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> How do I cross walls?
SJE
post Dec 17 2006, 08:50 PM
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My challenge is to create a Parkour Adept who can cross urban environments with incredible ease. Included in this is a particular challenge of 10m high, monowire topped concrete walls.

How, from my reading of p116, to jump 10m (admittedly the height of a 3 storey building) I'd need something like Agility+Great Leap of 30! And while technically possible (with Agility 6, Magic 6 and 24 levels of Great Leap) it would come at the cost of ruining my character for any other activity.

So, how to cross a 10m tall wall? I've heard of something called Wall Running from Street Magic (my copy is en route in the Xmas Post) - is this the answer, or does the mono-wire top still cause a problem?

All help gratefully recieved.

Thx.

SJE
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Konsaki
post Dec 17 2006, 08:58 PM
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Jump as high as you can next to the wall, climb test to see if you can grab hold and get set for another jump upward.

Or drive a bulldog 2.5m tall (I'm guessing here) next to the wall and jump from the roof so you only have to go 8m.

use a grapling hook to climb a building next to the wall and then jump off the side of the building over the wall and try not to take too much damage from the fall.

Climb up and cover the wire with material used to make repelling gloves (the ones used for monowire)

Climb up and cut the wire

Have a friend come with you, raise up a 6m ladder to the side of the wall and use that as your base to jump from. You still have to suffer 6m of fall damage though...


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Butterblume
post Dec 17 2006, 09:14 PM
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You know, impressive as parkour guy looks in motion, there are things that can't be done, even with magic and/or 'ware.

IIRC wall running lets you run your magic rating in meters on a wall, so it wouldn't work for 10m. By the way, the level of an adept power is capped by magic rating, so you can't have great leap 24 for a long, long time ;).

If there is no adjacent structure near the wall, the only way would be to climb... and if had designed the wall, the monowire would overhang the side of the wall, so no one can easily, well, climb over it.

Question: who would use a 10m high wall, except certain medieval fortresses or some 150 year old prisons?

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Konsaki
post Dec 17 2006, 09:19 PM
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The Stuffer Shack that really doesnt want any customers in the Redmond Barrens?
The wall building guild?
Someone performing a joke on the Highway department by airdropping it onto a highway?
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ixombie
post Dec 17 2006, 09:25 PM
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With good enough skills, you should be able to do the Prince of Persia thing where you leap back and forth between two walls, propelling yourself up with each leap. Wouldn't work with a wall set apart from the rest of the city, but urban areas in SR are so crowded that that's unlikely.

Now, as for what the threshold and modifiers would be, I dunno. That's up to the GM.
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Charon
post Dec 17 2006, 09:43 PM
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QUOTE (SJE @ Dec 17 2006, 03:50 PM)
My challenge is to create a Parkour Adept who can cross urban environments with incredible ease. Included in this is a particular challenge of 10m high, monowire topped concrete walls.

Yep, quite a challenge.

But, hum, where do you envision a 10m high concrete wall topped by mono-wire in an urban environment?

Anyway, I'd get the cue that maybe this mission call for traditional infitration but if I simply must risk my neck, then I'd jump from a higher building with some kind of glider or 'chute.

And I'd repeat to myself : "Thank God I'm a fictional Character!" over and over.
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nezumi
post Dec 17 2006, 09:48 PM
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Why not just use a ladder like everyone else?

I'm trying to remember if the pneumatic legs in M&M helped increase jump hight. I seem to recollect someone made a crazy jumping character in SR3 (called the flea or something). Look it up and ask your GM if you can use SR3 equipment.
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SJE
post Dec 17 2006, 10:00 PM
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The wall is one of those Berlin wall type things with 50m of no-man's land around it in Denver (which ruins those plans that rely on higher adjacent walls).

At the moment I'm thinking, Jump-Wall Run-Climb to get over it.

SJE
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Narmio
post Dec 17 2006, 10:14 PM
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If the wall has any handholds or features at all, then attempt to climb it rather than jump it.

If it doesn't, bring a buddy with Levitate.
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PBTHHHHT
post Dec 17 2006, 10:16 PM
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Or get a catapult to send that character over the wall...

[ Spoiler ]


edit: Looking at your question specifically with wall running, I see no problems with a character running up the wall. The question is the monowire at the top. Can the character see it, and see how much higher the wire runs across the top of the wall. If I was GM'ing (YMMV), I'd give a rule call that if your character wants to run to the top and then has several choices. One is to throw out his arms and have his hands and catch the top lip of the wall and then you can scramble up and maybe negotiate around/over the wire depending, but watch out, you might throw your arms too far and your hands might come down on the wires (ouch!). The other thing might be more iffy, running up and with some momentum and with a good enough dex/athletics/gymnastics roll maybe you managed to get the foot to hit the lip just right so you can launch your self up in the air over the wall (and hopefully over the wire...). Basically a judgment call because well, people can't run up walls in real life and we're having magic powers with wall running and such... *shrugs*

edit 2: Wall running distances is based on your number of hits from a strength and running test. Good luck. :-) There is also a modifier on your test if you do special stuff like using gymnastics, etc... Just grabbed my street magic book from my bookshelf.
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Butterblume
post Dec 17 2006, 10:25 PM
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The original Berlin Wall was less than 4m in height.

