Combat
Adept Power Levels Power Point Cost
Counterstrike Any Level x .25
Delay Damage
Obvious Version None 1
Silent Version None 2
Distance Strike None 2
Gentle Strike
Deadly Force* None 2
Light Force* None .25
Medium Force* None .5
Serious Force* None 1
Killing Hands
Deadly Force None 4
Light Force None .5
Medium Force None 1
Serious Force None 2
Missile Mastery None 1
Missile Parry None 1
Mystic Armor None Level x .5
Mystic Blade 1 2 Level x 2
Nerve Strike None 1
Power Blow* Any Level x .75
Power Throw* None 1
Quick Draw None .5
Quick Strike None 3
Shockwave None 3
Magical
Adept Magical Powers
Adept Power Levels Power Point Cost
Animal Empathy Any Level x .25
Commanding Voice None .5
Cool Resolve Any Level x .5
Elemental Strike
Acid Element None .5
Blast Element None .5
Fire Element None .5
Ice Element None .5
Light Element None .5
Lightning Element None .5
Metal Element None .5
Sand Element None .5
Smoke Element None .5
Water Element None .5
Empathic Healing None 1
Enthralling Performance None .5
Facial Sculpting None .75
Iron Will Any Level x .5
Magic Resistance Any Level x 1
Magical Power Any Level x 1
Melanin Control None .25
Multi-Tasking None .5
Pain Relief None 1
Spell Shroud Any Level x .25
Voice Control None .5
Perception
Adept Perception Powers
Adept Power Levels Power Point Cost
Astral Perception None 2
Blind Fighting None .5
Combat Sense 1 2 3 1 2 3
Direction Sense None .5
Eidetic Sense Memory None .5
Electromagnetic Sense* None .25
Empathic Reading Any Level x .25
Empathic Sense None .5
Enhanced Perception Any Level x .5
Flare Compensation None .25
High Frequency Hearing None .25
Improved Hearing None .25
Improved Scent None .25
Improved Taste None .25
Low-Frequency Hearing None .25
Low-Light Vision None .25
Magic Sense None .5
Microscopic Vision None .25
Motion Sense None .5
Sixth Sense Any Level x .25
Sound Dampening None .25
Supernatural Balance None .25
Thermographic Vision None .25
Time Sense None .25
True Sight Any Level x .25
Ultrasound Voice* None .25
Ultrasound Vision* None .25
Vision Magnification 1 2 3 Level x .25
Physical
Adept Physical Powers
Adept Power Levels Power Point Cost
Body Boost Any Level x .25
Body Control Any Level x .25
Deep Rooting None .5
Flexibility 1 2 Level x .5
Freefall Any Level x .25
Gliding None 1
Great Leap Any Level x .25
Improved (Skill) 1 2 3 Level x .25
Improved Ability (Combat) Any Level x .5
Improved Ability (Physical) Any Level x .25
Improved Body Any Variable
Improved Quickness Any Variable
Improved Reflexes 1 2 3 2 3 5
Improved Strength Any Variable
Inertia Strike None .5
Iron Gut Any Level x .25
Iron Lungs Any Level x .25
Nimble Fingers None .5
Pain Resistance Any Level x .5
Penetrating Strike 1 2 3 Level x .75
Quickness Boost Any Level x .25
Rapid Healing Any Level x .5
Resilience Any Level x .25
Rooting Any Level x .25
Side Step Any Level x .5
Smashing Blow None 1
Sprint Any Level x .25
Strength Boost Any Level x .25
Suspended State None 1
Sustenence None .25
Temperature Tolerance Any Level x .25
Traceless Walk Any .5
Wall Running None 1
Combat Adept Powers Information
Master Index » Information Index » Magical Reference » Adept Powers » Combat » Combat Adept Powers Information
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Counterstrike
Delay Damage (obvious)
Delay Damage (silent)
Distance Strike
Gentle Strike*
Killing Hands
Missile Mastery
Missile Parry
Mystic Armor
Mystic Blade
Nerve Strike
Power Blow*
Power Throw*
Quick Draw
Quick Strike
Shockwave
Counterstrike
[top]
Valid Levels: Any
COST: Level x 0.5 PP
This power allows an adept an additional amount of dice equal to the level of the power on all Counterattack tests for melee combat.
