What is the power of TLE-x?
TLE-x has a power of 5.How do you resist that power?
By the standard disease/toxin/pathogen rules, you resist using you Body.
That said, there is some ambiguity in the TLE-x entry and the drug AEXD entry. The drug mentions adding 3 dice to your Body+Willpower test to "resist developing TLE-x." The TLE-x entry only mentions making a Body+Willpower test to avoid a seizure (meaning you already have TLE-x) and states that AEXD only works until onset of the disease.
This gives us a credible reason to allow resistance using Body+Willpower to help reduce the high power of the disease.
I either case (Body or Body+Willpower) a character that is taking his regular doses of AEXD gets a +3 to his resistance test.How often do you resist that power?
Hazy at best on a first read. The drug must be taken every week. That doesn't necessarily mean that the disease must be resisted every week. The only other time referred to in either entry is "stressful situations" but making a player resist the disease onset in every stressful situation seems heavy handed for a combat aug. Between the two, I think most GMs would go with per week.How much of that power do you have to resist to not get TLE-x?
As with all diseases, pathogens and toxins, you must resist all five of the power in order to not develop TLE-x. This means that on average you will need 15 dice. With the drug that means you need an average of 6 in both attributes (or 12 in body if your GM doesn't agree with the Body+Willpower ruling) to have an average chance of resisting the disease.What happens when you don't resist enough of that power?
You gain TLE-x. Congratulations. Whenever you're in a stressful situation and the GM decides it's applicable, you make a Body+Willpower(3) Test to avoid flopping around like a fish.So where does this leave us?
TLE-x is a _possible_ consequence of MBW. It is not guaranteed in 4th edition.
Not guaranteed no, but it is a possible
and probably consequence of MBW going strictly by the rules.
It is not said that it is a high frequency rate side effect of MBW, just that they are more likely to cause it than other ware.
"(typically the result of excessive cyberware implantation,
especially move-by-wire implants)" TLE-x is typically gained from heavy cybernetic augmentation. It's "especially" gained from MBW. It is heavily implied that MBW is a leading cause of TLE-x. Ignore as you wish, but past fluff and current rules both imply this heavily.
Augmentation Addict, Biosystem Overstress, Buggy Ware, Cyberpsychosis, High Maintenance Implant, Implant Induced Immune Deficiency, Mystery Mod Noise etc could all happen to a character after creation, however they aren't automatically applied.
TLE-x isn't automatically applied. There is a resistance test. It's a heavy handed and unlikely to succeed at resistance test, but it is there. It's so likely to
not be resisted that players should be warned ahead of time that it will, by probability, be developed in a MBW character.
I don't know of any groups who are willing to run with that, but now that it's been brought into the spotlight, I kinda do. Very Verhoeven.
I believe this is where most have been coming from.
If the group is not playing with pathogen or disease rules to begin with, then no, there is no chance of developing TLE-x since it uses those rules. The OP wanted to know about the consequences and how they occur. If he's using those rules, that's how it occurs.
That isn't the case. It is merely a GM who does not wish to stick a player with a debilitating condition such as that without first consulting with the player and getting their cooperation and permission to do so. This is a VERY good thing.
No one has suggested not talking to the player first. I believe he has stated, repeatedly, that talking to the player before implantation would be his method of choice. No one is saying that tossing the pathogen rules out is a horrible thing to do, we've just been pointing out that if they are used, TLE-x is a very probably outcome from MBW implants.