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Message no. 1
From: Markus Kalb <death@***.INFORMATIK.TH-DARMSTADT.DE>
Subject: Re: Mage Initiative 60 ????
Date: Tue, 10 Aug 1993 14:07:47 MESZ
Some thought's about the initiative 30(cont.) and 60 mail

a character could at best have a base Reaction of 6, with a Reaction +4
spelllock(or quick.) this makes a 10.
quickness + and intelligence + spell's did not affect the reaction
because there is a seperate spell.
With a second spelllock for Inc. Reflexes +3 (no +4), we have a ini. of
10 + 4D6 in the real world.
this make's a max ini. roll of 34

for example a sam with wired ref. level 2, will have
max Base reaction raiting 6
natural dice 1D6
reaction increase from wired 2*+2=+4
extra dice's 2d6
this take's us to 10 + 3D6
this make's a max ini. roll of 28

1. how could someone roll 30 very often("illegal" use of rules)
2. how could a mage get a ini. of 60 (acording to the rules, this is not
possible).


the sam is a little weaker, but he did not have to worry about grounding.

also if the mage need's 2 SA(1 per spelllock) or 2 Free Action's(quick.
/my house rule) to switch on the spell's.(in time when he have to
travel trought a ward, or after sleeping, or ......)

bye markus
The Great Nighthawk The Shadow Of The Shadow's In The Seattle Night's
Message no. 2
From: "Richard C. Osterhout" <rcoster@*****.NET>
Subject: Re: Mage Initiative 60 ????
Date: Tue, 10 Aug 1993 19:28:16 -0400
On Tue, 10 Aug 1993, Markus Kalb wrote:

> a character could at best have a base Reaction of 6, with a Reaction +4
> spelllock(or quick.) this makes a 10.
> quickness + and intelligence + spell's did not affect the reaction
> because there is a seperate spell.
> With a second spelllock for Inc. Reflexes +3 (no +4), we have a ini. of
> 10 + 4D6 in the real world.
> this make's a max ini. roll of 34
>
okay, here's how he did it...

intelligence quickness reaction initiative

natural 6 6 6 6 + 1d6
inc int +4 10 6 8 8 + 1d6
inc qck +4 10 10 10 10 + 1d6
inc reaction +3 10 10 13 13 + 1d6
inc reflex +3 10 10 13 13 + 4d6

plus, he also settled for loosing a magic point and got some bioware

synaptic acel 10 10 13 13 + 5d6

that gives a possible initiative roll of 43! with an average roll of 3,
that's still a 28...

also...the way i understood it, quickening is PERMANENT until
dispelled...when an initiate quickens a spell, it is so he doesnt have to
concentrate on it, but unlike a spell lock, it cannot be toggled
on/off...the initiate can dispell his own spell easily of course, but then
he would have to recast and requicken it, which would also burn another
karma point...

--------------------------------------------------------------------------
| rcoster@*****.net Currently in Baltimore, MD |
| Richard C. Osterhout but hope to be home in |
| professional nerd Orlando, FL soon!!! |
--------------------------------------------------------------------------
Message no. 3
From: Richard Pieri <ratinox@***.NEU.EDU>
Subject: Re: Mage Initiative 60 ????
Date: Tue, 10 Aug 1993 19:51:32 EDT
>>>>> "RCO" == Richard C Osterhout <rcoster@*****.net>
writes:

>> okay, here's how he did it...

RCO> intelligence quickness reaction initiative

RCO> natural 6 6 6 6 + 1d6
RCO> inc int +4 10 6 8 8 + 1d6
RCO> inc qck +4 10 10 10 10 + 1d6
RCO> inc reaction +3 10 10 13 13 + 1d6
RCO> inc reflex +3 10 10 13 13 + 4d6

RCO> plus, he also settled for loosing a magic point and got some bioware

RCO> synaptic acel 10 10 13 13 + 5d6

Can't do this. Both SR2 and Shadowtech are very specific: each
raction/initiative increase cyber or bio or spell will not work with
any other reaction/initiative increase cyber or bio or spell. In other
words, you only get the best--they don't add.

Rat <ratinox@***.neu.edu> Northeastern's Stainless Steel Rat
PGP Public Key Block available upon request Ask about rat-pgp.el v1.61
||||| | | | | | | | | | | | | | | | | | | | | | | |||||
There are very few personal problems which cannot be solved with a suitable
application of high explosives.
Message no. 4
From: "Richard C. Osterhout" <rcoster@*****.NET>
Subject: Re: Mage Initiative 60 ????
Date: Tue, 10 Aug 1993 19:59:23 -0400
On Tue, 10 Aug 1993, Richard Pieri wrote:

> Can't do this. Both SR2 and Shadowtech are very specific: each
> raction/initiative increase cyber or bio or spell will not work with
> any other reaction/initiative increase cyber or bio or spell. In other
> words, you only get the best--they don't add.

by this do you mean that you can only have increase intelligence +4, but
not Increase quickness, reaction, reflexes spells at the same time??? i
didnt read it this way, but i will reread and if this is so, then this
would SIGNIFICANTLY make a difference...