Delay Damage (obvious)
[top]
COST: 1 PP
This power allows an adept to make an attack against a target and set a time period within 24 hours in which the damage will be felt. An obvious attack must be made, it just seems to do no damage at the time. The adept must sustain the Delay Damage power and suffer a +2 modifier to all tests until the damage has been taken, dropping the sustainment will dissipate the damage. The Delayed Damage can be dispelled by rolling against the power of the attack and taking drain at the damage leve, of the attack.
Delay Damage (silent)
[top]
COST: 2 PP
This power allows an adept to make an attack against a target and set a time period within 24 hours in which the damage will be felt. The attack merely needs to be a brush or touch, the target will usually not notice. No Combat Pool dice may be used on that attack, but the target may not defend or counterattack. The adept must sustain the Delay Damage power and suffer a +2 modifier to all tests until the damage has been taken, dropping the sustainment will dissipate the damage. The Delayed Damage can be dispelled by rolling against the power of the attack and taking drain at the damage level of the attack.
Distance Strike
[top]
COST: 2 PP
This power allows an adept to make a melee attack from a distance. The range is equal to the adept's Magic attribute in meters. The target cannot counterattack, and reach modifiers are discounted, but all other norms of melee combat apply.
Gentle Strike*
[top]
Level COST
L Stun 0.25 PP
M Stun 0.5 PP
S Stun 1 PP
D Stun 2 PP
This power functions similarly to Killing Hands. When an adept attacks using this power, the strike does (STR)Level stun damage, but does it through a similar form of attack to that caused by some stun attacks — it leaves no physical traces on the opponent such as signs of being beaten. Attacks using this power will never cause overflow into physical damage. Trauma dampers or other items in the target that reduce stun damage *are* effective against this adept power.
Killing Hands
[top]
Level COST
L 0.5 PP
M 1 PP
S 2 PP
D 4 PP
This power allows an adept to turn a melee attack which normally causes stun damage into an attack that does the powers damage level in physical damage. Defensive bonuses for creatures with Immunity to Normal Weapons do not apply, and the ability may be used to attack in the astral as long as the adept is percieving.
Missile Mastery
[top]
COST: 1 PP
This power allows adepts to use non-weapon objects with the Throwing Skill to cause (half the adept's Strength rounded down)L physical damage if the object is pointed, or stun damage if it is blunt. Armor reductions apply as normal. With orthodox missile weapons, the adept adds +2 to the weapon's Power.
Missile Parry
[top]
COST: 1 PP
This power allows an adept to catch missiles thrown at her. The adept must roll a Reaction test plus combat pool against a target number of 10-<range base TN>. She must generate more successes on the test than her attacker. This is a free action.
Mystic Armor
[top]
Valid Levels: Any
COST: level x 0.5 PP
+Rating to Impact Armor
Mystic Blade
[top]
Valid Levels: 1 2
COST: Level x 2 PP
Requires Killing Hands as a prerequisite.
Allows use of Killing Hands (and any linked abilities) at +1 Reach compared to natural.
Manifesting Mystic Blade is a free action.
Can have up to Rating Mystic Blades manifested at the same time.
The form of the Mystic Blade is chosen when the power is purchased, and determines what skill (Edged Weapons, Clubs, Cyber-Implant Combat, etc) must be used for all attacks with the Mystic Blade power.
Nerve Strike
[top]
COST: 1 PP
This power allows an adept to reduce a target's Quickness by rolling a standard unarmed attack against a base target number of 4 plus the impact armor of the person he strikes. Each two successes reduce the target's quickness by one. Reducing the Quickness to zero leaves the target paralyzed. Quickness is recovered at one point per a minute. The base target number for critters is 6 instead of 4.
