007, 04:54 AM)
there's no finesse per se--you wave your sparklies, and everybody in front of you has to dodge/soak. glitch, and you get caught in the effect.

in other words, perfect in the hands of those gangers ;)

edit:

oh, and one way to use a monowhip. given how it seems to be perfect for stripping away flesh. aim for joints.

with a bit of luck you just removed part of or the whole of the arm or leg. and even if you didnt, you may still have made said limb useless. and as the string is flexible, it may well get inside cracks in the armor that the rigid blade of a sword cant.

yep, my first vision of the whip in action is from mnemonic.

but there is another one that can be equally fitting. the opening scene of the cube ;)
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Jaid
post Jul 16 2007, 04:00 AM
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QUOTE (hobgoblin)
question: how noisy is the defiance compared to a steyr or fubuki doing burst?

well, i would hypothesize the actual shot itself would be quieter from the defiance, though no rules back that up. i would even rule the defiance is more quiet than a silenced regular gun...

that being said, in both cases i assume a whole lot of screaming, swearing, yelling, and thrashing noises result from the use of either device... and as such, the amount of noise the gun itself makes is not often terribly relevant =P
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hobgoblin
post Jul 16 2007, 04:03 AM
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so, shock glove on overload and some in close action it is then. hmm, better make sure the armor is modded for non-conductivity as well...
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apollo124
post Jul 16 2007, 04:09 AM
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As I recall, the monowhip is supposed to be made of Buckminster Fullerium, that is to say it is a buckyball string. In simpler terms, it is a strand of carbon molecules made in such a way as to be incredibly strong and resilient to breaking. So what you would have is a string that is as thin as a single molecule with the counterweight to give it a little mass. In theory, it is supposed to be slender enough to slip between larger molecules while slicing things up. How it slices things apart while sliding between the molecules is where the "I believe" button gets pushed.
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Whipstitch
post Jul 16 2007, 04:11 AM
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You know Jaid, we really ought to come up with a better term for the doombow projectiles than "arrow". I mean seriously here, at this point what we're talking about is more like a a supersonic rebar.
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DrPeteCastle
post Jul 16 2007, 04:15 AM
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speaking of melee and unarmed attacks and their usefulness. i recently made a unarmed adept w/ alot of adept powers concerning unarmed attack (i.e killing hands and deadly strike) is this a waste? my unarmed skill is 5(+2 martial arts) my guy should be pretty freaking awesome, any suggestions on what do do/edit with this guy or just scrap the unarmed part?
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hobgoblin
post Jul 16 2007, 04:24 AM
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QUOTE (Whipstitch)
You know Jaid, we really ought to come up with a better term for the doombow projectiles than "arrow". I mean seriously here, at this point what we're talking about is more like a a supersonic rebar.

sabot?
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Whipstitch
post Jul 16 2007, 04:29 AM
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Melee has its advantages, namely stealth and the ability to bypass immunity via killing hands and weapon foci. That said, to be a competent melee character, it's often better to focus on Athletics and Infiltration more than your actual damage potential. And even melee oriented characters should take a projectile/gun skill of some sort at 2 (with a specialization) or higher. The last thing you need is to get pwned just because you have no answer for a guy firing at you from a balcony or other such nonsense.
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DrPeteCastle
post Jul 16 2007, 04:37 AM
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Yeah but if some is at the end of an alley 15 meters with a gun pointing at you is their an effect of way of reaching him or just run straight on?
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apollo124
post Jul 16 2007, 04:39 AM
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http://en.wikipedia.org/wiki/Buckminsterfu...insterfullerene

This is what I meant, a monowhip is supposed to be a nanotube made of Buckminsterfullerene. It's all explained on the incredibly relevant wikipedia.
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odinson
post Jul 16 2007, 05:07 AM
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QUOTE (mfb)
if it's so easily stopped by armor, then the whip should actually have a lower damage rating. something that has a hard time getting through armor is going to be stopped cold by bone, which means that the worst such a weapon could do is give you lacerations. it's not going to kill you unless you get hit with it so many times that you bleed out--no way you'll hit any vital organs; the best you can hope for is maybe an artery.

