From: | Marty <s457033@*******.GU.EDU.AU> |
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Subject: | Relfex Boost. (new phys ad power) |
Date: | Wed, 23 Oct 1996 16:32:20 +1000 |
adepts is the exorbitant amount that they have to pay for their relfex
enhancements beyond the first extra die. It is much more economically sound
on a mathematical basis to rush out and get cyberware implanted.
I posted this suggestion to the list some time ago, without any possible
rules, so here are my suggested rules for you;
Power: Reflex Boost
Description: The relfex boost power adds extra dice to your initiative
for a temporary period when triggered, after which the
adept must resist drain as stun damage, based upon the level
to which the boost operates. The boost dice are cumulative
with the normal relfex enhancements.
Magic cost: (Cost of equivalent regular enhancement dice - pre bought
regular relfex enhancement ) divided by two. Eg; If you have
+1d6 regular and you want to get +1d6 of boost it will
cost you (4 - 1)/2, or 1.5 magic points to buy
Rules: The duration of the boost is calculated the same way as
for regular attribute boosts. The target number for the
test (if any) is equal to the reaction rating of the adept.
Drain resistance is calculated according to the total dice
the adept has, starting at Light for 1 die total, and going to
Serious for 3 dice total. The target of the test is equal
to the Reaction attribute of the adept modified by a +2 per
die of initiative received..
It doesn't seem like much, but it'll help pull the adept's fat out of the
fire those times when he/she really needs the boost to stay alive. Stun
drain is a small price to pay. If the magic cost seems to high, then
calculate the cost like so; [ (Boost rating/2)- Regular rating ]. It
should be possible to go to +4 dice on the boost, but God knows how much
that should cost.
Enjoy.
Bleach