![]() ![]() Once again, no (or significantly less) falling damage. If I'm in the air, the circuit isn't complete, so I don't take electrical damage until I touch something to complete the circuit, like the ground.If I'm standing on the ground, I'm electrocuted because the electricity travels to the ground, so I haven't yet ascended and don't take falling damage.Elmo's Fire from outdoor electrification in Night City? No electrical burns on the side of the building from arcing during red rain? That's punitive GM'ing. What else is plausibly secretly electrified?Īrguably you're playing games with me that, when I'm teeing up a shot with a grapple gun, I'm missing the signs that the object is electrified - no St. It's unlikely that they'll shoot an electrified floor with a straight-on shot because in most circumstances they're shooting from below. They're not going to intentionally shoot straight at a power substation or anything that looks electrified. As such, the player character has a pretty good view of what they're shooting at (30m maximum range, less than a football field). That's a straight shot with an anchor on impact, not an arc like those bullet trap grappling hooks you see in some media where the hook goes up and over to get pulled back to latch on something. Second: the grapple gun is described as rocket propelled. (I would also argue that it is punitive to create a 6D6 electro-stun exotic for the purposes of this situation, since standard electrified defenses are only 6D6 with no stun) The player can hold on to the electrocuting wire until they can safely let go or ground it if taking the damage (which armor subtracts from) is less dangerous than falling, unless they're stunned first. It does not say "electrocution damage causes you to drop stuff." The only way around that would be for the electrocuting source to be essentially a stun exotic like the Stun Baton, but even then you would have to reduce the electrocuted character to 1 HP to stun them. 180 says "if you don't move away from the source of your electrocution," which implies that disengaging from an electrocuting object is voluntary. I personally can't imagine a "thick" cover that is plausibly electrified without it being obviously so. It can't be a fence (not cover) or anything that counts as "thin," which includes a lot of "thin" metal objects with greater cover HP than "thick" substances. Grapple guns only work on "thick" cover.Your solution is punitive and doesn't make sense. as a result, you either need to conceal it, or the GM can use it to some other purpose, just like they can your style, your armor, your weapons, etc. just like trying to walk into the lobby of that corpo office with armorjack and a shotgun is probably going to get you violently turned away, openly having a grapple gun says your character likes to do certain things, and certain people may view that in certain lights. yes, it's usually better to have a tool and not need it than need a tool and not have it, but at the same time openly brandishing certain gear says something about your character that can also be used to your detriment. cyberware is always cooler than gear, chombatta.īut to actually answer the question in a less jokey way: "cool" is subjective, and it's one more piece of gear you have to conceal in certain situations. ![]() what were you using that cyberarm option slot on anyways? just get your friendly tech to upgrade your arm to have another option slot if you really needed it. get some realskin covering over that and no one even knows you have the cyberarm, nevermind the grapple gun, until you actually need it. The real cool as hell is to get the grapple hand in your cyberarm. ![]()
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