Considering how much a cut from a razor bleeds, the lacerations from a monowhip would bleed you out. There would also be the cutting of muscles in your arms and legs. And if the whip managed to get around your neck you wouldn't last long at all.

And being stopped by armour wouldn't give it a lower damage rating. Look at the flechette rules. They have a higher damage rating and give +5 to armour.
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Solomon Greene
post Jul 16 2007, 05:21 AM
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QUOTE (Whipstitch)
You know Jaid, we really ought to come up with a better term for the doombow projectiles than "arrow". I mean seriously here, at this point what we're talking about is more like a a supersonic rebar.

I know I'm not Jaid, and pardon the intrusion, but I can't resist.

Spear of Destiny?
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Whipstitch
post Jul 16 2007, 05:44 AM
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I like your style solomon.

In response to DrPeteCastle, I'm afraid your options are fairly limited. Basically, you can charge the guy, which nets you +2 dice to hit as well as +2 dice to defend against incoming gunfire (moving target bonus). You could also use Full Defense (complex action) and a run (free action) just to get right on top of the guy while still enjoying as much defense as you can get without having cover (if he's got a hand free as well as a free action left, he can take a swing at you though). That's really just more or less a bit of a stall tactic, however. I suppose you could end up in a situation where there's no cover available and you would like to be able to just stay on top of the guy on full defense while threatening Intercept actions if he moves, but really, you'd probably be better off just fleeing, charging or returning fire in most cases.
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Cadmus
post Jul 16 2007, 05:55 AM
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QUOTE (Whipstitch)
Tell me about it. My standard "melee" strategy is to knock the guy down with a shock glove and then shoot the bastard.

Does hiting some one... with a car count as a melee attack? its realy my fav attack. :D
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odinson
post Jul 16 2007, 06:10 AM
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that is a good attack.
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hobgoblin
post Jul 16 2007, 06:19 AM
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QUOTE (Cadmus)
QUOTE (Whipstitch @ Jul 15 2007, 02:52 PM)
Tell me about it. My standard "melee" strategy is to knock the guy down with a shock glove and then shoot the bastard.

Does hiting some one... with a car count as a melee attack? its realy my fav attack. :D

err, does that involve lifting said car and waving out around like some kind of club?

or are we talking about a hit and run with the attacker behind the controls of the vehicle?
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mfb
post Jul 16 2007, 06:59 AM
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QUOTE (odinson)
Considering how much a cut from a razor bleeds, the lacerations from a monowhip would bleed you out. There would also be the cutting of muscles in your arms and legs. And if the whip managed to get around your neck you wouldn't last long at all.

yes, but a bleeding laceration won't kill you as quickly as a stab wound to your torso. if you managed to cut an artery, you'll do some significant damage. with a knife however, you can hit arteries and targets in the torso and maybe even punch through bones like the skull. the difference in ability to hit vital targets is best represented as lower damage. high-damage outliers can be safely chalked up to edge.

QUOTE (odinson)
And being stopped by armour wouldn't give it a lower damage rating. Look at the flechette rules. They have a higher damage rating and give +5 to armour.

except that the monowhip is supposed to be lethal because it can cut through just about anything. flechettes are lethal because they put lots and lots of holes in you.
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MadDogMaddux
post Jul 16 2007, 07:29 AM
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QUOTE (hobgoblin)
<snip>


As for the counterattack rules, they had one flaw. A unwired old fu master could win against a wired sammie any day, without going on the offensive...

