Adept
Powers
Astral
Perception
Cost: 1
This power allows the adept to bridge the gap between the
physical and astral realms and “see” into the astral plane. Adepts with this
power follow all the normal rules for astral perception.
Attribute Boost
Cost: .25 per level
You can call upon your inner strength to perform amazing
feats beyond your normal abilities. Attribute Boost must be purchased for a
specific Physical attribute: Agility, Body, Reaction, and Strength (separate
Attribute Boost powers may be bought for different attributes). It cannot be
purchased for a Mental or Special attribute.
To gain the boost, make a Magic + (Attribute Boost) Test.
Each hit on this test boosts the attribute by 1. The boost lasts for a number
of Combat Turns equal to the twice the number of hits generated.
When the boost runs out, you must resist Drain equal to
the Attribute Boost rating using Willpower + Body; each hit reduces the Drain
Value by one. Attribute Boost Drain is Stun damage.
The attribute bonus from Attribute Boost is not
compatible with any other attribute augmentations, whether from implants or
spells, with the exception of the Improved Physical Attribute adept power.
Combat Sense
Cost: .5 per level
Combat Sense provides an instinctive sense about an area
and any potential threats nearby. The character gains one die per level for
Reaction on Surprise Tests and when defending against ranged and melee attacks.
Critical Strike
Cost: .25 per level
This power uses magic to increase the Damage Value of
your unarmed attacks, as you strike with more proficiency and power. Each level
of Critical Strike increases the character’s Damage Value in unarmed combat by
+1. Critical Strike may be used with Killing Hands, and may also be used in
astral combat. The use of Critical Strike must be declared with the Unarmed
Combat attack.
Enhanced
Perception
Cost: .25 per level
This power sharpens your senses. Each level provides an
additional die for all Perception Tests, including Assensing Tests. You cannot
have more Enhanced Perception dice than your Intuition attribute.
Great Leap
Cost: .25 per level
Adepts with Great Leap are able to make incredible jumps
into the air and over long distances. Each level of Great Leap adds a die for
Jumping Tests. Each level is also added to the character’s Agility for
determining the maximum distance a character can jump.
Improved
Ability
Cost: .5 per level (Combat skills), .25 per level
(Physical, Social, Technical skills)
This power gives you additional dice for use with a
specific Active skill. Dice purchased for the Active skill carry over equally
to any specializations of the skill you know. You cannot have more additional
dice than your base skill rating. Improved Ability does not actually improve a
skill’s rating, it only provides additional dice for tests involving the skill.
Improved Ability must be purchased for a specific skill, not a skill group.
This power costs .5 per level for all Combat skills and
only .25 per level for Physical, Social, and Technical skills.
Improved
Physical Attribute
Cost: 1 per level
With this power, you can raise a Physical attribute
(Agility, Body, Reaction, or Strength). Each level increases the attribute by
one. If you later want to increase the attribute using Karma, the cost is based
on the total attribute, including the magical improvements. Increasing Reaction
with this power also affects Initiative.
This power allows you to exceed your natural attribute
maximum up to the augmented maximum, but each point over the maximum costs
double (2 Power points per level).
Improved
Reflexes
Cost: Variable, see below
This power increases the speed at which you react, just
like wired reflexes. For each level, you receive +1 die to Reaction (this also
affects Initiative) and 1 extra Initiative Pass. The maximum rating of Improved
Reflexes is 3, and the increase cannot be combined with technological or other
magical increases to Initiative.
Improved Sense
Cost: .25 per improvement
You have a sensory improvement not normally possessed by
your metatype. Improvements include lowlight or thermographic vision, high or
low frequency hearing, and so on. Any sense provided by cyberware can also be
provided by this power, unless an improvement involves radio or similar
technological phenomena. Unlike cyberware, there are no package deals on cost.
Additional Improved Senses are described here:
Direction Sense: Your sense of direction is so acute you
know what direction you are facing, and whether you are above or below the
local ground level, with a successful Perception Test. This ability is
especially useful for tribal hunters, guides, spies, and runners who pursue
similar occupations.
Improved Scent: You can identify scents in the same way
as a bloodhound. You can identify individuals by scent alone, and can tell if
someone whose scent you know has been in an area recently with a successful
Perception Test. The strong smells of most sprawls impose modifiers on the use
of this sense.
Improved Taste: You can recognize the ingredients of food
or beverage by taste alone. A successful Perception Test allows adepts with
Chemistry or a similar Knowledge skill to identify ingestive poisons and drugs
concealed in food or drink. A successful Perception Test allows adepts to
determine if a sample of water is pure enough to drink.
