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> Initiative, How fast can you go?
Shockwave_IIc
post Oct 5 2003, 05:15 AM
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The fastest runner (as in sprinter) without magic, you would be best to work off a base of a ghoul with kid stealth legs.

running multiplyer x5.
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Kagetenshi
post Oct 5 2003, 05:38 AM
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Why ghoul?

~J
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Raptor1033
post Oct 5 2003, 06:04 AM
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cause they have a +1 to their running multiplier, quick'uns they is. but would getting cyber legs replacing their current ones get rid of the natural plus?
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Kagetenshi
post Oct 5 2003, 06:06 AM
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I knew about the +1, but I'm pretty sure the cyberreplacement voids that. I was wondering if there was something else.

~J
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Playing Games
post Oct 5 2003, 06:18 AM
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The costs listed in the book do not represent how much money the coprs pay for the cyber ware.

Look at cars. How much does it really cost to make a brand new car? Do you think a car takes more than one tenth of what you pay for it to make it?Areses made Move-by-wire systems do not cost Ares 25,000,000.I think would be better say that it costs them closser to 250,000. Why do they charage so much forit?Simple, they can. What are you going to do?Not buy it?Big deal.
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sidekick
post Oct 5 2003, 06:22 AM
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QUOTE (Rice Bowl)
Sidekick:
1/ muscle toner grants maximum bonus of +4 (M&M p67), same for muscle augmentation.
2/ regarding reaction enhancer, you cannot stack more than 6 levels

well I'll be a monkey's uncle, you are a correct sir.
::bows before Rice Bowl's superior rulez skillz::

Juicing up on Jazz, kamikaze, Nitro, and Cram is also a good way to speed things along. Sure coming down is a b!tch but for 1D6x10 minutes you are on fire.
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Kagetenshi
post Oct 5 2003, 06:38 AM
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Actually, it's entirely possible that MBW-4 actually costs close to 25 million. After all, these aren't items that tend to be sold for profit.

~J
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Fygg Nuuton
post Oct 5 2003, 09:10 AM
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unless souls are very profitable...
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Shanshu Freeman
post Oct 5 2003, 11:22 AM
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QUOTE (Fygg Nuuton @ Oct 5 2003, 09:10 AM)
unless souls are very profitable...

:vegm:


muhuhuhahahahahaaaaaaaaaaaaa!!!!!!!!!1111111oneeleventy


QUOTE
I knew about the +1, but I'm pretty sure the cyberreplacement voids that. I was wondering if there was something else.

~J
well, you lose racial bonuses when you get cybereyes, so I think you would here too.
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Shockwave_IIc
post Oct 5 2003, 02:56 PM
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QUOTE (Shanshu Freeman)
QUOTE
I knew about the +1, but I'm pretty sure the cyberreplacement voids that. I was wondering if there was something else.

~J
well, you lose racial bonuses when you get cybereyes, so I think you would here too.

Quite likely, tho i wouldn't argue with a GM that ruled that way, i've seen nothing canon to support it which is why i meantioned it
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D.o.d.d.
post Oct 5 2003, 03:54 PM
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By the way, gents, I hate to be the bearer of bad news, but reading above I saw Rice Bowl associate running speed with initiative. (And I know it's more than just him that does.) While it IS, in a few crutial respects, YOU DO NOT get to move your full running every action.

I know, by book defination, what I say is wrong. However, I wish to call in a point from the Offical Errata, under "Can a character change the type of movement within his or her own Combat Phases?"

QUOTE
...Gamemasters may, of course, choose to bend the rules and allow characters to switch movement modes each Combat Phase, but be warned that this creates additional complexities with target numbers and the exact distance that can be moved each phase. ...


After reading the errata, re-reading the rule, and so forth, my group generally agreed that you could move any portion of the movement at any time during the round, but you were still limited to the maximum of your movement during the whole combat round.

There is a bonus, however, to high initiative, which rice bowl did point out. Athletics tests. So he is still right.

The Official SR Faq
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BlackSmith
post Oct 5 2003, 05:05 PM
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QUOTE (D.o.d.d.)
After reading the errata, re-reading the rule, and so forth, my group generally agreed that you could move any portion of the movement at any time during the round, but you were still limited to the maximum of your movement during the whole combat round.