--------------------------------------------------------------------------
| rcoster@*****.net Currently in Baltimore, MD |
| Richard C. Osterhout but hope to be home in |
| professional nerd Orlando, FL soon!!! |
--------------------------------------------------------------------------
Message no. 5
From: Richard Pieri <ratinox@***.NEU.EDU>
Subject: Re: Mage Initiative 60 ????
Date: Tue, 10 Aug 1993 20:10:28 EDT
>>>>> "RCO" == Richard C Osterhout <rcoster@*****.net>
writes:

RCO> On Tue, 10 Aug 1993, Richard Pieri wrote:

>> Can't do this. Both SR2 and Shadowtech are very specific: each
>> raction/initiative increase cyber or bio or spell will not work with
>> any other reaction/initiative increase cyber or bio or spell. In other
>> words, you only get the best--they don't add.

RCO> by this do you mean that you can only have increase intelligence
RCO> +4, but not Increase quickness, reaction, reflexes spells at the
RCO> same time??? i didnt read it this way, but i will reread and if
RCO> this is so, then this would SIGNIFICANTLY make a difference...

I mean if you have Wired 3, Increased Reaction +2 spell, Boosted 1, and
Synaptic Accellerator, you get +6 Reaction and +3D6 Initiative from
the Wired 3. You gain nothing from the spell, Boosted 1, or
Accelerator. Everything else you listed is technically legal.

Rat <ratinox@***.neu.edu> Northeastern's Stainless Steel Rat
PGP Public Key Block available upon request Ask about rat-pgp.el v1.61
||||| | | | | | | | | | | | | | | | | | | | | | | |||||
Meddle not in the affairs of cats, for they are subtle and will piss on your
cyberdeck. --Jeff Wilder (wilder@****.mik.uky.edu)
Message no. 6
From: "Stephen R. Wilcoxon" <wilcoxon@****.EDU>
Subject: Re: Mage Initiative 60 ????
Date: Wed, 11 Aug 1993 05:17:36 -0400
> On Tue, 10 Aug 1993, Richard Pieri wrote:
>
> > Can't do this. Both SR2 and Shadowtech are very specific: each
> > raction/initiative increase cyber or bio or spell will not work with
> > any other reaction/initiative increase cyber or bio or spell. In other
> > words, you only get the best--they don't add.
>
> by this do you mean that you can only have increase intelligence +4, but
> not Increase quickness, reaction, reflexes spells at the same time??? i
> didnt read it this way, but i will reread and if this is so, then this
> would SIGNIFICANTLY make a difference...

Simple way to fix this. Any Increase xxx +y spell affects that "attribute"
only and no figured ones. This way, you get the below:

base modified
Increase Intelligence +4 6 10
Increase Quickness +4 6 10
Increase Reaction +3 6 9
Increase Reflexes +3 +1D6 +4D6

That's pretty much max for a mage... So now, your mage has a 10 Int and
Quickness which is great, but he's only got an Initiative of 9 + 4D6 which
is a max of 33 and an average of 24. So, from your example, the mage with
the increased everything has a 9 + 2D6 - yes, +2D6... From SR2 (page 155)
under description of Increase Reflexes, "There is no cybered version of
this spell, so characters who have received cybernetic enhancements that
add initiative dice cannot be boosted by this spell" [note: "cybernetic" in
the above should really say "cybernetic or bioware"]...


Twilight

The Crystal Wind is the Storm, and the Storm is Data, and the Data is Life.
-- The Player's Litany
Message no. 7
From: "Richard C. Osterhout" <rcoster@*****.NET>
Subject: Re: Mage Initiative 60 ????
Date: Wed, 11 Aug 1993 05:59:28 -0400
On Wed, 11 Aug 1993, Stephen R. Wilcoxon wrote:

> the increased everything has a 9 + 2D6 - yes, +2D6... From SR2 (page 155)
> under description of Increase Reflexes, "There is no cybered version of
> this spell, so characters who have received cybernetic enhancements that
> add initiative dice cannot be boosted by this spell" [note:
"cybernetic" in
> the above should really say "cybernetic or bioware"]...

cyber or bioware?? i thought that since bioware is cultured/grown for the
individual, it was considered "natural"...that's the way i've been
treating it...it is still meat, just improved by modern science...
Message no. 8
From: "Stephen R. Wilcoxon" <wilcoxon@****.EDU>
Subject: Re: Mage Initiative 60 ????
Date: Wed, 11 Aug 1993 07:03:38 -0400
> On Wed, 11 Aug 1993, Stephen R. Wilcoxon wrote:
>
> > the increased everything has a 9 + 2D6 - yes, +2D6... From SR2 (page 155)
> > under description of Increase Reflexes, "There is no cybered version of
> > this spell, so characters who have received cybernetic enhancements that
> > add initiative dice cannot be boosted by this spell" [note:
"cybernetic" in
> > the above should really say "cybernetic or bioware"]...
>
> cyber or bioware?? i thought that since bioware is cultured/grown for the
> individual, it was considered "natural"...that's the way i've been
> treating it...it is still meat, just improved by modern science...

Well, I guess I should have said IMHO on that... As far as I know there is
no "official" ruling on this (hmm, maybe someone should ask the DLOH about
this just to get the "answer")... In my view, NOBODY can get higher than
+3D6 to initiative. Bioware may be more "friendly" than cyberware, but I'd
say since bio still costs a mage magic points that it works like cyber with
regards to magic/spells...


Twilight

The Crystal Wind is the Storm, and the Storm is Data, and the Data is Life.
-- The Player's Litany

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