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From: Tuvyah@***.COM
Subject: Re: Quickness Boosts...
Date: Sat, 31 May 1997 01:31:04 -0400
> I'm intrigued. Is there a reason why it must be Quickness, and not
> Reaction/Initiative?

:Yes; the boost is not for combat purposes since the character is not
:combat oriented. It's for other reasons...

I would think the best non-combat quickness enhancer I've encountered -- not
in terms of game mechanics, but in terms of concept -- is enhanced
articulation, from Shadowtech. There are so many non-combat advantages --
increased flexibility, dexterity, immunity to arthritis -- that it's easy to
see why even Joe Suit would get it.

In terms of game mechanics, the +1 is to reaction, but your GM might allow
you to switch the plus to quickness. It seems reasonable to me. And the
bonuses to athletics tests also make sense.

I think the real problem is that most enhancements that would logically
increase quickness have been subsumed to reaction or initiative to make
combat easier.

I have thought up ONE fairly subtle quickness enhancer, FLEX, a drug that
works on the reflex level. The notion is that most of us have been trained
since childhood to restrain ourselves: You know, sit up straight, stop
fidgeting, don't touch that, pay attention. Flex undoes some of those early
mind sets, removing barriers that slow us, infinitesimally. It also makes it
moderately easier for one to learn new physical routines and more aware of
one's body.

Of course, there are drawbacks. It can screw up your nervous system and some
find it addictive. A wise user takes it only occasionally. Of course, some
gymnasts are being examined for Flex abuse...

I thought this up only last week, so I haven't given it stats yet. Feel free
to add your own. I sense that a Reaction/Initiative bonus might be more
appropriate than one for quickness, but a case could be made either way.

Smilin' Ted
"...who knows why he's smilin'."

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