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mmu1
Some comments made in the various discussions about reaction enhancement cyberware have caused me to wonder:

1. What is the PRIMARY reaction-boosting 'ware you have? (there are not enough poll questions available to ask about all the combinations of cyber and bio possible, obviously)

2. If you routinely go beyond, say, 10-12 Reaction and 3d6 initiative, do you skimp on all other cyber to have enough Essence? Or do you pay for higher cyberware grades, and if so, how? Meaningful improvement post-chargen of a character with a lot of reaction enhancement tends to require millions of nuyen.gif

IMPORTANT NOTE: Please only post answers for your characters designed as combat specialists, so the results don't get skewed by jacks of all trades with low-end reaction enhancement cyber. I'd like to get an accurate idea about the various sams and mercs out there.
Mortax
When I play magically active PCs, which is a lot, I go either bioware or magic to aug my speed.

When I do go cyber, I go all out, but that's rair.
Tanka
Generally, either I nab Wired 2 or Boosted 1. If I really need the Essence, I'll grab Synaptic, but that's really, really rare.

Reaction Enhancers are taken only if I'm making a speed demon.
Mark McCrea
I either go wired reflexes 2, or 3 if speed is required for the character.

Most of my players have wired 2 if they have anything.

For adepts that need speed I go Increased reflexes 2, or 1, 3 is a bit expensive to start with.

On some character boosted reflexes and synaptic accelerator 2 to get a similar run on wired 3, but at lower essence cost.

Heading for a sustaining focus, and increased reflexes spell on my mage.

- - - - - - - - - -
Just a Random Though for the Day. cyber.gif
Garland
If I'm making a street sam, it's Wired all the way; I voted Wired2 since that's my starting choice. I like the hard edge that the idea of Wired has, and it seems more aesthetically appropriate to a chrome-god sort of character.

If I'm making a face or something, it's Boosted. I've always had a soft spot for "poor man's Wired."
Vuron
Focusing exclusively on technological enhancements I'd say most of the street samurai (or solos if you prefer that) in my games tend to rely on wired 2 as it's really where wired reflexes begins to shine over the boosted reflexes when you factor in cost to benefit.

Most mercenaries, ex military types etc tend to have boosted reflexes 3 as I assume that in the aftermath of the US collapsing in on itself most militaries are fairly cost conscious if they provide cyber enhancement at all. Granted that total screws most ex military concepts out of upgrade options wink.gif but I figure it makes sense within the setting.

I figure that most wired reflex owners and almost all move by wire freaks have managed to get that stuff through serious commitments to a corp or nation state that might feel the need to get thier money's worth (reflected by some flaw like hunted or day job). People that finance thier own implantation of high end cyberware are extremely rare in my campaigns.

Of course I tend to assume that anything in the greater than 1 essence range is hardly routine implant work even though the base setting calls for standard implants to be available in the local mall.

Bioware Reaction boosters are actually a bit more common I feel in my campaigns as they really fit in with the more mundane friendly settings that I try to establish however they are still limited to people that really want to blend in like secret agent types as let's be honest they suck on a cost/benefit comparison to boosted and thus would not be pushed by many corps.
Rev
Nowdays I tend to try to pimp out my reaction and combat pool, and don't really care much about init dice. I find that winning suprise tests and always moving twice is good enough when I have plenty of combat pool. Leaves more room for other ware & really high linked attributes for skill improvement.

If I really want to make a one trick pony for combat I go the ridiculous body and armor route with just enough init to always go twice.

For a merc I also go with just enough to move twice.
Dawnshadow
Melee-adept just has improved reflexes 2.

Sam has boosted.. with a lot of non-canon stuff that he got with a couple windfalls. Experimental deltagrade stuff.

Strictly canon game? Don't know what I'd have gone with. Probably kept with the level 2 boosted.
torzzzzz
Enhanced articulation every time!

But move by wire is always good for a laugh


torz x biggrin.gif
Grinder
I prefer bioware, despite the fact that some chras of mine have cyber to enhance reaction. Depends simply on the char.
Cray74
QUOTE (mmu1)
1. What is the PRIMARY reaction-boosting 'ware you have? (there are not enough poll questions available to ask about all the combinations of cyber and bio possible, obviously)

Note: my group uses SR2 initiative.

Based on past habits, my default for a new non-magical combat character would be wired 2 and enhanced articulation. I like the solid performance, ease of upgrade, and low risk of being lobotimized by seizures. However, I haven't made a combat PC in a while. My two latest new PCs (decker and mage) lack real world initiative enhancement.

My current (rather veteran) combat PC has wired 1, enhanced articulation, and reaction enhancer 6, at beta grade. I plan to upgrade to wired 2 or so when I get a) the money, b) the karma to raise my Body to its target levels, and c) get rid of the titanium bonelacing and dermal sheathing. The character was conceived as a tank ("human as tough as a troll"), not a speedster.

QUOTE
2. If you routinely go beyond, say, 10-12 Reaction and 3d6 initiative, do you skimp on all other cyber to have enough Essence?


