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> Monofilament sword
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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