Shadowrun

Shadowrun General => Gear => Topic started by: welldressedgent on <04-16-16/1826:47>

Title: fatal monowhip weakness?
Post by: welldressedgent on <04-16-16/1826:47>
Sure you’re king of the empty parking lot; but they could suck in cramped spaces. Like anywhere indoors. Just look at the Food Fight! scenario… how often do you see 4m of clearance? Even outdoors, there’s parked vehicles to one side of the walk and buildings on the other, plus fire hydrants, street lights, garbage cans etc.

How strict should GMs be about this?

Maybe wait until he’s penetrated the ghoul den: “Sorry there’s no clearance for your weapon. Roll initiative!”
Title: Re: fatal monowhip weakness?
Post by: Rooks on <04-16-16/1843:12>
The hell you meleeing ghouls for?
Title: Re: fatal monowhip weakness?
Post by: Jack_Spade on <04-16-16/1848:48>
No reason to assume that you have to use the full length all the time.
If you as a GM don't want monowhips in your game, just tell your players...
Title: Re: fatal monowhip weakness?
Post by: Marcus Gideon on <04-16-16/1923:47>
Core pg 186, Reach
Quote
When one melee fighter has a reach advantage over his opponent, compare the Reach of the two opponents and calculate the difference; this difference in Reach is applied as a modifier to the defender's dice pool, whether positive (defender has longer Reach) or negative (attacker has longer Reach). Reach does not make you better at hitting someone but it definitely makes it harder, or easier, to defend.
Nowhere in there does it talk about required clearance to operate the weapon effectively. It just says that it's harder to defend against a weapon that can reach the target from further away.

Monowhips aren't flailed around (https://www.youtube.com/watch?v=DeO_vuhMM9o) quite like you'd expect someone to fight with whips (https://youtu.be/QA029M9LIVU?t=50s)
Title: Re: fatal monowhip weakness?
Post by: Reaver on <04-16-16/1931:22>
Weakness?

How about the glitch/crit glitch rules for this weapon! Sure its cool, sure its neat.... until you glitch (and you WILL! It's just a matter of time). Yea you can leave it 'wireless on' to avoid those rules, but now you've left you weapon open to hacking! .... At best you're unarmed by the hacker, at worst you're UNarmed by the hacker :D

It's a melee weapon in a gunfight world....

Try to use it grappled. I dare you :P

Once you pull it out, no hiding the damage afterwards, or not being noticed! (Problem with any Forbidden weapon.... always think of the NC eyewitnesses)

Yea..... not the best weapon by far.
Title: Re: fatal monowhip weakness?
Post by: adzling on <04-16-16/1933:00>
The whips have a recoiling mechanism that allows you to set it via DNI (thought).
Still a penalty for trying to engage someone who's inside your reach would be reasonable, but then you'd have to figure it out for all weapons....

Hmm....
Title: Re: fatal monowhip weakness?
Post by: MijRai on <04-16-16/1942:18>
Yeah, there's no need to use the entire length of the whip in a fight (all it says is that it can extend to two meters); just spool out a half-meter or so and you're golden for more confined spaces.  For a good inspiration for such moves, go watch some of the videos of Bruce Lee doing demonstrations with nunchucks.  It isn't a perfect comparison, but look at how close he can keep it to his body without much trouble until he needs to strike out.  With the right training and moves (and knowing how to handle the counterweight at the tip) it shouldn't be too hard for someone dedicated to it.  Not to mention with Wireless, you could probably spool and unspool the monowire mid-fight, thus extending and shortening your length as necessary for the conditions. 

That said, I would count the Reach as lower when using shortened spool. 
Title: Re: fatal monowhip weakness?
Post by: Marcus Gideon on <04-16-16/2004:32>
If you outright declared that you were locking the length at some distance, then yes that would reduce the Reach rating. However, if you were relying on DNI to adjust the length on the fly (as the weapon is meant to be used) then the Reach would be normal. If the situation arises where you can hit a target 2 meters away, you just lash out and hit them. Then it retracts.
Title: Re: fatal monowhip weakness?
Post by: The Wyrm Ouroboros on <04-17-16/0233:20>
HA!  Monofilament whips.  Those things're funny; you can easily get killed by your own weapon, there's no way to increase the damage, they're both wildly expensive and insanely illegal, and they require you to dump karma into a skill you can't use with anything else.

