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Beautified your data a little :P
So option two is best for cost in both essence and nueyen. Good to know.
¥50k for a +1 to Intuition is WAY overpriced by the way! I haven't been able to justify it in an theory crafted builds yet.I'd say it's better post-chargen. At chargen, there are higher priorities.
¥50k for a +1 to Intuition is WAY overpriced by the way! I haven't been able to justify it in an theory crafted builds yet.I'd say it's better post-chargen. At chargen, there are higher priorities.
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For transhumanist prototype 2 or 5 is not bad. I though that was the negative on Synaptic booster. I was thinking more for a face or secondary combat role archetype.
For transhumanist prototype 2 or 5 is not bad. I though that was the negative on Synaptic booster. I was thinking more for a face or secondary combat role archetype.
If you've got no other Initiative boosts, sure. Technomancer maybe? Tough to see a Technomancer with resources C or better. Prime runner Technomancer?
Burn outs with an aversion to sustained spells maybe? Anyway, Level 1 Synaptic Booster loses out to Synaptic Acceleration in Nuyen and Essence cost, so unless you're looking at an upgrade down the road Synaptic Acceleration is usually a better choice than level 1 Synaptic Boost. Level 2 Synaptic Boost is okay for Essence constrained Samurai builds if you can't spare the extra .5 essence for #3.
Does Synaptic Acc stack with Reaction enhancers?
I'd go with option 3 at chargen and then later on down the road upgrade the Reaction enhancers to Betaware for about 50k (after 30% rebate on the trade-in) to free up almost .5 essence!
Also, if you're playing missions where you can trade for karma at 2000/1, Cerebellum boosters aren't really worth it until you've already boosted your Intuition to a 5 or 6. Since the 50k price tag is also the karma cost of raising intuition to 5 (essence free!).
And of course MBW[1] does not require Restricted gear.It's also not really worth it. You gotta go spend half your essence to get +1 Reaction / +3 Initiative and Rating 2 Skillwires. That's just a crock of crap.
There's a character in a game I'm in who went the MBW 2 route. We talked about it a lot beforehand and on multiple occasions I just recommended he ditch it for the standard WR 2 + REA Enhancers 3, because I feel like skillwires are of extremely low value.
He went with it and likes it though yeah he basically had to totally build around it versus it being just something you add to the cart like wires reflexes. I recognize that MBW provides more consistency with initiative, but I just love dice spikes, and I'll take all the extra REA any day over skillwires. We haven't been in a fight since he joined the game so it'll be interesting to see how his Sam stacks up against the "traditional" wired reflexes Sam when it comes to initiative and the like.
So yeah I agree with you Hobbes.
MBW 2 will on avg perform on avg better than WR[2] +8+1d6 (11.5) vs +4+2d6(11)
Add Reaction Enh[3] and wired 2 is better at the cost of being wireless though you could get a router to solve that problem.
While I agree that stad alone skillwires are to expensive for what they do in MBW[2] you have an equal in initiative to WR[2] at a cheaper cost with the skillwires thrown in as a bonus. Getting the Skill Jack[4] while making the combo as expensive as WR[2] opens up for a wide range of things.
Personally it would only go on characters that have at least soft capped bot LOG & INT.
Add a trust fund so they don't need to worry about rent and get the basic subscription: now you have every knowledge/language at R1 albeit one at a time. Need the plans to modify your car-no need to buy them, just download it.Yes it will take a while to build up a library of level 4 active softs but how many do you really need? Each one you buy is like a 20 Karma skill(40000nuyen worth) with the caveat that you don't get to use edge. A decker w/LOG 8 and a R4 First Aid Active along w/a medkit 3 averages more boxes cured that a medkit 6 by itself. Yes, he's capped at 4 but the Medkit is capped at 6 hits period which means 4 hits healed maximum (just like the decker) but with fewer dice than the decker. (this assumes of course that the Decker has 6+limit in Mental and really how many deckers have you seen with a mental limit of 5 or lower?)
I guess if you're going to spend the nuyen and karma on restrictive gear and subscriptions why wouldn't you go with MBW 3? Not saying MBW are bad, but you're not getting Restricted gear and SkillJacks and subscriptions with the other options. It's not apples to apples. MBW are more expensive overall, but get you more.
Synaptic Acceleration doesn't add to Reaction, it adds to initiative and Defense tests. Reaction Enhancers add to Reaction. So, they stack.
Wouldn't intuition boosters, I forget their names, work with both wired reflexes and synaptic boosters?
Either way, at least with synaptic boosters you can eventually get to +3 Reaction and +3d6 initiative. It's expensive, but doesn't show up on scanners and costs very little essence.
...would that also include adept powers?So option two is best for cost in both essence and nueyen. Good to know.
Also can't use Drugs or Magic to raise to a higher Initiative that Options #1, #3, & #4 allow you to do. Which brings up the point between SRM & non-SRM games... since SRM qualifies everything as Augmentations not just 'ware.