...and this is how it has always been.
no errata or anything needed.

you can walk only your quickens woth of metersin one phase regaldes of how many turn you got.
having more turns does not increase your number of actions you can take.
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sir fwank
post Oct 5 2003, 05:18 PM
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if you are talking about running speed, our concept character quickster can get around i think like 80m/turn without a test. but he is built entirely for running, so don't expect much else.
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FlakJacket
post Oct 5 2003, 07:47 PM
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Are you allowed to use any type of exotic race or metavariant? 'Cause if so, I'm fairly sure that Drakes start out with a +1 to reaction and 2D6 initiative modifier. Although I can't remember if they got their bonuses in human form as well as drake form now. Bugger. :/
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snowRaven
post Oct 5 2003, 08:25 PM
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Initiative-wise, dice aren't necessarily the way to go - this design is to acheive the highest minimum initiative (and possibly one of the highest - if not the highest total)

Night One with Exceptional Quickness and Intelligence (Q 9(max13), I 7(max10), R 8 + 1D6)

Gene Therapy (BI 0.9) (Q 9(max14), I 7(max10), R 8 + 1D6)
Phenotypic Alteration (Quickness)
Erythropoietin (+2 dice for all athletics tests)

Bioware (BI 4.7) (Q 14(max14), I 9(max10), R 13 + 1D6)
Cerebral Booster 2
Enhanced Articulation
Suprathyroid Gland
Muscle Toner 4
Synthacardium 2

Cyberware (E 2.45) (Q 14(max14), I 9(max10), R 25 + 4D6)
Reaction Enhancers 6 (delta) 0.9
Wired Reflexes 3 (delta) 2.5
3 Reusable AutoInjectors (delta) 0.15
(Cram, Jazz, Psyche)

With above mentioned drugs, attributes and initiative increase to this:
(Q 16(max14), I 10(max10), R 28 + 6D6)
As far as I know, there is nothing canon that says you cannot combine drugs and cyber/bio benefits. It can be argued that Quickness still can't go above racial maximum, however - in this case leave Quickness at 14 and lower Reaction to 27.

On top of this, you can also have the character use Spirit Strength Magixal Compound - this gives him Enhanced Quickness, Enhanced Movement(multiplier of 5) and Enhanced Reactions critter powers (among others), for a final result of: (Q 18(max14), I 10(max10), R 29 + 7D6)

If you don't care about biosystem overstress, add an Adrenal Pump 2 and push the final reaction value up to 33, and if you don't care about ading more harmful drugs, pump in a dose of Novacoke(+1 R) and a dose of Kamikaze(+1D6) - all this gives you a minimum initiative of 47, and a maximum of 78(!!!)
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Fygg Nuuton
post Oct 5 2003, 08:39 PM
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that is perverted!

I likey :eek:
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BlackSmith
post Oct 5 2003, 09:29 PM
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...and after your hyper dumper iniative that you use to get your super duper guns up and running, your going to die after that adept troll hits you with his crappy 3+1d6 iniative.

life is unfair for default.
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snowRaven
post Oct 5 2003, 10:05 PM
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Drakes only get those bonuses in Drake form.

In theory you could SURGE my abomination above, to add another level of exceptional quickness and some satyr legs (for a +1 to reaction and another point in movement multiplier)

And while you're at it, why not go full out an make him/her a high-level initiated magician adept - buy Quick Strike and some levels of Improved Athletics, and maybe some Sixth Sense and Combat Sense 3 to boost combat pool and make it virtually impossible for the character to be suprised.

Initiate Grade 11 should do - Magic Power 6 (4.5), Quick Strike (2.25), Combat Sense 3 (2.25), Sixth Sense 5 (1.00), and Improved Athletics 5 (1.00) - all geased to city or something approperiate) for a total PP cost of 11. Add Centering and Quickening for the two remaining magic points. The virtual magic rating is of course 6 (magic 11, -5 from bioware(no Adrenal Pump on the adept!)) meaning he can use 6 points of his powers at once. For spells, choose Deflect, Increase Cybered Intelligence, Increase Cybered Willpower, and Combat Sense all at Force 6. Quicken all of them (or use sustaining foci or elementals) and you 'should' be able to add another two to intelligence (for yet another point of reaction), 3 to Willpower and add some points to your combat pool (about 6, half of which can only be used for dodging) finally add Lightning Reflexes 3 - this would result in a character with approximately these values:

B 5
Q 15 x 4 (18 x 5)
S 5
C 3
I 9(12)
W 7(10)
E 2.45
M {11} 6
R 26 (31) (can roll up to 60 dice in surprise situations...)
INIT: 26+4D6 (31+8D6)
Combat Pool: 18 (26(plus 3 dice for dodging only))
Athletics: 6(15)
Running: 8(17)

and some other skills and such, of course...