Let any player who wants to pick them up go for it.  And then hey - painted target on their foreheads!!
Title: Re: fatal monowhip weakness?
Post by: MijRai on <04-17-16/0238:24>
12P -8AP generally doesn't need to be increased, in all honesty.  You could consider anything where that doesn't suffice to be a good example of 'over your head' and a sign to get out of there.  And provided you keep a point of Edge on hand to reduce a critical glitch, there's no chance of it killing you (and once you're skilled it is slim enough anyways). 

The skill cost and legality are the only big issues, in my mind.  And if you invest in a Monofilament Whips skill, you sort of deserve the chance to use the thing.  It's niche. 
Title: Re: fatal monowhip weakness?
Post by: Coyote on <04-17-16/1030:17>
The skill cost and legality are the only big issues, in my mind.  And if you invest in a Monofilament Whips skill, you sort of deserve the chance to use the thing.  It's niche.

The perfect niche for a monofilament whip is my Technomancer-samurai with a cyberarm with Agility 10, and two Task Sprites set to support the whip: 1 with Diagnose to add dice, and the other with Stabilize to prevent glitches. NOW it's a safe weapon, and given that a Technomancer has no points to spare for physical attributes, it turns an Agility 2/Strength 1 character into an 18 attack dice with 12P/-8AP damage melee monster.

Yes, it's niche. But it's really good within its niche. And as has been said, if you bust it out, civilians kinda notice... but if you're busting it out, you're probably looking to leave dismembered corpses on the ground anyhow, and that's slightly more illegal than monowhip possession. And with its Concealability modifier, it's pretty safe to carry around.
Title: Re: fatal monowhip weakness?
Post by: Adamo1618 on <04-17-16/1225:11>
It's also golden for a Face. Get a Fingertip Compartment (its low avail makes high grades possible, meaning you can smuggle it anywhere) and good Agility, dump Strength. Always armed, just remember to keep a spare edge! I imagine that Deckers/Riggers can use this to some extent too.
Title: Re: fatal monowhip weakness?
Post by: welldressedgent on <04-17-16/1738:11>

So this only applies to non-cybered PCs? Good to know.

-g
Title: Re: fatal monowhip weakness?
Post by: Rooks on <04-17-16/1848:27>
Also finger tip compartment or even skill wires house rule expert system and cyber arm for 10 agi
Title: Re: fatal monowhip weakness?
Post by: Duellist_D on <04-18-16/1653:44>
Damage is high enough that you don't need to bother increasing it (try reaching the same Code with other melee weapons), you really have to try hard to kill yourself with this between Wifi and Edge and its a super concealable Weapon.
Getting a useful Dicepool for it (12+) is also not really hard to do and requires little specialized investment.

I think the one reason this thing isn't widely used is mostly the big "makes GMs super salty" sign attached to it.

Still, I'd really like to play an Akimbo Monowhip Streetsam Edgemaster with "revels in Murder", "Superhuman psychosis" and "Finishing Move" one day, just for the funs.
The build is pretty straightforward and easy.
Title: Re: fatal monowhip weakness?
Post by: Rift_0f_Bladz on <04-18-16/2026:25>
Acc 6 Dv 13 Ap -5 reach 2 Claymore/Nodatchi via Str 5(6) Agility 6 human blade adept with crit strike blades, and custom grip. Could get damage higher if I used an orc. So, yeah, you can get higher damage, with the right investment. Also, his power effect an entire weapon class and none are shoot on sight level response that a monowhip will cause. One of the few weapons that has similar level of response as "Geek f@$king mage!"
Title: Re: fatal monowhip weakness?
Post by: Rift_0f_Bladz on <04-18-16/2027:17>
That said, Monowhips are niche, but fun for high agility, no strength elf faces.
Title: Re: fatal monowhip weakness?
Post by: Duellist_D on <04-19-16/0322:26>
I know that it's possible to go higher.

The relevant part is how much resources you have to spend to get there and what comes with it.

The whip is a Tool that gives a very high reward for very low investment.
You only ever need High Agility + the Skill, with high Agility being useful for everybody.
So this route comes with a very low cost of opportunity.