¥50k for a +1 to Intuition is WAY overpriced by the way! I haven't been able to justify it in an theory crafted builds yet.
...do you mean Improved Attribute :Reaction 4?
And for those tables that allow 'used' cultured <reasoning it was grown with inferior techniques/though I'm not sure that it should be allowed> getting +3 Reaction and =3d6 initiative dice for 1.88 (or less if using biocompatability) and 213750 is quite hard to pass up.
Since I'm not buying it less than Alpha, 96000 seems to much to me to have a slightly less than 1/3 chance to go4 times instead of 3.Same. The extra is nice, but it's hitting diminishing returns with regard to number of passes.
edit-and an activesoft[4] is 20k so that 96k is short of 5 skills for the MBW[2] character. And, I really would only use this option with a LOG 8+ Character (Rigger or Decker) and since they have other needs the MBW[4]+Skilljack[4] is already eating a third of 450k they have. To me, more of a problem to the rigger than the decker but this is not the thread to discuss that.
meh if its one of those games I just take the +2d6 init booster then a dose of jazzDrugs no longer implicitly stack with everything, per Chrome Flesh.
Drugs no longer implicitly stack with everything, per Chrome Flesh.
...well, in Missions, getting addicted to Cram is pretty much not an issue.It shouldn't be an issue outside Missions either but I seem to have the 12DP w/10 1s or 10 5 and 6s... I can't roll like normal people.
...well, in Missions, getting addicted to Cram is pretty much not an issue.It shouldn't be an issue outside Missions either but I seem to have the 12DP w/10 1s or 10 5 and 6s... I can't roll like normal people.
And since glitches can't be rerolled, I avoid drugs like the plague.
In Warhammer Fantasy Battle I(can't remember which edition) I bought 6 Undead Catapults..
There's a 1 in 18 Chance that the thing destroys itself when firing. Turn 1 I destroyed 3 w/my rolls. Enemy Flyer then charged and destroyed a 4th. Turn 2 I destroyed another one . Enemy flyer charged the last one and I surrendered. Rolling 4 Destructions out of 8 rolls when it's a 1 in 18 chance is my kind of luck.
Oh, and thinking about- not that I'd ever do it-
Fastest Adept Power fueled Initiative would be buying ImpAttribute(REA)[4], however many levels of attribute boost you are crazy enough to get and then using edge to roll 5d6 Initiative dice.
edit-fastest is not the appropriate word since someone could seize the initiative...so, highest possible initiative score
Which means MBW[3] could surpass WR3+RE3 if they used edge.
Oh, and thinking about- not that I'd ever do it-
Fastest Adept Power fueled Initiative would be buying ImpAttribute(REA)[4], however many levels of attribute boost you are crazy enough to get and then using edge to roll 5d6 Initiative dice.
edit-fastest is not the appropriate word since someone could seize the initiative...so, highest possible initiative score
Which means MBW[3] could surpass WR3+RE3 if they used edge.
Attribute boost is still limited by the augment cap of 4 and doesn't add to initiative anyway. You likely meant Adrenaline boost? And, yeah you can use and abuse Adrenaline boost to guarantee 4 actions, and occasionally 5. You're going to have issues with drain though to say the least.
Originally designed as a surgical aid, slab places the user in a state of near hibernation where breathing and heart rate are lowered to an almost imperceptible level.
This drug functions by delivering a derivative of Novocain throughout the entire body. The user gains the High Pain Tolerance (14) quality for the duration of the drug, along with the ability to stay alert at times when unconsciousness normally would set in.
meh if its one of those games I just take the +2d6 init booster then a dose of jazzDrugs no longer implicitly stack with everything, per Chrome Flesh.
Sure, I can get that after work - currently AFB
On page 181 of Chrome flesh, under blood of Kali it says to remember your scores can't go above your augmented max. I thought it was listed more clearly somewhere else too, but couldn't find it.Nope. That's it. However, it's in very clear language, so there's that!
Also ... do drugs that give you additional initiative dice translate to Astral/Matrix? I haven't seen anything to state otherwise, but I never really thought about it.
Can you clarify what constitutes an Augmented Attribute?
Yes. Anything that increases an attribute above its natural, base score is considered an Augmentation. This includes cyberware, bioware, magic, adept powers, drugs, and anything else that adds to your attribute. In all cases, the limit of +4 remains in place unless a power or ability specifically says it breaks that cap.
Nothing specifically says it adds to meat initiative either, right? It only says that it adds Initiative and Initiative Dice, not where they apply. Where does it say that the default is meatspace?Also ... do drugs that give you additional initiative dice translate to Astral/Matrix? I haven't seen anything to state otherwise, but I never really thought about it.Unless something specifically says it adds to Astral or Matrix initiative they don't. But I don't see why such a thing couldn't exist.