:wobble:
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Rice Bowl
post Oct 5 2003, 10:38 PM
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QUOTE
By the way, gents, I hate to be the bearer of bad news, but reading above I saw Rice Bowl associate running speed with initiative. (And I know it's more than just him that does.) While it IS, in a few crutial respects, YOU DO NOT get to move your full running every action.


D.o.d.d.:

Not having dear English as a mother tongue, but speaking fluently a few else, I would be most interested to learn from you which of my posts let anyone infer what your above quote is alluding at.

Then I beg to differ to your rules understanding.

Movement allowed for each of your actions is:
Overall round movement / number of action phases the character gets.

So, a 20m/rd movement with a 31 Init character can move up to 5m/phase.

Sorry, you and your group are wrong to infer from the rules that you can split your movement in whatever way you like.
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Fortune
post Oct 5 2003, 11:38 PM
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QUOTE (snowRaven)
Night One with Exceptional Quickness and Intelligence (Q 9(max13), I 7(max10), R 8 + 1D6)

You round up when calculating Maximum Attribute ratings in Shadowrun, according to canon. The correct maximums would be a Quickness of 14 and an Intelligence of 11. :)
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D.o.d.d.
post Oct 6 2003, 12:07 AM
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144 m/ a turn is from wince I got that, rice bowl.
And as far as me being the only one to do that, I've corrected people RUNNING tornments on it. The wording and placement of phrases in early third edition let to that.

And, the way the rule is written, and the way the errata is said, you state at the begining of your turn what movement type you are doing. You can then move that far during your turn. You do not have to break it down into phases.

(Edit note: If I am stumbling around a bit on some of these points, take pity on me. The editor quit, I got a promotion and sleep deprived.)
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Rice Bowl
post Oct 6 2003, 05:09 AM
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QUOTE
144 m/ a turn is from wince I got that, rice bowl.


Check the example I gave.
Average un-modifed athlet can run 24m/rd and under help of a nature spirit (with Force 6)'s power Movement, sees his movement multiplied by 6 (i.e.: 144m/rd).
Easy.

Note also from same example, in the case of the super fast enhanced elf running at 63m/rd, if he were to be helped by the same spirit, he would run: 378m/rd!!!

Of course, the morale is: pass the gas station, go to the fetish station.
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DR.PaiN
post Oct 6 2003, 08:02 AM
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The fastest character would prolly be a Nightone with exceptional quickness as an Adept with improved quickness, and then strap on the vampire template and go go go.
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Rev
post Oct 6 2003, 04:52 PM
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Some ways to help a running cyber charachter (some of which have already been mentioned):

So yea, all the quickness cyber & bioware (including move by wire) you can use.

Move by wire 1: +1d athletics.
Kid Stealth: +1 running mult.
Cyberskates: 6 running mult (can be retractable too).
Synthacardium-2: +2d athletics.
Enhanced articulation: +1d athletics.
Hydraulic Jacks-5: +5 running dice
Reflex recorder athletics/running: +1d
Enhanced lung volume 1-3: -1-3 fatigue t#s

That gives you a running mult of 4-6 (depending on the surface) and up to 10 bonus running dice (though perhaps you can only use up to your skill in bonus dice).

The main problem with the kid stealth legs is that with the incredibly lame cyberlimb rules you are better off just keeping regular human legs and pumping your quickness. The cyberlimbs are very tough to get over 7 quickness while the regular limbs can easily get to 10 (and 7x4 = 21 (edit: or maybe its 28 heh) while 10x3 = 30). The skates and jacks you can put in a cyber lower leg, helping to keep up your average quickness while still being able to jump twice as far and high.

I don't think you can get it all for one million newyen.
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Siege
post Oct 6 2003, 05:52 PM
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Also the SoTA protein treatment for +2 athletics dice.

And yeah, ghouls are fast...because the slow ones get turned in for the bounty.

-Siege
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