Sure, you can build a stronger melee character, but the points needed for that would usually be even more effective when spend on something else than raising strength and a weapon you can all but forget to carry around.
Title: Re: fatal monowhip weakness?
Post by: Rift_0f_Bladz on <04-19-16/0912:23>
Depends, I don't have to worry about my blade killing me on a critical glitch, or a decker jacking up my wireless so it kills me on a critical glitch. Plus, no wireless means my blades when hidden can't be found via a nosey decker. And again, mines not an immediate go to jail/get gun down by cops.
Title: Re: fatal monowhip weakness?
Post by: PeterSmith on <04-19-16/1016:04>
For a good inspiration for such moves, go watch some of the videos of Bruce Lee doing demonstrations with nunchucks.

I prefer the heavy from Johnny Mnemonic myself.
Title: Re: fatal monowhip weakness?
Post by: Rift_0f_Bladz on <04-19-16/1505:24>
The book that Johnny Mnemonic is based off of is where monowhips came from actually.
Title: Re: fatal monowhip weakness?
Post by: Hobbes on <04-19-16/1553:21>
I think the one reason this thing isn't widely used is mostly the big "makes GMs super salty" sign attached to it.


All about the target market size.

Low resource Adept characters have a tough time with the cost and aren't a fan of the 'ware.  And many folks building melee characters build adepts.

Katanas and Spurs are more Iconic for a Sami so they usually wind up with Unarmed (cyber) or Blades.

Most non-combat focused characters are usually just grabbing a gun and calling it good.  Monowhip is still a bigger investment than a pistol. 

So scratch a majority of Adepts, Non-Combat characters, and Sami's.  Monowhips cater to a very thin slice of the melee weapon market.
Title: Re: fatal monowhip weakness?
Post by: Sendaz on <04-19-16/1558:52>
  Monowhips cater to a very thin slice of the melee weapon market.
We saw what you did there. ;)
Title: Re: fatal monowhip weakness?
Post by: FancyDerek on <04-19-16/1707:46>
The book that Johnny Mnemonic is based off of is where monowhips came from actually.

Molecular wire was in Dune which was published before Johnny Mneumonic- it was called shigawire.

Larry Niven's Known Space series featured it as Sinclair Molecular Chains.

There are several short stories from various authors in the early 60's that featured it also.

Don't know what the earliest reference is, but Johnny Mneumonic isn't it.
Title: Re: fatal monowhip weakness?
Post by: Rift_0f_Bladz on <04-19-16/1720:14>
I said monowhip, not wire. None of the other stories used it as a "whip" like weapon.
Title: Re: fatal monowhip weakness?
Post by: Blue Rose on <04-22-16/1946:26>
Damage is high enough that you don't need to bother increasing it (try reaching the same Code with other melee weapons), you really have to try hard to kill yourself with this between Wifi and Edge and its a super concealable Weapon.
*Looks at her 20P/-5 claymore adept.*

Yeah, I'll try and hit that damage code. :P
Title: Re: fatal monowhip weakness?
Post by: bangbangtequila on <04-23-16/1828:30>
Meh. This thing serves quite well as a primary melee weapon for ranged combatants. My various gunslinger elves would all benefit from 2 or 3 points into it, to gain a massively powerful weapon fully capable of shredding lower-health enemies for minimal investment. Using aerial drones to smuggle one into areas MAD would render otherwise inaccessible also gives you a super awesome Luke in Return of the Jedi style game plan.
Title: Re: fatal monowhip weakness?
Post by: Reaver on <04-23-16/2109:17>
Meh. This thing serves quite well as a primary melee weapon for ranged combatants. My various gunslinger elves would all benefit from 2 or 3 points into it, to gain a massively powerful weapon fully capable of shredding lower-health enemies for minimal investment. Using aerial drones to smuggle one into areas MAD would render otherwise inaccessible also gives you a super awesome Luke in Return of the Jedi style game plan.

+1 for thought

AND

+1 for SW:RoTJ :D
Title: Re: fatal monowhip weakness?
Post by: Tarislar on <04-25-16/0215:28>
I created a Pixie a while back who's street name was Darth Smauls.
He used Lightning Bolts & a Monowhip-Foci with Elemental-Weapon-Fire as his 2 weapons of choice.
/snicker.   ;)
Title: Re: fatal monowhip weakness?
Post by: PJ on <05-09-16/2150:41>
Don't have my book right now, but is it in the description that extra successes don't translate into more damage levels for it?

