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> mono-wire, questions about damage from mono-wire
kenny26
post Aug 28 2003, 09:37 AM
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hi there, this is my 1st post on these forums. :)

i wanted 2 make this post about mono-wire 'cause i've looked at the damage values given in the SR3 book, and i'm confused...

it says that if u run into a string of monowire (even if it's placed in neck-height and u're sprinting) u only take 11(S) (or was it 13?) in damage.
i don't understand this, 'cause there's no way of staging up the damage.
pictures this:
Mr. No-name, the combat mage is being chased by a group of lonestart cops and he's running all his legs can bare.
and unknown 2 him, someone's conviniently placed a string of mono-wire across the ally.
he runs into the mono-wire at top-speed, getting cut right in the neck, and he goes on, only taking servere damage!

this makes no sense 2 me... can anyone plz help me out?
have i missed some critical detail in the rules or do i need 2 make a house rule 4 this?

thanx in advance. :)

note: sry 4 the wierd spellings, hope u can chew through it anyways...
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KawikaKeAloha
post Aug 28 2003, 03:35 PM
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hmmm,

a savalette only makes 9m damage. basta. if you want to stage it up you swith to burst fire (3!!! bullets).

how do you want to accomplish that with a single mono-wire stretched around across an alley?

i cannot remember a mono-wire having burst fire.

what you probably recall to is probably this: lets say the mono-wire is placed head-high. and the guard is hit at head-height (+6 modifier for you placing the mono-wire) and the guard runs into it it will make 11d damage.

but this should be considered a house rule and only if the gm approves to this.
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Zazen
post Aug 28 2003, 03:52 PM
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Because it sucks to have a PC sprint down a hallway, make an impossible resistance roll, and instantly die. :P
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Hot Wheels
post Aug 28 2003, 04:10 PM
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you hit the wire, but don't run through it, at least not complely! there would be some resistance that would stop you.
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KawikaKeAloha
post Aug 28 2003, 04:26 PM
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i'd say if the dude is on a motorcycle driving at least 50km/h the s damage goes up to d.
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Zazen
post Aug 28 2003, 05:39 PM
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You could use some measure of the characters running speed as extra dice (or just automatic successes!) to stage up the damage, if you really want heads to fly.

For example, a number of dice equal to the characters running multiplier plus 1 for each 3 points of quickness they have. If they used athletics or hydraulic jacks or something to increase their quickness for running purposes, count that.
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Ed_209a
post Aug 28 2003, 05:39 PM
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I like the S damage, because I personally don't think monowire will be strong enough to cut bone.

Extremely sharp, yes, but not very strong.
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Clipwing
post Aug 28 2003, 05:56 PM
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QUOTE (Ed_209a)
I like the S damage, because I personally don't think monowire will be strong enough to cut bone.

Extremely sharp, yes, but not very strong.

Doesn't seem to fit with the whole monowhip concept if it can't...
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Herald of Verjig...
post Aug 28 2003, 07:05 PM
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Monowire is stopped by anything with a barrier rating greater than half the monowire damage rating. It will not cut plastic bone lacing, but will slice every tendon as it slides across the plastic bone.
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Laughlyn
post Aug 28 2003, 07:20 PM
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My house rule for it (along with any other basic damage system) is to use the grenade damage rules or a variation of it. Basically you take 1/2 the power and turn it into dice. Then you roll those dice TN 4 for staging damage. So if the monowire is 12S, you roll 6 dice TN 4. It's a given that if you place the monowire out as a trip wire you don't do this.
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Rev
post Aug 28 2003, 08:42 PM
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Bah, monowire is stupid.

Just ignore it :)
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Fortune
post Aug 28 2003, 08:50 PM
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Welcome to Dumpshock, but here's one tip kenny. This Forum does not react well to the use of 'elite-speak' and various other lazy internet shortforms. We have a large community, many of whom do not speak English as a first language, yet they can make the effort to communicate properly in English when posting here. Please consider this in your future posts. Thanks. :)
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TheScamp
post Aug 29 2003, 12:32 AM
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QUOTE
Doesn't seem to fit with the whole monowhip concept if it can't...

Why on earth not?
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DigitalMage
post Aug 29 2003, 10:00 AM
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Monowhip has only one damage code, which doesn't necessarily reflect all situations but does cover most circumstances, leaving the GM to house rule anything else.

For example, running into monwire could result in anything from losing some skin off the top of your head (if just above your head height - think dwarves), to losing some toes as the troll just catches his boot on the monowire trip wire, to losing half a limb, to losing your head (no pun intended).

Serious damage covers the majority of these instances - if the damage code was 11D you could end up with players complaining that monowire at ankle height shouldn't automatically kill them!