You make it sound like that's a bad thing..... ;)


IMO, and Adept Gung Fu master SHOULD beat a sammie any day of the weak. TSK!
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hobgoblin
post Jul 16 2007, 04:31 PM
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i never said anything about a adept.

just take skill 6+, and go into combat.

thing is that the unwired martial artist would get a potential free attack each time he was engaged by the wired attacker. this resulted in a unwired person having 4 attacks in a round (3 counterattacks, 1 attack of his own). or maybe even more if mbw was in use by the attacker.

basically, it would be suicide for anyone not of equal skill to go up against such a person. and thats with some of the best cyber out there. and this was a person that had no magic, no cyber, just a high skill and the backing of the counterattack rules.
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Naysayer
post Jul 16 2007, 05:19 PM
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I don't see why that would be a problem. 'Ware can't buy you talent, and a real Martial-Foo master should be backhanding newbs and wannabes, one arm tied behind his back, withut breaking a sweat.
Also, the same rule also works for you - an average sam or adept had a fair chance of taking down two or three sec-guards in melee if he played his cards right.
With the new/current rules, Mr. Jack Chan, facing a couple of wimps, would still spend several IPs doing nothing but dodging, running away and getting kicked.

...the more I think about it, the more I see myself reintroducing the old counterattack rules for defending with a combat skill.
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mfb
post Jul 16 2007, 05:43 PM
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'ware can't buy you talent (unless you have skillwires), but it should buy you the ability to move quickly, rather than buying it for your opponent. under the SR3 counterattack rules, unwired people fighting wired people became inexplicably faster.
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Naysayer
post Jul 16 2007, 05:56 PM
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It does buy you the ability to move more quickly - along with the ability to throw more inept flailing at a superior opponent...

I see your concern, and I'm not trying to convert you or anything, but I still think that a well-versed martial artist should wipe the floor with semi-talented brawlers, cybered or not.
Also, why is that supreme martial artist uncybered anyway? That's totally not, you know, cyberpunk ; )
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knasser
post Jul 16 2007, 05:59 PM
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Hmmm. Go back to opposed rolls but use Reaction + Combat Skill instead of Agility + Combat skill. Now the wired reflexes / synaptic boosters have a significant effect, but can't make up for a complete lack of skill.

It takes away from Agility, but melee combat is a small part of the game for most and everyone will still want it for shooting each other repeatedly.

EDIT: New thread for this here.

Seemed like the melee rules discussion is branching from the current topic.
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Solomon Greene
post Jul 16 2007, 06:04 PM
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Yoink!

Good stuff, Knasser.
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mfb
post Jul 16 2007, 08:15 PM
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nm, other thread.
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post Jul 16 2007, 08:56 PM
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QUOTE (hobgoblin @ Jul 15 2007, 10:57 PM)
yep, my first vision of the whip in action is from mnemonic.

but there is another one that can be equally fitting. the opening scene of the cube ;)

I didn't see The Cube; how'd it work there?

The only way I've been able to visualize monowhip lopping off limbs has been a 'wrap and pull' paradigm, where you swing the wire so that it wraps around the limb, and then yank back. It would seem to make it more susceptible to having the wire fly back at you, though.
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post Jul 16 2007, 09:05 PM
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Guy walks into the middle of the room, jerks in surprise like something hit him. Then he slowly falls apart into small fleshy cubes.

A second later a nano-wire grid retracts back into the ceiling.


-karma
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RedRum
post Jul 16 2007, 09:12 PM
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All we really need is a monofilament garrote for the stealth crew :D
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post Jul 17 2007, 12:28 AM
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QUOTE (Whipstitch)
Oh, I realize wire and stamped metal can be incredibly sharp. That's not the issue. I just think a monofilament whip would be wildly impractical due to its overall lack of mass. It'd be like trying to kill a man with the world's deadliest fishing line. You'd have to wield it more like a flail than anything else. Get the weighted end spinning and try to make sure the other guy gets in its way. Anyway, I'm perfectly fine with monowhips being in the game, since I love the concept and they are so wonderfully cyberpunk. But I do believe that trying to rationalize how powerful they are in relation to other weapons is mostly an excercise in futility. I mean, really now, the monowhip outdamages anything short of the panther cannon or elephant rifle.

I have always seen the mono-whip work by wrapping the weighted end around something (neck, arm, let, waist, etc) and then pulling.

So as the mono-whip slides back around you it slices into you.


Where as 'whip' it is the intial impact that does the large part of the damage, with a mono-whip it is the pull-back, yank that saws into you.

