From: | "Jason Carter, Nightstalker" <CARTER@***.EDU> |
---|---|
Subject: | Initiative stuff |
Date: | Wed, 11 Aug 1993 10:43:05 -0700 |
Speed Demon Physcial Adept with help from the Quickener Mage
intelligence quickness reaction initiative
natural 9 9 9 9 + 1d6
inc int +4 13 9 11 11 + 1d6
inc qck +4 13 13 13 13 + 1d6
inc reaction +4 13 13 17 17 + 1d6
inc reflex +3 ad 13 13 17 17 + 4d6
inc reflex +3 sp 13 13 17 17 + 7d6
because it is not listed as being technically illegal unless you subscribe to
the "you can only get extra initiative dice from one source" rule/theory.
Maximum Initiative Roll = 59! Pretty damn close to 60, but that requires the
player to roll sixes on seven dice. The average would be only 41.
Or course dropping the redunant and rediculous double increase reflex +3's and
the Maximum Initiative Rolls is 41. That's a far cry from 60. Of course you
could start to add in things like cerebral enhancers, muscle augmentation, and
enhanced articulation, but anyone who tries that should be shot.
Flare, magic and cyber are not incompatible, except in the initiative arena.
If they weren't compatable, there wouldn't be increase cyber attribute spells.
And in these cases you get to add them, not just take the best of the two.
Here's a question for the next session with the DLOH:
Are any of the following compatable with each other and if so which:
Boosted Reflexes
Physical Adept Increased Reflexes
Spell Increased Reflexes
Synaptic Accelerators
Vehicle Control Rig
Wired Reflexes
Also, is it possible for a physical adept with cyberware that affects a physical
attribute or reaction to use the improved attribute or increased reaction
powers?
See Ya in Shadows,
Jason J Carter
The Nightstalker