Just use the base damage code and modify based upon circumstances.
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kenny26
post Aug 29 2003, 10:16 AM
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QUOTE (Herald of Verjigorm)
Monowire is stopped by anything with a barrier rating greater than half the monowire damage rating. It will not cut plastic bone lacing, but will slice every tendon as it slides across the plastic bone.

is this an official rule? if it is, it might make a big difference to the group's street samie.
anyhow, i'll try and spell in normal english from now on. :)

and i've looked at some of your ideas for staging up the damage of the mono-wire. and most of them seem to make sense.
i'll just need to sit down and think about which one would suit my campaign the best...
but i'll definately consider where the wire hits before i name the damage.
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The Jopp
post Aug 29 2003, 11:56 AM
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When it comes to situations like "Moving Taget+Monowire" I would use the vehicle collision rule. Let's assume that the character is riding a Bike at 60Km/H and hits a Monowire stretched across the street. The character is wearing 4/2 armor and have a body of 6.

Now, I don't really remember exactly how to calculate collision damage but I think it was Base speed/10 M damage. Monowire: 10S Bike speed: 6M. We could either add the two damages together or take two separate tests, I vote for two tests. First we have the actual collission with the Monowire: 10S (9S) and then we have the inertia of the character that would create two options.

1: The monowire does NOT snap due to a few hundred kilos of pressure to the ANCHOR points, not the wire people, but to the place where the wire has been tied. The wire stays in place and the character takes an additional 5M (4M) damage.

2: The wire snaps due to the sudden impact and the wire whipslash across the alley/street and works like a grenade blast, hitting anyone within range with a base damage code of 10S (People would have the chance to make a dodge test).

In both cases, even if the character survives there will be an immediate crash test with a realistic modifier of at least +4.
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Laughlyn
post Aug 29 2003, 02:06 PM
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Monowire won't hold up to several hundred kgs worth of pressure. It will snap long before that.
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TinkerGnome
post Aug 29 2003, 02:13 PM
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QUOTE (Laughlyn)
Monowire won't hold up to several hundred kgs worth of pressure. It will snap long before that.

I'm not sure that's true for stress applied along the length of the wire. However, as far as sheer stress (force applied perpendicular to the line of the wire), you're probably right. In any case, the anchors at the ends of the line are probably going to be the break point.
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Clipwing
post Aug 29 2003, 03:08 PM
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QUOTE (TheScamp)
QUOTE
Doesn't seem to fit with the whole monowhip concept if it can't...

Why on earth not?

Well, because you're taking a strand of monowire and using it to slice and dice your opponents by putting it on the end of a rod and waving it about. If it was weak, the monowhip would be fairly useless as it would be breaking every strike you made...
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Laughlyn
post Aug 29 2003, 03:39 PM
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Weak and being able to stand up to 100+kg of stress are different things. First I'm almost positive that monowire doesn't stretch much if at all. So it's not like monofilament fishing line that we know today.

In order to use it as a whip it doesn't need to be all that strong. It either cuts or it doesn't. Try this, take 20lbs test line (plastic monofilament fishing line) wrap it around both hands (around your fingers) several time and pull really hard, until it breaks. Now let us know if it cut you. There's a good chance it did. Given that the fishing line is only 20lbs test line and it's a massively thick redwood tree trunk in comparison to monofilament buckytube (ie Shadowrun monofilament), I'd say it would work well as a whip.
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Ed_209a
post Aug 29 2003, 03:47 PM
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Do we have any physical chemists out there?

What happens to a buckytube when it breaks? Do the broken ends heal into new stable hemispheres, or do they unravel, or what?

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BitBasher
post Aug 29 2003, 04:06 PM
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Also that "string of monowire covering the width of an alleway" just cost many thousands of nuyen. It's pretty infeasable to use monowire as much as GM's like to ;)

And yes, the barrier rating thing is canon. Monowire goes against double the barrier rating when determining what it can cut. It is not god.
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Turtle
post Aug 29 2003, 04:09 PM
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Monowire...buckytubes? You gotta be kidding... :|
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Fortune
post Aug 29 2003, 05:49 PM
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QUOTE (kenny26)
anyhow, i'll try and spell in normal english from now on.

Thanks. :)

Did you add your location to your profile later. I thought I had checked when I posted, and finding nothing I wrongfully assumed (bad me!) that you were American. :oops:
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TheScamp
post Aug 29 2003, 08:42 PM
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QUOTE
Well, because you're taking a strand of monowire and using it to slice and dice your opponents by putting it on the end of a rod and waving it about. If it was weak, the monowhip would be fairly useless as it would be breaking every strike you made...

As Laughlyn said, it doesn't necessarily break if it can't through something. This is, after all, a flexible material. If it can't cut into it, it'll just slide off.
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