I'm working on an idea for a mono whip user, as the weapon does have a cool niche.  But if you can't increase damage, hmmm...
Title: Re: fatal monowhip weakness?
Post by: Blue Rose on <05-09-16/2201:29>
There is no such clause in the monofilament whip's description.
Title: Re: fatal monowhip weakness?
Post by: Mirikon on <05-09-16/2219:01>
Indeed. Monowhips benefit from the extra successes, same as any other weapon. They just don't add STR to damage like most melee weapons do. That's just fine, though, for low STR characters. I like to use them with Pixies, as well as some mages or faces. But you need decent points in the skill and in AGI, or those crit glitches will be coming more often, and that will cut your run real short.
Title: Re: fatal monowhip weakness?
Post by: PJ on <05-10-16/0909:04>
Most excellent, now I can proceed with my snowflake.
Title: Re: fatal monowhip weakness?
Post by: KarmaInferno on <05-12-16/1724:03>
So...

How does one deal with monowire knots and tangles?

:)


-k
Title: Re: fatal monowhip weakness?
Post by: Coyote on <05-12-16/1836:11>
So...

How does one deal with monowire knots and tangles?

:)


-k

I cut it with my monosword.
Title: Re: fatal monowhip weakness?
Post by: Blue Rose on <05-12-16/1944:35>
IIRC, there are special gloves for handling monowire.
Title: Re: fatal monowhip weakness?
Post by: Dinendae on <05-12-16/2358:22>
So...

How does one deal with monowire knots and tangles?

:)


-k

You deal with that problem the same way you deal with any other problem: By applying generous amounts of HE! ;D
Title: Re: fatal monowhip weakness?
Post by: Adamo1618 on <05-13-16/1816:54>
Do you use a monafilament magnifying glass?
Title: Re: fatal monowhip weakness?
Post by: Hobbes on <05-16-16/1634:12>
So...

How does one deal with monowire knots and tangles?

:)


-k

Magnets or Minimum wage employees. 
Title: Re: fatal monowhip weakness?
Post by: Mirikon on <05-17-16/1412:05>
So...

How does one deal with monowire knots and tangles?

:)


-k

That's what the SINless are for.
Title: Re: fatal monowhip weakness?
Post by: DragginSPADE on <05-25-16/1032:48>
So...

How does one deal with monowire knots and tangles?

:)


-k

EXTREMELY carefully.  ;D
Title: Re: fatal monowhip weakness?
Post by: Medicineman on <05-25-16/1132:52>
So...

How does one deal with monowire knots and tangles?

:)


-k

thats what the mystical power of the WiFi Matrix is for.
it untangles your Monowhip as a free Action ;)

with a WiFI Dance
Medicineman
Title: Re: fatal monowhip weakness?
Post by: Rooks on <05-25-16/1302:49>
Damage is high enough that you don't need to bother increasing it (try reaching the same Code with other melee weapons), you really have to try hard to kill yourself with this between Wifi and Edge and its a super concealable Weapon.
*Looks at her 20P/-5 claymore adept.*

Yeah, I'll try and hit that damage code. :P
sure you can have that but try walking around with that vs something that can fit into a size of a lipstick container
Title: Re: fatal monowhip weakness?
Post by: PJ on <05-25-16/1547:32>
Plus, you have a reason to invest in the Internal Router.

Fingertip monowhip, Reaction Enhancers, Wired Reflexes?  Mm mm, good!  Anything else on you getting the wifi benefit is gravy.
Title: Re: fatal monowhip weakness?
Post by: Blue Rose on <05-25-16/2111:31>
Damage is high enough that you don't need to bother increasing it (try reaching the same Code with other melee weapons), you really have to try hard to kill yourself with this between Wifi and Edge and its a super concealable Weapon.
*Looks at her 20P/-5 claymore adept.*

Yeah, I'll try and hit that damage code. :P
sure you can have that but try walking around with that vs something that can fit into a size of a lipstick container
Did I mention she wears it in a pink cherry blossom sheath at her side?

Logic 1 is fun. Though she is selective on when and how she carries it. Putting on that weapon focus is as big a statement as carrying an assault cannon, if with somewhat less risk.

When not loading for bear, throwing knives are a reliable sidearm.

Also helps that the team calls Big G boss. At least until his sudden but inevitable betrayal.