If you have to cross the wall only once, gliding/parachuting seems like the thing to do. If you want to get in and out (or out and back in, I don't know whats preferable in Denver :P), just get your gecko tape gloves and you're over the wall in a matter of seconds (depending on how the monowire is set up).
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Serbitar
post Dec 17 2006, 10:32 PM
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I think the wall running power is too weak.
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Konsaki
post Dec 17 2006, 10:38 PM
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It's just some cool way to get your adept over a low barracade so he can knock the shit out of the guards/gang/whatever.
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nezumi
post Dec 17 2006, 10:56 PM
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Hey, what's that adept power in SOTA64 that lets you balance on something that normally could't take your weight? You could use that on the monowire, just jump off it! Hah, they'd never expect that.

Edit: Here, in this thread:
http://forums.dumpshock.com/index.php?showtopic=5467

They discuss jumping and come up with "Mr. Wabbit" with the following contributing stats:

Jumpy "Bunny" Wabbit, Night One adept.
Q 14
Muscle Toner-4, Suprathyroid, Hydraulic Jacks-5, Enhanced Artwinkulation, Reflex Rec/Athletics, Great Leap-6, IA:Athletics-6, Athletics/Jumping-5/7
Maximum jumping distance: 40 meters
# Dice on Athletics/Jumping tests: 26

I assume SR4 simply has you roll your dice against a TN of 5 and somehow changes the number of successes into meters jumped, so talk with your GM about getting SR3 cyber and bio, specifically the hydraulic jacks.
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eidolon
post Dec 18 2006, 01:38 AM
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Someone around here (I think it was Critias, but it would be posted in a thread called something like "fiction contest") wrote a pretty awesome short story centered on an ork(?) Parkour adept. It's a good read if you can dig it up.

I don't think there's really much that you could glean from it mechanically, but you might get some ideas for fluff.

Edit: My search-fu is mighty today.

Here's Rooftops by Critias.

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Squinky
post Dec 18 2006, 02:01 AM
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SR4 has hydraulic jacks already....
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Konsaki
post Dec 18 2006, 02:03 AM
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QUOTE (BBB Pg335)
Hydraulic Jacks: This implant requires two cyberlegs—
each hydraulic jack consumes an amount of Capacity
in its leg equal to its rating. Each rating point adds a +1 dice
pool modifier to jumping tests (see p. 116), adds 20 percent
to the character’s maximum jump distance, and (as long as
the character manages to land on her feet) reduces the effects
of falling by 2 meters. For example, a character with
Rating 3 hydraulic jacks falling 10 meters would be treated
as falling from a height of 4 meters.
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Serbitar
post Dec 18 2006, 09:39 AM
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I still think, these very special cyberware, which can only be used in a very special situation (jumping of falling) should be more powerful. Same goes for the adept power of great leap and wall running.
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Kerris
post Dec 18 2006, 09:43 AM
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Note that the Jumping rules only take into account wanting to clear that height. So, assuming your character is around 2 meters tall, that means you only have to make a jump of 8 meters to be able to grab the top. With Wall Running, you could probably cut that down to 3 or 4, making it only 4 or 5 meter jump. Still difficult, but if you use Edge on the test, that'll make it a bit easier.

So, basically, jump as high as you can, wall run the remainder up to 8 meters, and you can grab the top and make a climbing test for the last 2 meters.
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hobgoblin
post Dec 18 2006, 10:16 AM
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QUOTE (Serbitar)
I still think, these very special cyberware, which can only be used in a very special situation (jumping of falling) should be more powerful. Same goes for the adept power of great leap and wall running.

but if so, when will the mage get to show of that nifty levitate spell? :silly:
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Dranem
post Dec 18 2006, 10:20 AM
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I'm wondering if some people are confusing their measurements...
10 meters is a fraggin' high fence!

1 meter = approx 6 feet.
So you'd be looking at a 60 foot fence - even with modern building meterials a fence that high would require significant re-inforcements on at lease one side, meaning at least one side would need tapering or be really thick.

As for fence hopping in Denver, find a good Coyote, cause there's more than just mono-wire to worry about: There's drone pods set at specific distances so that people don't just use vehicles to hack a hole in a wall.. that includes lone runners with climbing tools.
With a Coyote you can find the weak-points in walls, holes in the defense grid, codes for sleezing by security, etc...
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starkebn
post Dec 18 2006, 10:32 AM
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QUOTE (Dranem)
I'm wondering if some people are confusing their measurements...
10 meters is a fraggin' high fence!

1 meter = approx 6 feet.
So you'd be looking at a 60 foot fence

1 meter = almost exactly 3 feet

30 foot fence is still a big fence
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mfb
post Dec 18 2006, 10:52 AM
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32.8 feet, to be precise. i still remember the run we did on the "secret base" that had 30m-high walls around it.

thirty. meters. first time in my life i've seriously considered crucification as a tool for GM management.
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Konsaki
post Dec 18 2006, 12:21 PM
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30m = time for heavy explosives... air dropped and alot of them...
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prionic6
post Dec 18 2006, 12:38 PM
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QUOTE (SJE)
So, how to cross a 10m tall wall?

IDSPISPOPD
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