| Physical Adept Powers | ||||
|---|---|---|---|---|
| Name | Cost | Notes | ||
| Blend In\Stand Out | 0.7500 | tss.4:One power can be used either way. Use counts as sustaining a spell but is not evident in astral. | ||
| Commanding Voice | 0.5000 | sta2.64:Adept can speak a Command with three or less words. Opposed test between adepts Charisma and opponents Willpower. If the adept wins the opponent is either distracted or obeys the command (GM). | ||
| Traceless Walk | 0.5000 | mits.151:An adept with the traceless walk power can move over soft or brittle surfaces such as snow, sand, or thin paper without leaving any visible traces or noise. | ||
| Thermal Chameleon | 0.5000 | tss.12:Heat radiated from the adepts body becomes similar to it's surroundings. TN for perception tests to find adept with thermal vision/sensors get +1 per level. | ||
| Smashing Blow | 1.0000 | mits.151:Smashing blow allows an adept to focus magical energy into a devastating strike designed to smash through barriers. | ||
| Penetrating Strike Level 1 | 0.7500 | sta2.67:An adept can bypass a target's impact armor. Cannot be used with Distance Strike. | ||
| Magical Power(Path:Magician) [2] | 2.0000 | mits.022:MagicLevel=Total | ||
| Living Focus | 1.0000 | sta2.67:Adept can sustain a spell cast at him. | ||
| Nerve Strike | 1.0000 | mits.150:Nerve strike allows an adept to inflict damage that effects a targets nervous system . . .Every two net success reduces quickness by one. If targets quickness is reduced to 0, the target is paralyzed. | ||