It is the same effect as if you took a strand of super-fine wire, wrapped it around your finger then then tried to pull it over your finger (using finger as pulley).

The wire (especially a nano wire) would cut deeply into the finger while 'sliding' over it.

Atleast that is how my mind has always explained the damage from a nano-whip
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Whipstitch
post Jul 17 2007, 01:30 AM
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N/M
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eidolon
post Jul 17 2007, 03:39 AM
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For totally bad ass monofilament whip usage, see Johnny Mnemonic.
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Shinobi Killfist
post Jul 17 2007, 05:56 AM
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QUOTE (DrPeteCastle)
speaking of melee and unarmed attacks and their usefulness. i recently made a unarmed adept w/ alot of adept powers concerning unarmed attack (i.e killing hands and deadly strike) is this a waste? my unarmed skill is 5(+2 martial arts) my guy should be pretty freaking awesome, any suggestions on what do do/edit with this guy or just scrap the unarmed part?

lots of points in the critical strike power. There doesn't seem to be a limit so lets say two full magic points giving you 8 levels of critical strike. With a 4 str your damage with one net success will be 11DV. That should make you fairly successful in melee combat even with how gimped it currently is in the rules.
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knasser
post Jul 17 2007, 06:49 AM
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QUOTE (Shinobi Killfist)
QUOTE (DrPeteCastle @ Jul 15 2007, 11:15 PM)
speaking of melee and unarmed attacks and their usefulness. i recently made a unarmed adept w/ alot of adept powers concerning unarmed attack (i.e killing hands and deadly strike) is this a waste? my unarmed skill is 5(+2 martial arts) my guy should be pretty freaking awesome, any suggestions on what do do/edit with this guy or just scrap the unarmed part?

lots of points in the critical strike power. There doesn't seem to be a limit so lets say two full magic points giving you 8 levels of critical strike. With a 4 str your damage with one net success will be 11DV. That should make you fairly successful in melee combat even with how gimped it currently is in the rules.


The maximum levels you can have in an adept power is capped by your magic rating. So to get those eight levels of critical strike, you'd need an adept with Magic 8. Which is scary, quite frankly.
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Shinobi Killfist
post Jul 17 2007, 07:12 AM
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QUOTE (knasser)
QUOTE (Shinobi Killfist @ Jul 17 2007, 05:56 AM)
QUOTE (DrPeteCastle @ Jul 15 2007, 11:15 PM)
speaking of melee and unarmed attacks and their usefulness. i recently made a unarmed adept w/ alot of adept powers concerning unarmed attack (i.e killing hands and deadly strike) is this a waste? my unarmed skill is 5(+2 martial arts) my guy should be pretty freaking awesome, any suggestions on what do do/edit with this guy or just scrap the unarmed part?

lots of points in the critical strike power. There doesn't seem to be a limit so lets say two full magic points giving you 8 levels of critical strike. With a 4 str your damage with one net success will be 11DV. That should make you fairly successful in melee combat even with how gimped it currently is in the rules.


The maximum levels you can have in an adept power is capped by your magic rating. So to get those eight levels of critical strike, you'd need an adept with Magic 8. Which is scary, quite frankly.

thats just two grades of initiation to get a 8 max attribute in magic. You can start the game with 6 levels in it. And if you are going for an unarmed combat specialist I'd probably suggest that after you get your to hit portion covered. In the short run I'd rather have +2dv than have killing hands, I'll worry about spirits and making my punches deadly when I get some karma.
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knasser
post Jul 17 2007, 07:27 AM
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QUOTE (Shinobi Killfist)
QUOTE (knasser @ Jul 17 2007, 01:49 AM)
QUOTE (Shinobi Killfist @ Jul 17 2007, 05:56 AM)
QUOTE (DrPeteCastle @ Jul 15 2007, 11:15 PM)
speaking of melee and unarmed attacks and their usefulness. i recently made a unarmed adept w/ alot of adept powers concerning unarmed attack (i.e killing hands and deadly strike) is this a waste? my unarmed skill is 5(+2 martial arts) my guy should be pretty freaking awesome, any suggestions on what do do/edit with this guy or just scrap the unarmed part?

lots of points in the critical strike power. There doesn't seem to be a limit so lets say two full magic points giving you 8 levels of critical strike. With a 4 str your damage with one net success will be 11DV. That should make you fairly successful in melee combat even with how gimped it currently is in the rules.