I don't routinely do that in chargen.

QUOTE
Or do you pay for higher cyberware grades, and if so, how? Meaningful improvement post-chargen of a character with a lot of reaction enhancement tends to require millions of nuyen.gif


Yes, it does require millions of nuyen. But every now and then IMGs, some run just delivers a really fat reward and a PC played long enough will end up with the cash to upgrade...or retire.
Kagetenshi
As you already know, I tend to go with a VCR-3 wink.gif

~J
mmu1
QUOTE (Kagetenshi)
As you already know, I tend to go with a VCR-3 wink.gif

~J

I'm sorry, but on this poll the only valid choice for "reneissance riggers" is "High-End Twinkage". nyahnyah.gif
Vuron
Oh and as to the second question alphaware wired reflexed with the reflex trigger is the preferred package and yes it pretty much sucks down a huge chunk of change at creation (and carries with it the a corp/nation/syndicate background and associated flaws plothooks) but it's actually doable at base without totally turning the character in to an inhuman monster (assuming you play with pretty hefty penalties to social interaction for low essence characters).

Wired Reflexes 3 and any version of MBW beyond maybe MBW1 will likely require significant GM interaction in developing a plothooks and flaws that will allow a character to have them and still be playable. Generally this will be something like having beta wired 3 or beta MBW 2 or 3 and heinous numbers of enemies, crazy hunted rating and limited lifespan. In essence the cyberware implants become critical lifechanging events for the characters backstory. They remain playable but it's an immense tradeoff of power vs consequences.
Kagetenshi
QUOTE (mmu1)
QUOTE (Kagetenshi @ Mar 29 2005, 02:40 PM)
As you already know, I tend to go with a VCR-3 wink.gif

~J

I'm sorry, but on this poll the only valid choice for "reneissance riggers" is "High-End Twinkage". nyahnyah.gif

I went with "other", but if I could change my vote I would smile.gif

~J
Aes
Synaptic accelerator all the way. Expensive, yes, but worth it for the reduction of essence costs and the fact it's a "natural" boost. No twitchyness to give my character away biggrin.gif
psykotisk_overlegen
Most of my players seem to go for Boosted reflexes for their combat chars.
But I'll think my next combat char will go Wired 2.

Twitchiness is the sign of alertness damnit! If you're going for Synaptic Accelerator your team might think you're lazy...
Mortax
QUOTE (psykotisk_overlegen @ Mar 29 2005, 06:22 PM)

Twitchiness is the sign of alertness damnit! If you're going for Synaptic Accelerator your team might think you're lazy...

The better to lull you're enemy into a false sense of security!
psykotisk_overlegen
QUOTE
QUOTE (psykotisk_overlegen @ Mar 29 2005, 06:22 PM)

Twitchiness is the sign of alertness damnit! If you're going for Synaptic Accelerator your team might think you're lazy... 


The better to lull you're enemy into a false sense of security!

If you actually let your enemies take a look at you before they fall bulletfilled to the ground your reflexes are inferior and ought to be wired.
Vuron
QUOTE (psykotisk_overlegen)
QUOTE
QUOTE (psykotisk_overlegen @ Mar 29 2005, 06:22 PM)

Twitchiness is the sign of alertness damnit! If you're going for Synaptic Accelerator your team might think you're lazy...


The better to lull you're enemy into a false sense of security!

If you actually let your enemies take a look at you before they fall bulletfilled to the ground your reflexes are inferior and ought to be wired.

Actually that should be amended to if your samurai doesn't routine fill random devil rats full of lead before he's fully aware of what he's doing then he's obviously not cybered enough.
psykotisk_overlegen
You sure is right there. Who needs devil rats anyway?
toturi
Adept - Improved Reflexes 2
Mage - Increase Reflexes 2 (edit: sorry) or Synaptic Acc
Mundane - Boosted 3 (Alpha) and Synaptic or Wired 2 with trigger (Alpha)

Enhanced Articulation for all.
Herald of Verjigorm
QUOTE (toturi)
Mage - Increase Reflexes 2 and Synaptic Acc

The spells do not work with any other increase to initiative dice.
toturi
It should have been or, not and. My mistake.
Kagetenshi
Does it not work with any, or does it simply not stack with any? I believe it's the latter, making that a legal and potentially worthwhile combination.

~J
Herald of Verjigorm
Well, in that case I agree. Conveniently, the spells still work with any non-cyber increase to reaction. Synaptic accel, trauma damper, and articulation make a great combo of bonuses for the wealthy mage-type and have less drawbacks than a single level of adept Improved Reflexes.
toturi
QUOTE (p194 SR3)
Increase Reflexes is not compatible with any other type of increase to a subject's initiative dice,...
DrJest
For physads, IR at 2 as a rule.
For mages, well, increase reflexes +3d6 is pretty much a no-brainer.
I haven't made a sammie in some time, and the last time I did was before I discovered the possibility of combining Boosted and a Synaptic Accelerator. I think that guy had Wired 2; these days I'd use the combo.
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