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Initiative Augmentation Options

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Rooks

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« Reply #45 on: <01-10-16/0816:04> »
meh if its one of those games I just take the +2d6 init booster then a dose of jazz

Hobbes

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« Reply #46 on: <01-10-16/1045:39> »

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.


Yeah, used cultured ware and Synaptic Boosters becomes quite attractive, even the level 2 stuff.  +2 Reaction, +2d6 for 142,500 and 1.25 Essence.  12 +3d6 initiative is a little low for a primary combatant, but for a secondary combat character it's a decent deal.

Whiskeyjack

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« Reply #47 on: <01-10-16/1818:44> »
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.

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.
Same. The extra is nice, but it's hitting diminishing returns with regard to number of passes.

And Improved Attribute is way too expensive for what it does.

meh if its one of those games I just take the +2d6 init booster then a dose of jazz
Drugs no longer implicitly stack with everything, per Chrome Flesh.
Playability > verisimilitude.

Hobbes

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« Reply #48 on: <01-10-16/2150:20> »
Drugs no longer implicitly stack with everything, per Chrome Flesh.

Mine own table went with "Nothing stacks unless it specifically says it stacks" and carried on.

gradivus

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« Reply #49 on: <01-11-16/0022:26> »
I stay away from drugs like the plague because I can so readily critical glitch a 15 DP... or at least it seems that way to me,

Therefore I don't usually worry about what stacks with drugs,

But since I just started my own PBP thread I guess I need to read up on it.
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kyoto kid

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« Reply #50 on: <01-11-16/0056:00> »
...well, in Missions, getting addicted to  Cram is pretty much not an issue.
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gradivus

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« Reply #51 on: <01-11-16/0233:49> »
...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.
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gradivus

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« Reply #52 on: <01-11-16/0237:22> »
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.
« Last Edit: <01-11-16/0241:19> by gradivus »
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ZombieAcePilot

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« Reply #53 on: <01-11-16/0239:30> »
...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.

Never use explosive ammo then. You'll have a bunch of busted guns and blown off fingers.

gradivus

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« Reply #54 on: <01-11-16/0241:58> »
I don't use explosive ammo.

not kidding.
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Hobbes

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« Reply #55 on: <01-11-16/1427:07> »
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.

gradivus

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« Reply #56 on: <01-11-16/1630:28> »
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.

Yeah mental slip, adrelaline boosts which is why I out in 'as many levels of... ...that you're crazy enough to buy'.  AdB[6] is 6 drain and not too many adepts start with an 18 Drain Pool but I guess a troll could get there.
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Hobbes

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« Reply #57 on: <01-11-16/1743:43> »
If you're okay with a 5 Magic, or prototype transhuman, a few levels of Damage Compensators goes a long way.  A decent body and will and the Stun comes back fast and combat is typically over in two rounds so you only take a few boxes.  It seems as though it would be pretty easily manageable, although I haven't had a chance to play a boost adept or see one played yet.  On paper it really seems workable.

Rooks

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« Reply #58 on: <01-12-16/0332:25> »
I also take slab from boston lock down 14 high paint tolerance downside is the low pain tolerance but at least you dont pass out when your stun track is full

Herr Brackhaus

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« Reply #59 on: <01-12-16/0655:22> »
Slab? That's a drug in Stolen Souls that chemically induces a coma (or some such):
Quote
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.

You're talking about Numb, right?
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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.