For the arguably most point saving Way, the Warrior's Way, the new power is called 'Swift and Terrible'.
QUOTE
Swift and Terrible
Cost: 0.5 per level
Warrior’s Way Adepts Only
Warrior cultures around the world glorify in crushing foes in
close combat, and adepts with this power are emboldened toward
greater victory or are more swi ly able to reposition tactically every
time they best a foe. For every enemy combatant beaten in close
combat (be it armed or unarmed) during a single combat round, apply
a +1 to the adept’s Initiative attribute (to a limit of levels taken in this
power) for the next round only.
Cost: 0.5 per level
Warrior’s Way Adepts Only
Warrior cultures around the world glorify in crushing foes in
close combat, and adepts with this power are emboldened toward
greater victory or are more swi ly able to reposition tactically every
time they best a foe. For every enemy combatant beaten in close
combat (be it armed or unarmed) during a single combat round, apply
a +1 to the adept’s Initiative attribute (to a limit of levels taken in this
power) for the next round only.
Is it just me, or is this power completely useless? A boost to Initiative Attribute has virtually no effect in combat. Best case scenario, your adept went last in sequence, then after dropping a few, he starts going first in sequence. This seems like a totally worthless power to me. Someone show me what I am missing.
Combat Sense gives a constant +1/rating bonus to all defensive tests, and adds to reaction for surprise tests. This is a nice power, and costs the same as swift and terrible. In the spirit of Combat Sense, our gaming group has decided to houserule Swift and Terrible. Now instead of getting +1 initiative per rating per enemy dropped, it now awards 1 combat pool per rating/enemy dropped. This is an expendable pool that can be used for defense or attack.
When a player was selling this idea to me he used Equilibrium as an example. The scene where Bale's character gets in a sword fight with 5 guys and drops them all, then reflexively deflects a bullet with his sword at the end. The idea being that with momentum, or through going deeper and deeper into a fighting Zen, the Adept draws upon their innate magic and focus to perform amazing stunts.
This power seems very reasonable to me. A runner is unlikely to drop more than two or three opponents throughout a fight, which does not add up to alot of dice. (significantly less than just using combat sense every time they are attacked), and fixes a really useless new power from the Adept book.
Please share your thoughts!