The maximum levels you can have in an adept power is capped by your magic rating. So to get those eight levels of critical strike, you'd need an adept with Magic 8. Which is scary, quite frankly.

thats just two grades of initiation to get a 8 max attribute in magic. You can start the game with 6 levels in it. And if you are going for an unarmed combat specialist I'd probably suggest that after you get your to hit portion covered. In the short run I'd rather have +2dv than have killing hands, I'll worry about spirits and making my punches deadly when I get some karma.


Two levels of initiation, plus Magic attribute purchase, plus starting the game with capped out Magic. I'd check the power balance of your game if that's common. It's way out of whack with mine.
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Hyde
post Jul 17 2007, 07:49 AM
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It's just not street anymore, but it seems fairly normal to me.
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Shinobi Killfist
post Jul 17 2007, 03:16 PM
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QUOTE (knasser)
QUOTE (Shinobi Killfist @ Jul 17 2007, 07:12 AM)
QUOTE (knasser @ Jul 17 2007, 01:49 AM)
QUOTE (Shinobi Killfist @ Jul 17 2007, 05:56 AM)
QUOTE (DrPeteCastle @ Jul 15 2007, 11:15 PM)
speaking of melee and unarmed attacks and their usefulness. i recently made a unarmed adept w/ alot of adept powers concerning unarmed attack (i.e killing hands and deadly strike) is this a waste? my unarmed skill is 5(+2 martial arts) my guy should be pretty freaking awesome, any suggestions on what do do/edit with this guy or just scrap the unarmed part?

lots of points in the critical strike power. There doesn't seem to be a limit so lets say two full magic points giving you 8 levels of critical strike. With a 4 str your damage with one net success will be 11DV. That should make you fairly successful in melee combat even with how gimped it currently is in the rules.


The maximum levels you can have in an adept power is capped by your magic rating. So to get those eight levels of critical strike, you'd need an adept with Magic 8. Which is scary, quite frankly.

thats just two grades of initiation to get a 8 max attribute in magic. You can start the game with 6 levels in it. And if you are going for an unarmed combat specialist I'd probably suggest that after you get your to hit portion covered. In the short run I'd rather have +2dv than have killing hands, I'll worry about spirits and making my punches deadly when I get some karma.


Two levels of initiation, plus Magic attribute purchase, plus starting the game with capped out Magic. I'd check the power balance of your game if that's common. It's way out of whack with mine.

what people aren't allowed to initiate in your game or something. What do pyhs adds spend there karma on in your game. He already almost maxed out his unarmed skill. Is he supposed to take basket weaving now, or hey heavy weapons. With hard caps on attributes and skills once you get your skill up there really isn't much more for a phys add specialist to do with his karma than initiate.

And starting with a 6 magic may be rare in games i play but its not unheard of for phys adds, especially since we generally odnt mix cyber/bioware with magic types in our game. The players thematically are opposed to damaging there magic even if game mechanic wise its a good idea.
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Eryk the Red
post Jul 17 2007, 04:08 PM
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Killfist, his point was that getting up to Magic 8 requires a huge amount of karma, and starting at Magic 6 requires a lot of BPs (especially because of the six point costing 25). 74 karma is nothing to sneeze at. (I think my math is right.)
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knasser
post Jul 17 2007, 04:57 PM
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QUOTE (Shinobi Killfist)
QUOTE (knasser @ Jul 17 2007, 02:27 AM)
QUOTE (Shinobi Killfist @ Jul 17 2007, 07:12 AM)
QUOTE (knasser @ Jul 17 2007, 01:49 AM)
QUOTE (Shinobi Killfist @ Jul 17 2007, 05:56 AM)
QUOTE (DrPeteCastle @ Jul 15 2007, 11:15 PM)
speaking of melee and unarmed attacks and their usefulness. i recently made a unarmed adept w/ alot of adept powers concerning unarmed attack (i.e killing hands and deadly strike) is this a waste? my unarmed skill is 5(+2 martial arts) my guy should be pretty freaking awesome, any suggestions on what do do/edit with this guy or just scrap the unarmed part?