Power Blow*
[top]
Valid Levels: Any
COST: Level x 0.75 PP
This skill does not need a barehanded attack. It focuses magical energy into the point of attack, so the character adds the influence of the Power Blow to any melee attacks. Ranged combat cannot be improved because the adept cannot be in direct contact with the projectile to channel the magical energy. Each .75 adds +1 to the power of the attack. Note that this ability cannot be used with the electrical damage from stun gloves, stun batons, etc., as that effects are soley technological, but they may still increase the physical damage from the blow.
This power's effect is limited to half the adepts magic rating, or the adept's unmodified level in the associated combat skill, whichever is lower.
Power Throw*
[top]
Valid Levels: Nine
COST: 1 PP
This power adds 2 to the characters effective Strength solely for the purpose of determining range and damage of thrown weapons and objects. The bonus from this power is cumulative with that of Missile Mastery.
Quick Draw
[top]
COST: 0.5 PP
This power allows an adept to quick draw weapons other than pistols using the standard quick draw rules.
Quick Strike
[top]
COST: 3 PP
This power allows an adept to act first in one Initiative Pass per a Combat Turn. The adept's action is then used up for that Initiative Pass. The adept must have the ability to take an action during that Initiative Pass, and he must be unwounded.
Shockwave
[top]
COST: 3 PP
Allows an adept to knock an opponent away.
Net Successes in a Melee Combat Test may be spent to knock opponent back 1m per success, up to a maximum of the wielder's Magic Attribute. Individual Net Successes may still be retained to stage damage as normal.
If the opponent stages the damage down to nothing during the Damage Resistance Test this power has no effect.
If this power affects an opponent, they are Prone.
Notes: *Powers with this asterisk are custom powers found on Denver Shadowrun MU*.
Magical Adept Powers Information
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Animal Empathy
Commanding Voice
Cool Resolve
Elemental Strike
Acid Secondary Effect
Blast Secondary Effect
Fire Secondary Effect
Ice Secondary Effect
Light Secondary Effect
Lightning Secondary Effect
Metal Secondary Effect
Sand Secondary Effect
Smoke Effects
Water Secondary Effect
Empathic Healing
Enthralling Performance
Facial Sculpting
Iron Will
Magical Resistance
Magical Power
Melanin Control
Multi-Tasking
Pain Relief
Spell shroud
Voice Control
Animal Empathy
[top]
Valid Levels: Any
COST: level x 0.25 PP
Characters with this power have a natural affinity for animals. Each level adds +1 die for any skill tests involving non-threatening handling attempts of animals, or attempts to threaten/frighten them.
Commanding Voice
[top]
COST: 0.5 PP
The power allows the adept to modulate their voice in such a way to import greater weight to certain words, subliminally affecting and influencing target listeners.
An adept with this power makes a Complex Action and issues a forcefull but simple order (three words or less) to another character. The adept pits his Charisma against the target's Willpower in an Opposed Test. For each extra person beyond the first that the adept attempts to "hit" with this command, the adept suffers a +1 TN modifier. If the adept wins, the target takes their next Free or Simple action to either obey the command or pause in indecision (Gamemaster's Call). The order does not carry any weight beyond this initial moment, and determined characters will continue doing whatever they originally meant to. This power is most useful to temporarily distract or fluster opponents.
This power may only be used on metahumans who can directly hear -and- understand the adept. It does not work when transmitted or amplified via technological means (bullhorn, loudspeakers, amps, etc).
This power is less effective on subsequent uses; apply a +2 modifier each additional time the adept attempts to use Commanding Voice against the same character within a 24 hour period.
Cool Resolve
[top]
Valid Levels: Any
COST: level x 0.5 PP
Characters with this power are unflappable in social situations. Each level of this power adds 1 die for resisting the use of Charisma-linked social skills against them to fool, manipulate, intimidate, and so forth. This power does not function vs. spells or critter powers, but is effective vs. other adept powers.
Elemental Strike
[top]
COST: 0.5 PP per elemental variant
This power requires the adept to have Killing Hands at any level.
