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.
     
     
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