Adepts:
Way Focusing
The Ways give room for Adepts to have an idea of how they can progress. An
Adept, when he Initiates, may choose to focus on one particular category of
powers. This is called Way Focusing.
An Adept that follows a Way Initiates has the standard x3 modifier Karma-wise;
his bonus is that he can take any and all of the Adept Powers. An Adept can
instead Way Focus and use a x2 modifier; his bonus is that he can become more
powerful faster, the disadvantage being that he can only spend the Power Points
for this kind of Initiation on one particular category of powers.
For Example – Johnny A’Depp, an Adept of the Artist’s Way, has got enough Karma
to Initiate. Instead of using standard Initiation, he decides he want to do some
Way Focusing. The category that he can Focus in is Perception. He Initiates,
paying 12 Karma (instead of 18 Karma). With the Power Point he gains from
Initiation, he can only spend it on the Perception category abilities. He
decides to take Empathic Sense and Magic Sense.
There are 7 categories the existing powers, one of which has three
subcategories. Some powers fall into more than one category.
ATHLETICS - Attribute Boost (Quickness), Flexibility, Freefall, Great Leap,
Improved Ability (Athletics), Improved Physical Attribute (Quickness).
COMBAT
(Offensive) - Attribute Boost (Strength), Delay Damage, Distance Strike,
Improved Ability (most of them), Improved Physical Attribute (Strength), Killing
Hands, Missile Mastery, Nerve Strike, Quick Draw, Quick Strike.
(Neutral) - Blind Fighting, Combat Sense, Improved Reflexes, Sixth Sense,
Smashing Blow.
(Defensive) - Attribute Boost (Body), Counterstrike, Improved Physical Attribute
(Body), Missile Parry, Mystic Armour, Pain Resistance, Rooting.
MAGIC – Magical Power.
PERCEPTION - Astral Perception, Blind Fighting, Empathic Sense, Enhanced
Perception, Improved Sense, Magic Sense, True Sight.
RESISTANCE - Attribute Boost (Body), Body Control, Improved Physical Attribute
(Body), Iron Will, Magic Resistance, Pain Resistance, Rapid Healing, Spell
Shroud, Suspended State, Temperature Tolerance.
SPIRIT - Astral Perception, Empathic Sense, Iron Will, Magic Resistance, Magic
Sense, Spell Shroud, True Sight.
STEALTH - Delay Damage, Improved Ability (Stealth), Traceless Walk.
These are the categories that each Way may Focus in:
The Artist’s Way – Perception.
The Athlete’s Way – Athletics.
The Invisible Way – Stealth.
The Magician’s Way – Magic.
The Spirit Way – Spirit.
The Totem Way – Varies according to Totem.
The Warrior’s Way – Combat.
Adept foci are foci that can only be bonded by Adepts. Each Force point grants 0.25 points of Adept Powers to the Adept. These Powers, however, are not chosen by the Adept, but, rather, are already set in the foci. Usually, the foci's form is appropriate to the Adept Power(s) granted.
Foci |
Availability |
Cost |
St. Index |
Bonding Cost |
Adept Focus | 6/72 hrs | Force x 105,000¥ | 2 | 5 x Force |
Astral armour foci are magical armour, that work only in astral space. Any Awakened character can bond and use an astral armour focus. When in astral space, an active astral armour focus adds it's Force to its owners armour rating.
Foci |
Availability |
Cost |
St. Index |
Bonding Cost |
Astral Armour Focus | 8/72 hrs | (Force x 100,000¥) + 250,000¥ | 3 | 4 x Force |