lots of points in the critical strike power. There doesn't seem to be a limit so lets say two full magic points giving you 8 levels of critical strike. With a 4 str your damage with one net success will be 11DV. That should make you fairly successful in melee combat even with how gimped it currently is in the rules.


The maximum levels you can have in an adept power is capped by your magic rating. So to get those eight levels of critical strike, you'd need an adept with Magic 8. Which is scary, quite frankly.

thats just two grades of initiation to get a 8 max attribute in magic. You can start the game with 6 levels in it. And if you are going for an unarmed combat specialist I'd probably suggest that after you get your to hit portion covered. In the short run I'd rather have +2dv than have killing hands, I'll worry about spirits and making my punches deadly when I get some karma.


Two levels of initiation, plus Magic attribute purchase, plus starting the game with capped out Magic. I'd check the power balance of your game if that's common. It's way out of whack with mine.

what people aren't allowed to initiate in your game or something. What do pyhs adds spend there karma on in your game. He already almost maxed out his unarmed skill. Is he supposed to take basket weaving now, or hey heavy weapons. With hard caps on attributes and skills once you get your skill up there really isn't much more for a phys add specialist to do with his karma than initiate.

And starting with a 6 magic may be rare in games i play but its not unheard of for phys adds, especially since we generally odnt mix cyber/bioware with magic types in our game. The players thematically are opposed to damaging there magic even if game mechanic wise its a good idea.


Aside from the large amount of build points it costs for Magic 6, it would take another 74 karma to get 8 Magic. If a character earns average 6 karma per adventure, that's about twelve solid missions to get that far with none of the karma being spent to broaden the skills of an already quite specialised character.

I don't think that's common and as I know DrPeteCastle is new to Shadowrun, I thought it worth emphasising that such a character is way above the normal range of even adepts.
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Hyde
post Jul 17 2007, 05:20 PM
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Well I, for instance, give at least 10 karma/game so it's not that hard. It all depends on the GM :).
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post Jul 17 2007, 05:37 PM
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QUOTE
Aside from the large amount of build points it costs for Magic 6, it would take another 74 karma to get 8 Magic.


Actually, it probably takes you only 65, but the rest of your points stand.

-Frank
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knasser
post Jul 17 2007, 05:43 PM
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QUOTE (Hyde)
Well I, for instance, give at least 10 karma/game so it's not that hard. It all depends on the GM :).


I average 6 or 7 which is more than the book recommends. But either way, such a character with eight magic is a very experienced runner with a lot of dedication to their chosen area.
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knasser
post Jul 17 2007, 05:45 PM
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QUOTE (FrankTrollman)
QUOTE
Aside from the large amount of build points it costs for Magic 6, it would take another 74 karma to get 8 Magic.


Actually, it probably takes you only 65, but the rest of your points stand.

-Frank


I discounted the possibility of lowering initiation costs with ordeals as these are pretty GM specific, some just ticking them off automatically whilst others rub their hands in anticipation of making the mage suffer horribly. (I'm the latter kind, by the way).
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post Jul 17 2007, 06:11 PM
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QUOTE (knasser)
QUOTE (FrankTrollman @ Jul 17 2007, 05:37 PM)
QUOTE
Aside from the large amount of build points it costs for Magic 6, it would take another 74 karma to get 8 Magic.


Actually, it probably takes you only 65, but the rest of your points stand.

