08-17-2016, 11:43 AM | #1 |
Join Date: Aug 2004
Location: Austin, TX
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[AtE/HT] Barbed wire fencetops
High-Tech p 204 gives rules for crossing through barbed wire set us as concertina wire. But my usual experience with barbed wire is sets of single strands at the top of a chain link fence used to discourage climbing. For that kind of barbed wire, how do the rules on HT p204 and ATE2 p33 interact? Is it as simple as an extra DX-5 roll to avoid crying out and a slightly larger penalty on the Climbing roll?
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08-17-2016, 11:50 AM | #2 |
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Re: [AtE/HT] Barbed wire fencetops
GURPS Action 2, p. 20 has rules that might prove useful in an action-and-adventure context. Realistic? Maybe not, but they cover the essentials: extra rolls, possible injury, and wasted time.
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08-17-2016, 01:47 PM | #3 |
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Re: [AtE/HT] Barbed wire fencetops
Basic barbed (double twist short spike) wire is brilliant at snagging loose clothes and objects. Fairly simple to cross without injury though.
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08-17-2016, 02:31 PM | #4 | |
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Re: [AtE/HT] Barbed wire fencetops
Quote:
Cow Fence: Unpenalized Climb, unpenalized Will not make noise if injured. Chainlink fence topper: -2 to -4 Climb (straight up or angled), unpenalized Will not make noise if injured. On a Climb failure I'd have the PC take 1 point of damage/MoF and have to make a Climb check (equal to the Climb penalty) not to get hung up (requiring freeing themselves somehow, probably damaging clothes or equipment). On a critical failure they get hung up in some terrible fashion, like upside down by one leg, and still take the damage. Most difficult part of climbing something like this (which I've done) is not the 'danger of getting cut', it's not getting hung up, having to go slow and careful. Or fast and loud by throwing something thick and heavy over the wire (like a canvas tarp). Honestly, slipping and getting hung up is the greatest danger (baring tetanus from rusty spikes). I was hoping a 6 foot cow fence (like this, but 6') once when I was a kid and my blue jean cuff got caught. I ended up hanging there for an hour before the cuff finally gave away. I just couldn't get the right angle to climb back up with both hands and didn't have the upper body strength to haul myself up with one arm. |
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08-17-2016, 03:17 PM | #5 |
Join Date: Mar 2014
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Re: [AtE/HT] Barbed wire fencetops
1 point of damage per margin of failure seems way too harsh for such barbed wire. Remember that being stabbed with a large knife by a ST 10 person only does 1d-2 damage.
Something like 1d-5 damage on a failure (1d-4 on a critical failure) seems more reasonable. |
08-17-2016, 06:01 PM | #6 | |
Join Date: Jun 2005
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Re: [AtE/HT] Barbed wire fencetops
Quote:
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08-17-2016, 06:22 PM | #7 |
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Re: [AtE/HT] Barbed wire fencetops
Maybe for ultra harsh realism, even rolling 0 counts as broken skin for infection. Anyone with cats knows how easy it is to not even notice long superficial gashes.
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08-17-2016, 07:30 PM | #8 |
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Re: [AtE/HT] Barbed wire fencetops
I statted them based on knowing someone who needed stitches all up one leg after getting caught in the top strand above the knee, falling, and having it rip all down his calf (in multiple places).
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08-17-2016, 10:52 PM | #9 |
Join Date: Jul 2014
Location: New Zealand.
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Re: [AtE/HT] Barbed wire fencetops
In an AtE setting, one thing to note is that the better condition the fence is in the easier it will be to climb. A half broken fence (provided it is still vertical) will be a lot harder to get past.
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08-18-2016, 12:01 AM | #10 | |
Join Date: Mar 2014
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Re: [AtE/HT] Barbed wire fencetops
Quote:
If you want the possibility of very serious injuries, increasing the damage of critical failures to 1d-2 cutting damage would allow for major wounds for people with 12 HP, though that might very well make serious injuries too common. That seems reasonable. At least if you don't have significant clothing to protect you. Last edited by Andreas; 08-18-2016 at 12:09 AM. |
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