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> Maximum possible Initiative?, How fast can a player be?
LoseAsDirected
post Feb 16 2004, 06:03 PM
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Human with an Intelligence of 9, running on a deck with 3 points of reaction, a reality filter, running pure DNI.

Init 9 + 6d6 - Max of 45.
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Zazen
post Feb 16 2004, 06:04 PM
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QUOTE
Each attempt to learn that spell takes 100 days. How does that spell, then, *not* take years to learn? Millenia, even? (the single die probability for TN 100 is about 3.54x10^-13)


People do win the lottery. It happens.

So please note that my theoretical super-speed character made his roll (which is TN 200, BTW) on the very first try! ;)
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LoseAsDirected
post Feb 16 2004, 06:09 PM
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People win the lottery because millions of people play the lottery, which greatly increases the chances of the correct numbers being chosen.

Millions of people aren't trying to learn a Force 100 spell.
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Jason Farlander
post Feb 16 2004, 06:21 PM
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QUOTE (Zazen)
So please note that my theoretical super-speed character made his roll (which is TN 200, BTW) on the very first try! ;)

Indeed he did, and indeed the TN is 200 (Even better!!!)

Interesting idea for an edge:

Impossibly lucky bastard 50 or 100 pts

The character with this edge manages in some small way to manipulate destiny to his advantage. He can automatically succeed at any single action without having to roll, regardless of the TN. The 100 point edge allows one such roll every year.
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Zazen
post Feb 16 2004, 06:22 PM
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QUOTE
People win the lottery because millions of people play the lottery, which greatly increases the chances of the correct numbers being chosen.


I know :P

It's really moot because my guy DID make his roll, and on his very first try! If he feels the need to become faster in the future, he'll learn the spell again at Force 500.

A lucky guy, he is.
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RedmondLarry
post Feb 16 2004, 08:57 PM
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And once he makes his TN 1000 roll, he can spend a Karma Pool permanently to reduce the time.
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Zazen
post Feb 16 2004, 09:12 PM
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You're assuming he won't already have several successes to start with :P
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Jason Farlander
post Feb 16 2004, 09:32 PM
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Edit: Post withdrawn. Broke at least one rule.

This post has been edited by Jason Farlander: Feb 16 2004, 09:46 PM
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Bölverk
post Feb 16 2004, 11:21 PM
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QUOTE (Zazen)
It's really moot because my guy DID make his roll, and on his very first try! If he feels the need to become faster in the future, he'll learn the spell again at Force 500.

A lucky guy, he is.

And either way, he'll still get beaten by the guy with no enhancements whatsoever, but the Adrenaline Surge edge, who has the potential for infinitely high initiative, at no additional cost in Karma or time. :spin:

[edit]...And both of them will still lose out to the adept with Quick Strike.
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Shockwave_IIc
post Feb 17 2004, 09:29 AM
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The thing i find funny about Quick Strike (funny as in ammusing not in need of tweaking) is the faster his opponants go the faster he goes to the point that if his action was to sprint he would start and finnish his 33m dash before anyone (including mister im so fast i suffer friction burns) Practicly Teleporting!!
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DV8
post Feb 17 2004, 10:00 AM
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Why the fuck do these threads keep raking in so many replies? They pop up every once in a while and people furiously number crunch until they come to the conclusion that according to canon rules you can get an initiative of a blazillion d6 + google. The thread dies down again, only to come up two months later. Ad infinitum.
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Austere Emancipa...
post Feb 17 2004, 01:10 PM
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QUOTE (DV8)
Why the fuck do these threads keep raking in so many replies? They pop up every once in a while and people furiously number crunch until they come to the conclusion that according to canon rules you can get an initiative of a blazillion d6 + google. The thread dies down again, only to come up two months later. Ad infinitum.

Yeah. Let's discuss something useful instead.

So how about that Silvergun, eh?
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phelious fogg
post Feb 17 2004, 01:26 PM
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Personal Rule: After inititives are rolled, and player rolling more than 50 has to make a body test TN(Init-45) to resist a fatal heart attack.

Luckily I only had to use this rule once.
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toturi
post Feb 17 2004, 02:43 PM
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Come on, guys. Without these threads acting as a refresher every few months, we'll soon forget the many uber ways of screwing with the system. Unless we write a compendium of all the tricks and convince the moderaters to make it sticky.
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Echo
post Feb 17 2004, 03:45 PM
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just take the first strike adept power and you are the faster than the initiative 100+ supa dupa boosted cyberzombie...
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Siege
post Feb 17 2004, 04:32 PM
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QUOTE (DV8)
Why the fuck do these threads keep raking in so many replies? They pop up every once in a while and people furiously number crunch until they come to the conclusion that according to canon rules you can get an initiative of a blazillion d6 + google. The thread dies down again, only to come up two months later. Ad infinitum.