-Frank


I discounted the possibility of lowering initiation costs with ordeals as these are pretty GM specific, some just ticking them off automatically whilst others rub their hands in anticipation of making the mage suffer horribly. (I'm the latter kind, by the way).

well, it is an *ordeal*, it shouldn't be easy...
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post Jul 17 2007, 09:10 PM
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I'd rather save the power points and work on creating an attuned monofilament whip and bond it to a high grade focus.
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Kyoto Kid
post Jul 17 2007, 09:33 PM
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QUOTE (MadDogMaddux)
QUOTE (hobgoblin @ Jul 15 2007, 10:43 PM)
<snip>


As for the counterattack rules, they had one flaw. A unwired old fu master could win against a wired sammie any day, without going on the offensive...

You make it sound like that's a bad thing..... ;)


IMO, and Adept Gung Fu master SHOULD beat a sammie any day of the weak. TSK!

...which is how the original KK survived her entire career with having only + 1d6 initiative.

In her case, speed often killed..

...the one who was faster than her.
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Shinobi Killfist
post Jul 18 2007, 02:25 AM
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QUOTE (Eryk the Red)
Killfist, his point was that getting up to Magic 8 requires a huge amount of karma, and starting at Magic 6 requires a lot of BPs (especially because of the six point costing 25). 74 karma is nothing to sneeze at. (I think my math is right.)

I can somewhat agree with the karma expenditure but maxing one attribute isn't that hard if your a focussed character.

Quick example.
B 4 A 4 R 4 S 4 C 3 I 3 L3 W 3 (200 points) Edge 3(20 points) Magic 6 (75) points
phys add (5pts)
Unarmed combat 5 (20 points)

Total 320 leaving 80 points with out any disads to flesh out your character.
Phys add abilities
Improved ability unarmed +2 dice 1 point
6 levels critical strike 1.5 points
improved reflexes level 1 2 points
Combat sense 2 levels 1 point(or another level of improved reflexes)
Heck if your willing to cheese it a bit take a synaptic booster lose one point of magic and one level of critical strike and have a bunch more magic to play with like take 5 levels of combat sense. Though thats 20 more build points gone to resources.
killing hands .5 points

As for the karma it depends really on how much you play if you game weekly 65 karma shouldn't be too far off. And again if I was playing a ultra focussed unarmed combatant its what I'd be putting almost all my points towards.
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Critias
post Jul 18 2007, 05:12 AM
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QUOTE (Kyoto Kid)
QUOTE (MadDogMaddux)
QUOTE (hobgoblin @ Jul 15 2007, 10:43 PM)
<snip>


As for the counterattack rules, they had one flaw. A unwired old fu master could win against a wired sammie any day, without going on the offensive...

You make it sound like that's a bad thing..... ;)


IMO, and Adept Gung Fu master SHOULD beat a sammie any day of the weak. TSK!

...which is how the original KK survived her entire career with having only + 1d6 initiative.

In her case, speed often killed..

...the one who was faster than her.

So wave after wave of NPC just ran eagerly into melee with you (regardless of how well they just saw you do against the last guy), instead of keeping their distance and shooting? Sounds like you had a nice GM.
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Shinobi Killfist
post Jul 18 2007, 05:27 AM
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QUOTE (Critias)
QUOTE (Kyoto Kid @ Jul 17 2007, 04:33 PM)
QUOTE (MadDogMaddux)
QUOTE (hobgoblin @ Jul 15 2007, 10:43 PM)
<snip>


As for the counterattack rules, they had one flaw. A unwired old fu master could win against a wired sammie any day, without going on the offensive...

You make it sound like that's a bad thing..... ;)


IMO, and Adept Gung Fu master SHOULD beat a sammie any day of the weak. TSK!

...which is how the original KK survived her entire career with having only + 1d6 initiative.

In her case, speed often killed..

...the one who was faster than her.

So wave after wave of NPC just ran eagerly into melee with you (regardless of how well they just saw you do against the last guy), instead of keeping their distance and shooting? Sounds like you had a nice GM.

Its very kung fu movie like at least. :spin:

For some reason I' thinking of the big trouble in little china scene where there supposed to be holding the door and jack burton looses his knife and is out the entire fight. A stream of mooks just keep running in for the slaughter.

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