Flare Compensation: Your eyes adapt quickly to intense
light, allowing you to avoid the effects of flash grenades and similar weapons.
This power functions exactly like the flare compensation vision enhancement.
Sound Dampening: Your ears are protected from loud noises
and adjust quickly to sudden changes in noise level. The sound dampening power
functions exactly like the cybernetic damper enhancement.
Killing Hands
Cost: .5
This power uses magic to turn unarmed attacks into
lethal, physical damage. When participating in unarmed combat, you may do
normal Stun damage or declare the use of Killing Hands and inflict an equal
amount of Physical damage instead. Killing Hands may be used with Critical
Strike. A Killing Hands attack may also be used against creatures with Immunity
to Normal Weapons to inflict either Stun or Physical damage; their defensive
bonuses do not count against Killing Hands. Killing Hands can also be used in
astral combat.
Kinesics
Cost: .5 per level
An adept with Kinesics has complete control over her
body’s nonverbal and subconscious communication and social cues, even when
engaged in stressful social scenarios. This control includes facial
expressions, body movements, posture, eye movements, and internal biological
stress functions such as heartbeat, blood pressure, and sweat glands. The adept
is also gifted at reading others’ body language and cultural-specific
affectations and mimicking their cues to her advantage. As a result, this power
boosts the character’s natural presence and social charms.
Each level applies a +1 bonus for the adept when making
or resisting Social skill tests. It also applies a +1 dice pool modifier to the
adept on any Opposed Tests made to gauge the adept’s truthfulness or emotional
state, including Judge Intention tests, assessing for emotional state, and
other magical and technological tests.
Two adepts with Kinesics and within sight of each other
can use a Complex Action to nonverbally communicate simple notions to each
other, using body language alone. Only basic messages and emotional states can
be conveyed: yes, no, bad idea, I don’t want to, I’m angry, look out behind,
you and so on.
Missile Parry
Cost: .25 per level
You can catch slow-moving missile weapons such as arrows,
thrown knives, grenades, or shuriken out of the air. When using this power, the
defender rolls Reaction + Missile Parry (+ Dodge if on full defense) against
the ranged attack test. To successfully grab the missile weapon out of the air,
you must generate equal or more hits than the attack test. Using Missile Parry
is a Free Action.
Mystic Armor
Cost: .5 per level
This power magically toughens your skin to resist the
effects of damage. Each level provides you with 1 point of armor (that counts
as both Ballistic and Impact) that is cumulative with any worn armor. Mystic
Armor also protects against damage done in astral combat.
Natural Immunity
Cost: .25 per level
Your power of mind-over-body allows you to resist the
effects of toxins and disease. Each level of Natural Immunity provides 1
additional die for Resistance Tests against such effects.
Pain Resistance
Cost: .5 per level
Pain Resistance allows you to ignore the effects of
injury. It does not reduce actual damage, only its effect on you. Subtract your
level of Pain Resistance from your current damage before determining your wound
modifiers. So, an adept with 3 levels of Pain Resistance does not suffer any
modifiers for sustaining up to 3 boxes of damage and suffers a reduced penalty
with more significant injuries. Pain Resistance works equally on both the
Physical and Stun Condition Monitors.
Pain Resistance also allows you to resist pain from
torture, magic, illness, and so on. Each level adds +2 dice to any tests you
make to resist pain, such as a Body or Willpower Test against the symptoms of a
painful disease, interrogation, torture, and so on.
Rapid Healing
Cost: .25 per level
You recover more quickly from all forms of injury, using
magical energy to boost the normal healing process. Each level adds 1 die to
your Body for Healing Tests. The power does not increase resistance to injury,
toxins or pathogens, but does allow you to recover from their effects more
quickly.
Spell
Resistance
Cost: .5 per level
You possess an inherent resistance to sorcery. Add 1 die
per level of this power to all your Resistance Tests against spells. Spell
Resistance does not interfere with spells that you choose not to resist. The
only critter power this protects you from is the Innate Spell power (and
critters using Spellcasting of course).
Voice Control
Cost: 0.5
An adept with Voice Control has an amazing level of control
over the properties of her voice. The adept can change her voice’s pitch,
modulation and tone at will, as well as increase her volume. This allows the
adept to mask her voice and imitate sounds within the normal range of metahuman
vocalization (i.e, no infrasound or ultrasound), including mimicking the voices
of others. This trick can be used to defeat voice recognition systems; make an
Opposed Test between the adept’s Charisma + Con against the voice recognition
system’s rating, or against the Perception + Intuition of other characters the
adept is attempting to fool. Voice Control also allows an adept to “throw” her
voice up to (Magic attribute x 2) meters away.