Boredom.

The same reason I was up til 4 in the morning figuring out how to add a combo box to an Excel spreadsheet to help me better calculate the different impacts of Standard, Alpha and Beta-ware on my body line. :grinbig:

-Siege
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cykotek
post Feb 17 2004, 04:41 PM
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There's an image...a sticky entitled "The Complete Idiot's Guide to Raping the SR System". "This new edition includes such ideas as 'how to combine adept and cyberware for the character who must be panzer-proof', and '5 simple rules to initiatives higher than my grandfather's age'".
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Prototype
post Feb 17 2004, 07:57 PM
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You also seem to be forgetting that you can be a physmage and get cyber/bioware thus allowing for some ludicrous combos.

Attribute Boost Quickness is the way to go. Combine that with Boosted III + Synaptic Accelerator + Adrenal Gland + Drugs + Spells, etc. and you are rocking!
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Shockwave_IIc
post Feb 17 2004, 08:00 PM
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And all you do is make me move that much faster....
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Kagetenshi
post Feb 17 2004, 08:11 PM
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QUOTE (DV8)
Why the fuck do these threads keep raking in so many replies? They pop up every once in a while and people furiously number crunch until they come to the conclusion that according to canon rules you can get an initiative of a blazillion d6 + google. The thread dies down again, only to come up two months later. Ad infinitum.

Because inside everyone is a little munchkin, waiting to be set free...

~J
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Stumps
post Mar 16 2004, 07:00 AM
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There's another issue here other than whether you can do this with the mechanics or not.

lets see...32+4D6
maximum initiative is 56.

That's 6 complex actions, or 12 simple actions.
One Round is 3 seconds.

Granted, I could probably pull 12 shots off with a pistol in 3 seconds if I REALLY tried with the right weapon.
On the other hand...

56-Shoots Grunt A twice
46-Drops pistol, and draws katana
36-Runs over to Grunt B
26-Slices Grunt B up with Katana
(23-somewhere around here a "normal" fast character would go.)
16-Throws Katana at Grunt C, and Draws pistol
06-Shoots Grunt C twice

All in 3 seconds?
good thing it's a game.
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nezumi
post Mar 16 2004, 01:07 PM
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FYI, those are 2nd edition rules. In 3rd edition, EVERYONE has a go once before your super-ninja chops everyone up. Its also worth pointing out that how far you move is your total movement divided by the number of initiative passes you have, so your guy with say a movement of 30 will only move 5 meters with each action.
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Austere Emancipa...
post Mar 16 2004, 02:00 PM
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I'm pretty sure you can get a bit more insane with MBW-4. Assuming you can get to an un-drugged initiative of 19+5d6 (Night One Exc/Bonus QUI, Toner-4, SupraT, Cerebral-2, QUI14/INT8), that's a maximum of 7 actions per CT already, and an average of 6. Adding just Jazz and Cram you get 21+7d6. Pitting Mr MBW (with Quickdraw) against the "normal fast character" above in some Grunt Killing Madness:

I(63)-MBW shoots Grunt A twice
I(23)-NFC shoots Grunt B twice
I(63)-MBW shoots Grunt C twice
II(53)-MBW shoots Grunt D twice, drops revolver
II(13)-NFC shoots Grunt E twice
II(53)-MBW runs towards Grunt F, draws new revolver, shoots Grunt G twice
III(43)-MBW runs towards Grunt F, shoots Grunt H twice
III(3)-NFC shoots Grunt I twice
IV(33)-MBW runs towards Grunt F, shoots Grunt J twice, drops revolver
V(23)-MBW runs up to Grunt F, draws katana and slices him to pieces
VI(13)-MBW sheathes the katana, starts looting corpses
VII(3)-MBW is still looting corpses
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RedSunOfKrypton
post Mar 16 2004, 04:21 PM
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How fast would a 60 grade initiate adept with a quickness of 60 be able to run?
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Cain
post Mar 16 2004, 06:34 PM
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QUOTE (RedSunOfKrypton)
How fast would a 60 grade initiate adept with a quickness of 60 be able to run?

Lessee... A grade 60 initiate probably has an athletics skill of at least 8, so he's likely to roll 4 successes on an Athletics test to improve his quickness for running. So, assuming a human without kid stealth legs or cyberskates, he's going to go 64 x 3 = 192 meters per turn. (Meters/turn)*0.75 = MPH, so he's running about 175 miles per hour. Oh, and if he's a shamanic adept of Horse, he might have taken the Movement power as a metamagic; assuming an essence of 6, he'd be travelling at slightly over a thousand miles per hour, or Mach 1.25.

...

Well, you *did* ask. :oops:
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