The adept can channel his power into creating a secondary effect of Acid (see Magic in the Shadows, pp 51-53) when he strikes with Killing Hands. This creates a visible effect around the adept's feet and hands. Creating the elemental effect requires a Simple Action, and remains in affect for (Magic Attribute) Combat Turns or until the adept uses a Free Action to extinguish it. The adept may use a Simple Action to switch to another type of Elemental Strike should they possess one. Elemental Strike may not combined with Distance Strike nor Delay Damage.
Acid Secondary Effect
[top] [Base Power]
Objects may be pitted or turned to sludge, tires may flatten, armor may be reduced by 1 Ballistic and Impact due to corrossion and pitting. See MITS p. 51 for more details.
Blast Secondary Effect
[top] [Base Power]
Broken glass, shattered plaster and so forth. Unreinforced walls and structures may be damaged by the effect. See MITS p. 51.
Fire Secondary Effect
[top] [Base Power]
Fire can ignite flammable materials. Highly flammable materials add -1 to their Object Resistance. Ammo may explode. Fuel may explode. See MITS p. 51-52
Ice Secondary Effect
[top] [Base Power]
Normal plants wither and die, water may freeze, vehicles need to make Crash Tests, and more. See MITS p. 51-52
Light Secondary Effect
[top] [Base Power]
Intense light may overload optics, intense light may set fire to flammable materials. See MITS p. 51-52
Lightning Secondary Effect
[top] [Base Power]
Lightning may short out electrical equipment. Apply a -1 to Object Reisistance against these effects. Metal firearms may be destroyed and ammo cooked off. Engines may short out. See MITS p. 51-52
Metal Secondary Effect
[top] [Base Power]
Shrapnel may shred opponents or reduce armor by 1. Fragments may confuse some sensors and scanning objects. See MITS p. 51-52
Sand Secondary Effect
[top] [Base Power]
Fine grit may jam or damage machinery or weapons not fully sealed. See MITS p. 51-52
Smoke Effects
[top] [Base Power]
As a primary effect, smoke does stun damage. Continuing to inhale it can eventually overflow into physical damage. Secondary effects are limitation of vision, imposing a +4 modifier on visibility for the remainder of the combat turn.
Water Secondary Effect
[top] [Base Power]
Water may short out electrical or electronic gear or vehicle engines, but not cyberware. See MITS p. 51-54
Empathic Healing
[top]
COST: 1 PP
This power allows the adept to heal another person by transferring some or all of their wounds onto herself. The adept makes a Magic Test vs. a TN of (10-Target's Essence (round down)). The number of successes determines the maximum number of boxes of damage that can be transferred. The base time for this healing depends on the wound level transferred (use the Permanant Spell Base Time Table, SR 3 p. 178). Extra successes gained can reduce this base time.
The adept must maintain physical contact with the wounded character during the entire process. Additionally, only physical wounds may be transferred in this manner.
Enthralling Performance
[top]
COST: 0.5 PP
An Adept must have an Artistic Performance Knowskill (Dancing, Singing, Oration, etc.) before purchasing this power. The power only applies to the selected Knowskill (Enthralling Performance must be purchased separately if the adept would like to use it for more than one Knowskill.)
This power channels magic into the adept's performance, mesmerizing the audience with the flow of his movements or the cadence of his words and putting the audience at ease. Enthralling Performance induces a mild hypnotic state in the audience. The Adept makes an Open Test using the appropriate Performance Skill. Any audience members who fail to beat the Open Test with a Willpower Test give the adept their full, unwavering attention. While mesmerized, such characters suffer a +4 distraction penalty to Perception tests (instead of the usual +2 for distraction). Entranced audience members who are subjected to an act of stress (such as being knocked over or threatened) or obtrusive environmental distractions (like a gunshot) will automatically break out of the trance. The maximum period the adept can keep others entranced is equal to his Charisma * 10 in minutes.
Facial Sculpting
[top]
COST: 0.75 PP
This power allows the adept to change their facial features through slight shifts in muscle, bone, and cartilage and skin for a number of hours equal to their Magic Attribute.
Use of this power requires an Open Magic Test to determine the Target Number that others use for their Perception Tests to recognize them. This test requires (10-Willpower) minutes to perform.
