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#1
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Target ![]() Group: Members Posts: 90 Joined: 11-September 12 Member No.: 55,370 ![]() |
Is Wired Reflexes the only way to get more passes excluding Magic for non-matrix actions. I have been doing through my books but I am unable to find anything else so I turn to the people of the forums to aid me in my search. I would also prefer to avoid drugs.
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#2
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 8,515 Joined: 26-February 02 Member No.: 463 ![]() |
In the core rulebook there is also the bioware Synaptic Accelerator.
In Augmentation you get another cyberware option with the Move-by-Wire System. Bye Thanee |
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#3
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,801 Joined: 2-September 09 From: Moscow, Russia Member No.: 17,589 ![]() |
Spells, adept abilities, implants and drugs, that's it.
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#4
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 ![]() |
Spells, adept abilities, implants and drugs, that's it. Edge (IMG:style_emoticons/default/wink.gif) being Infected |
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#5
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,973 Joined: 3-October 07 From: Fairfax, VA Member No.: 13,526 ![]() |
Edge (IMG:style_emoticons/default/wink.gif) being Infected Being infected is a drug. It just has an infinite duration. (IMG:style_emoticons/default/smile.gif) |
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#6
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,018 Joined: 3-July 10 Member No.: 18,786 ![]() |
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#7
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Moving Target ![]() ![]() Group: Members Posts: 651 Joined: 20-July 12 From: Arizona Member No.: 53,066 ![]() |
outside of magic, there are 3 tech methods, & a few drug methods.
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#8
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 ![]() |
Cyborgs can get 5 passes.
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#9
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,389 Joined: 20-August 12 From: Bunbury, western australia Member No.: 53,300 ![]() |
With a big enough gun you don't need multiple initiative passes. A mini-thor is generally considered a big enough gun for most skirmishes.
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#10
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Moving Target ![]() ![]() Group: Members Posts: 315 Joined: 6-August 06 Member No.: 9,032 ![]() |
And now go rescue that hostage with a thor shot :->
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#11
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,389 Joined: 20-August 12 From: Bunbury, western australia Member No.: 53,300 ![]() |
And now go rescue that hostage with a thor shot :-> Sounds like how i play counter-strike (IMG:style_emoticons/default/smile.gif) |
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#12
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,018 Joined: 3-July 10 Member No.: 18,786 ![]() |
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#13
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,542 Joined: 30-September 08 From: D/FW Megaplex Member No.: 16,387 ![]() |
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#14
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 ![]() |
Technically, that's "anyone that uses VR can", but for most folks it requires at least one implant and often only on the Matrix.
Cyborgs can get 5 passes in meatspace, which is notable. -k |
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#15
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
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#16
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,542 Joined: 30-September 08 From: D/FW Megaplex Member No.: 16,387 ![]() |
Cyborgs can get 5 passes in meatspace, which is notable. Technomancers and Riggers who jump into drones now have 5 IP in meatspace also, which is the point I was trying to make. Riggers can get 5 Passes. It is questionable whether a Cyborg can benefit from the Cyber that allows that 5th Pass, unless it is being Rigged by a rigger (with the appropriate equipment), and not the CCU. Or it depends on the way you become a cyborg. The CCU leaves you at 0.1 Essence and only a brain, and while the rules specifically state that only cultured bioware should be allowed to stay, it is a small logical leap (albeit a logical leap and therefore a House-Rule) to allow any sort of brain-based 'ware to remain. |
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#17
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 ![]() |
Er, 1 base, 2 from hot sim, one from the commlink IP booster, one from the implant that is explicitly allowed to cyborgs (I think they may actually get it for free?)
5 passes. -k |
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#18
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
Er, 1 base, 2 from hot sim, one from the commlink IP booster, one from the implant that is explicitly allowed to cyborgs (I think they may actually get it for free?) 5 passes. -k Except that the Implant is not explicitly allowable for Cyborgs, as ALL Cyberware has been romoved, to make room for the CCU implementation. AS Neraph indicated, it is a Houserule that allows the cyborg to keep the relevant Cyberware for that 5th Pass. And since that Relevant piece of 'Ware is .5 Essence, well, you die on implantation (Essence drops to -0.4). *shrug* (IMG:style_emoticons/default/smile.gif) |
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#19
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 ![]() |
Except it's not a house rule, for the specific implant in question. It's RAW, explicit and specific.
Augmentation, page 163, Cranial Containment Unit: "The device incorporates an onboard Response 4, Signal 4 commlink (which may be upgraded as normal, see p. 240, SR4) modified for hot sim, as well as a simsense booster (p. 37) and control rig (p. 331, SR4)." Part of the package of being a Cyborg. I repeat my assertion. Base 1 pass, Hot Sim VR +2 passes, Simsense Accelerator commlink modification +1 pass, Simsense Booster implant +1 pass. 5 passes. -k |
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#20
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
Except it's not a house rule, for the specific implant in question. It's RAW, explicit and specific. Augmentation, page 163, Cranial Containment Unit: "The device incorporates an onboard Response 4, Signal 4 commlink (which may be upgraded as normal, see p. 240, SR4) modified for hot sim, as well as a simsense booster (p. 37) and control rig (p. 331, SR4)." Part of the package of being a Cyborg. I repeat my assertion. Base 1 pass, Hot Sim VR +2 passes, Simsense Accelerator commlink modification +1 pass, Simsense Booster implant +1 pass. 5 passes. -k Would you look at that one. (IMG:style_emoticons/default/smile.gif) Read that multiple times ands still completely missed it. Thanks KarmaInferno. (IMG:style_emoticons/default/smile.gif) |
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#21
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,542 Joined: 30-September 08 From: D/FW Megaplex Member No.: 16,387 ![]() |
Except it's not a house rule, for the specific implant in question. It's RAW, explicit and specific. Augmentation, page 163, Cranial Containment Unit: "The device incorporates an onboard Response 4, Signal 4 commlink (which may be upgraded as normal, see p. 240, SR4) modified for hot sim, as well as a simsense booster (p. 37) and control rig (p. 331, SR4)." Part of the package of being a Cyborg. I repeat my assertion. Base 1 pass, Hot Sim VR +2 passes, Simsense Accelerator commlink modification +1 pass, Simsense Booster implant +1 pass. 5 passes. Yup. With a little work you can get a cyborg to crazy amounts of Initiative also (6 Response + 6 Intuition + 2 Hotsim + 6 Response Enhancer + 1 Custom Interface = 21, and an average of 26 rolled). |
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#22
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 ![]() |
At that point you could just take the 4/1 "buying hits" option instead of rolling, get a 24, and often STILL go first.
-k |
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#23
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,542 Joined: 30-September 08 From: D/FW Megaplex Member No.: 16,387 ![]() |
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#24
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
Yup. With a little work you can get a cyborg to crazy amounts of Initiative also (6 Response + 6 Intuition + 2 Hotsim + 6 Response Enhancer + 1 Custom Interface = 21, and an average of 26 rolled). My Cyberlogician's AI Girlfried has an Initiative of 25 IIRC. Would have to look. Of course, she only has 4 IP's (IIRC)... (IMG:style_emoticons/default/frown.gif) |
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#25
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 ![]() |
21/4, rounded down = 5. 5 + 21 = 26, which is what I used as my average. Yeah, but "averaging" isn't actually in the rules as a play option, whereas the 4/1 buying hits rules are. I ran across a Missions character doing that. He had a 25 Init, and used the Buying Hits whenever the GM allowed it instead of rolling all those dice. -k |
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