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Message no. 1
From: Tarek Okail <Tarek_Okail@**********.COM>
Subject: Re: Maximum Initiative Boost errata?
Date: Wed, 9 Sep 1998 00:02:14 -0400
Doc--

>By this are you saying that Shadowtech says it wouldn't work,
>but Cybertech says it would? If so (and that's how I've read it
>in the past) that means it WOULD work, for the simple reason that
>Cybertech is a later work as thus takes precedence.
>
>One last exception. A physad or a physmag (physical magician)
>with the improved reflexes power and the improved reflexes spell
>locked or quickened can reach as much as +6d6 total (level 3 in
>each).

Okay, on point #1. I was wrong about the Synaptic
Accellerator. It only mentions being *specifically incompatible*
with Boosted and Wired Reflexes. However, the Move-by-Wire system
specifically says "This system is not compatible with any other
Reaction/Initiative enhancing cyber- or bioware." (Cybertech,
page 39)
In the interests of reducing munchkinism and Powergamer
syndrome, I would make the Synaptic Accellerator incompatible with
Move-by-Wire as well, and delete the reference on page 57 of
Cybertechnology.
As for point #2, personally, I use a rule that "only the
highest boost applies." The first character I ever generated had
both Increased Reflexes +3 in a spell lock and Synaptic Accellerator leve=
l
2. He was only rolling 4D6 for initiative, most of the time, =

but if his spell lock was fragged or if he needed to turn it off, he
would still roll 3D6 if he got into a fight. He was a Cat shaman...
so he also had spells that nobody takes, like Makeover, Healthy Glow,
and Fashion. He only had a Magic Rating of 4, but he sprung for a
whole load of spell locks, and later he initiated. He was
outstripping the street sam on a regular basis. He couldn't get a =

spell off to save his life without taking physical damage, but damn,
he was fast.
Then I joined Powergamers Anonymous and I grew up. <g>

Maybe I misstated the rule. Humans and Metahumans may only
have a "real world" maximum Initiative boost of +3D6, with the
exceptions: Move-by-Wire, Move-by-Wire and Synaptic Accellerator,
and (in SR2) the exceptions of Synaptic Accellerator with Increased
Reflexes spell, and Increased Reflexes power with the Increased
Reflexes spell.

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