From: | Tarek Okail <Tarek_Okail@**********.COM> |
---|---|
Subject: | Maximum Initiative Boost |
Date: | Sun, 6 Sep 1998 19:13:52 -0400 |
The maximum possible initiative boost for characters is +3d6.
There are only two, or possibly three, exceptions to this rule. Here's al=
l
the cites I could find to back me up.
SR3: page 194, Increase Reflexes spell.
SR2: page 155, Increase Reflexes spell.
Grimoire 2: page 129, Decrease Reflexes spell.
SR3: page 300, Boosted Reflexes.
SSC2: page 87, Boosted Reflexes.
Shadowtech: page 28, Synaptic Accellerator.
Cybertech: page 39, Move-by-Wire.
The exceptions are:
Move-by-Wire level 4 (+4 QCK, +8 React., +4d6 initiative, =
+4 dice to Athletics and Stealth rolls)
Move-by-Wire and Synaptic Accellerator level 1 (+5d6 =
initiative). Cybertech: page 57. The problem here is that *this is
contradicted* by both the Synaptic Accellerator reference *and* the
Move-by-Wire reference. I'm surprised this one slipped past me when I
playtested it.
Synaptic Accellerator (any level) and the Increase Reflexes =
spell. The potential here is a maximum boost of +5d6. I'm not sure I'd
allow it, but the rules don't say it's impossible.
At least part of the problem is that this rule isn't a stated
rule. It's a "rule by inference." If you look at all the references =
I've cited, you will note that there is no way to go past the +3d6 barrie=
r
*except* in the two or three ways that I mentioned.
Shadowmage