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Monofilament "cyberpunk" whip rules
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<blockquote data-quote="Iron_Chef" data-source="post: 2619802" data-attributes="member: 4530"><p>Hmm... Thanks for the rules advice, much better than I got on the Star Wars boards (which was a big zero, just saying there shouldn't be one). Illegality, EWP and high cost would be two balancing factors. Another idea would be if you roll a natural 1 with the whip and fail a DC 15 Reflex save, you accidentally strike yourself with the whip and suffer damage. My players are forever rolling natural 1s, LOL. It is supposed to be a very powerful, deadly weapon that strikes fear into the hearts of your foes. </p><p></p><p>I remember reading Gibson's <em>Burning Chrome</em> (or whatever, I never really got into him as an author despite the hype back in the day) and there was this big fight scene on a rooftop or building site with two assassins (IIRC) with monofilament whips trying to slice and dice the hero. That's the only scene that I can remember, LOL. Scary stuff!</p></blockquote><p></p>
[QUOTE="Iron_Chef, post: 2619802, member: 4530"] Hmm... Thanks for the rules advice, much better than I got on the Star Wars boards (which was a big zero, just saying there shouldn't be one). Illegality, EWP and high cost would be two balancing factors. Another idea would be if you roll a natural 1 with the whip and fail a DC 15 Reflex save, you accidentally strike yourself with the whip and suffer damage. My players are forever rolling natural 1s, LOL. It is supposed to be a very powerful, deadly weapon that strikes fear into the hearts of your foes. I remember reading Gibson's [I]Burning Chrome[/I] (or whatever, I never really got into him as an author despite the hype back in the day) and there was this big fight scene on a rooftop or building site with two assassins (IIRC) with monofilament whips trying to slice and dice the hero. That's the only scene that I can remember, LOL. Scary stuff! [/QUOTE]
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Monofilament "cyberpunk" whip rules
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