((What if I had a very small razor as the tip?))
Thomas rolled over, and looks for a sheltered area where he couldn't be shot at.
A very small razor might work.
You roll over and look for someplace sheltered and hidden. There's a large hollow tree a few meters away, as well as copious bushes to hide in.
((@Skyrunner I just understood my character (as well as Milno and Thomas) might be making just the weapon your character would like to wield. Probably a couple of missions later (with Str pumped back and/or you acquiring the exoskeleton), but still. ))
((Are you making an antimatter rifle by any chance? o_o))
"Talking voice, you'll make an excellent security manager ... or stalker."
Head off to the mess hall and extract any metal poles or sticks.
You head to the mess hall and find the pile of what used to be benches and start rooting around in them. Sure enough there are metal poles in here of various sizes from 2 to 5 feet and of various sizes and thicknesses.
"Oooooh," Faith said, marveling at the gloves. "I wonder how much these cost...?"
Attempt to test them against non-fighting-back targets, both stationary and trying to avoid me, and both biological and mechanical. Also check price, limitations, any ammo or batteries needed, etc.
You summon up one of the gloves and put it on. It's more of a gauntlet with a control pad embedded in it then anything. You summon up some targets, various degrees of squishy and metal, as well as moving and non-moving. It seems like the gloves fire off a small wad of the fiber first, like a pellet to which the rest of the wire is attached and drawn out. After that most of the movement of the fiber is done via movement of the glove; the fibers seem to amplify the movements they receive, twisting and moving with slight flicks of a wrist or finger. They're not easy to manipulate, taking a great deal of dexterity to get them to move as you like, and even then they're far from twisting, homing threads of death. About the most advanced thing you can do with them is get them to wrap around a target like a bullwhip. Stationary targets are relatively easy, though moving ones can be a real challenge if you misjudge and just end up sweeping air and sending the wires arcing directly back at yourself.
The electrical discharge seems strong enough to knock out organic targets, and very much annoy robotic ones, at least the ones you try. The wires themselves seem like they could probably do damage if you gave them a good tight pull, but no more so then say a normal metal wire. It seems like the gloves need a battery for the electrical discharge and a solution tank for the wires.
((Are you making an antimatter rifle by any chance? o_o))
((You could try asking Steve if those things even exist. Antimatter is pretty difficult to contain and control, but I don't know if in the grim dark future they already have military purposes for it.))
((@IronyOwl: Those gloves sound like the razor-sharp wires of death kind of gloves. I thought about checking on their existence, but I had them discarded because I thought the GM would think the idea to be too goofy for his setting.))
Milno saves his project and decides to check how many blows from his piledriver a kinetic shunt can withstand. After that, he leaves the VR to check the room visually.
(There's a guy in a VR machine fight chuck norris and another guy fighting as a cactus against Chinese food. But the wire gloves are just going over the line
Nah, they're something like that but they're an attempt at making such a thing feel more real and plausible. They're basically just weights with wires attached that you can swing around and wrap around stuff, not the sort of "living" wires of death that you can cause to totally wrap around everything in an instant and slice through flesh and metal without even trying. Think more fishing line with lead weight at the end than magical flying cheese wire of death. The flying cheese wire of death is Bishop's bolo gun
and it has a very good reason to work as it does. Even the lethal version of this that the arbiters use isn't the magical living wires, it's just this but with smaller wires to allow the arbiters to slice through using their own great strength, and a stronger electrical discharge.)
You save your project and load up a kinetic shunt, setting it to automatically absorb blows. It withstands exactly 30 blows without any form of damage before it runs out of battery and the 31 first tears a huge whole through it and sends it flying away.
You turn off the vr machine and stand up, looking around. The lady you helped to the infirmary is digging through a pile of garbage in the corner of the mess hall. Huh.
((@IronyOwl: Those gloves sound like the razor-sharp wires of death kind of gloves. I thought about checking on their existence, but I had them discarded because I thought the GM would think the idea to be too goofy for his setting.))
((Definitely. Also makes Arbiters even more horrifying, as they apparently have or can have a Puree Crowd ability.))
Yeah, arbiters are really quite terrifying things, especially because of a few of their intrinsic properties that you haven't discovered yet. Their weapons are quite scary too, be it that wire system, their cudgel which is coated in kinetic amplifiers, or any of the other weapons you haven't discovered yet. And Magistars, at least the ones from more prosperous systems, will have several of these things around.