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> How do I get more than 1 inititive pass, (Rules question for a newbie)
Grimreaper500
post Sep 2 2008, 01:32 PM
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Same as title, any help woud be really useful thanks in advance all.
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deek
post Sep 2 2008, 01:36 PM
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Several ways:

1) Wired Reflexes (cyber or bio-equivalent)
2) Magic enchancement
3) Combat Drugs
4) Spending a point of Edge

I'm sure that some addtiional info will come on this, but in a nutshell, those are the ways to increase your IP.
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Tarantula
post Sep 2 2008, 02:53 PM
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synaptic boosters, move by wire, going into VR (cold or hot sim), submersed technomancer with biowire and acceleration, increased reflexes spell, improved reflexes adept power.

I think thats about it.
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paws2sky
post Sep 2 2008, 03:08 PM
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Astral projection too.

-paws
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Rasumichin
post Sep 2 2008, 03:23 PM
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In addition to all that has been said, i'd like to add the simsense booster implant, posession by a spirit and infection with some strains of the HMHV virus.
Combat drugs that provide additional IPs are cram, jazz, kamikaze and K-10.

Various critters, all spirits and AIs have additional passes as well.

These increases tend not to be cumulative and unless it is explicitly noted, nothing gives you more than 4 IPs (and in the rare cases where you get a fifth one, it applies only in VR).
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Mr Clock
post Sep 2 2008, 03:57 PM
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Question on that: a technomancer with the Overclocking echo (+1 Initiative Pass in VR) on cram. Still limited to four passes, right? I just ask because I've recently kicked a Dissonant's ass when he interfered with our job, but there's every chance we'll see him again and I need to know.
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Tarantula
post Sep 2 2008, 04:05 PM
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Yes, still limited to 4 passes.
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Jaid
post Sep 2 2008, 04:34 PM
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QUOTE (Mr Clock @ Sep 2 2008, 10:57 AM) *
Question on that: a technomancer with the Overclocking echo (+1 Initiative Pass in VR) on cram. Still limited to four passes, right? I just ask because I've recently kicked a Dissonant's ass when he interfered with our job, but there's every chance we'll see him again and I need to know.

cram cannot boost him to 5 passes, but there is an additional technomancer echo that can give him a 5th initiative pass in VR. there is also a piece of tech that can do the same for hackers who have a simsense booster, so the number of IPs shouldn't be a concern really... it's far easier for a hacker to get 5 than it is for a technomancer.
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Angier
post Sep 2 2008, 04:46 PM
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Don't forget that you can spend Edge to get initiative passes.
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CanRay
post Sep 2 2008, 04:54 PM
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Bribe the GM.

...

What?
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hobgoblin
post Sep 2 2008, 04:59 PM
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QUOTE (Angier @ Sep 2 2008, 06:46 PM) *
Don't forget that you can spend Edge to get initiative passes.


but those still max out at 4, right?
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Tarantula
post Sep 2 2008, 05:18 PM
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Yes, one extra pass up to 4 tops.
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hobgoblin
post Sep 2 2008, 06:01 PM
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except for a VR only TM echo, as it explicitly states that its a exception from the rule...
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Grimreaper500
post Sep 2 2008, 08:47 PM
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Thanks all, it helped me lots, I hope it helped others just as much as it helped me.

(Made you all remember the basics (IMG:style_emoticons/default/wink.gif) )



Thanks all



-The Reaper-
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