From: | "Stephen R. Wilcoxon" <wilcoxon@****.EDU> |
---|---|
Subject: | Re: Mage Initiative 60 ???? |
Date: | Wed, 11 Aug 1993 05:17:36 -0400 |
>
> > 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