Examples of what can be done:
Raise/lower cheek bones
Thicken/thin lips
Strech eyelids
Square/Round the chin
Alter Angle/Height of ears
Thin/Fatten the nose
Alter the perceived metatype (at least facially)
Create facial structe to speak Or'zet w/o penalty
If this power is used in conjunction with the Disguise skill to imitate a specific person, the target number of the Disguise Test is reduced by 2.
Iron Will
[top]
Valid levels: Any
COST: level x 0.5 PP
This power allows an adept to add additional dice equal to the power's level during any Resistance tests against attempts to control or alter his mind. The power does not defend against any form of illusion spells nor does it defend against mana-based combat spells.
Magical Resistance
[top]
Valid levels: Any
COST: level x 1 PP
This power allows an adept to add a number of additional dice equal to the power's level on any Spell Resistance test. It also protects against Innate Spell powers of critters, but no other magical actions.
Magical Power
[top]
Valid levels: Any
COST: level x 1 PP
Adepts of the Magician's way can use this power to allow themselves to act as mages. The level of the power is the adept's effective Magic Attribute when using the magical skills of Conjuring and Sorcery. There are numerous other complicated benefits and restrictions to this adept power, as it is given a full path in the Magic in the Shadows source book. More information about the exact usage of the power should be gathered from there.
Note: max level 4 in CG
Melanin Control
[top]
This power allows to alter his hair or skin color /within the limits of natural skin tone/ for his metatype. This will last for a number of hours equal to his Magic Attribute.
Use of this power requires a Complex Action to shift either hair or skin one grade.
There are four standard grades of skin tone: albino, tan, brown, black. There are four standard grades of hair colour: white/grey, blonde, red/brown, black. Therefore, it takes three Complex Actions to go from albino to black skin tone.
The character may select variations within each skin tone/hair colour, of course.
At the end of the time period, the character must wait at least (Magic Rating) minutes to change their hair colour or skin tone again.
Multi-Tasking
[top]
COST: .5 PP
This power grants the adept the ability to gather information from multiple senses as well as concentrate on two separate actions or thoughts at the same time.
The benefit of this is that the adept may take -two- Free Actions per Initiative Phase. For example, the adept may read data off a screen while simultaneously listening to his comm, giving each his full attention.
Pain Relief
[top]
COST: 1 PP
This power allows the adept to channel their energy into the chakra/chi/ki/ch'i points of another living being (the adept may not use this power on themselves) in order to relieve pain, fatigue, stress, and tension.
To use this power, the adept makes a Magic Test with a target number equal to (10-the target's Essence), rounded down. Successes reduce the target's Stun by one level (i.e. from Serious to Moderate). This power requires a base time of thirty minutes, divided by the number of successes gained in the test (see below).
The adept must possess some form or variation of the following to use this power: Shiatsu massage, Reiki, or acupuncture. The number of successes in the above test is limited by the base rating in this skill, not modified by any form of magic, cybernetics, or bioware enhancements. (i.e. If the adept only has Shiatsu Massage at Rating 2, the most successes they can use from their test is 2, thereby reducing the base time to 15 minutes.)
This power requires skin to skin contact between the adept and the target for the entire length of the use of the power, as well as uninterupted concentration on the adept's part. This is considered an Exclusive Action on the adept's part. Any sort of combat, spellcasting, or other disruptive action immediately ceases the Pain Relief session with no benefit granted to the target.
Finally, this power can relieve Drain.
Spell shroud
[top]
Valid Levels: Any
COST: level x 0.25 PP
This power allows an adept to add additional dice equal to the power's level for Spell Resistance tests against detection spells. It has no effect on astral observances.
Voice Control
[top]
COST: 0.5 PP
This power grants the adept incredible levels of control over their voice. They may change their pitch, tone, and modulation at will, as well as raise or lower their volume.
The adept may imitate sounds and attempt to disguise their voice, all within the range of normal metahuman vocalization (no infra- or ultra-sound), including mimicing the voices of others.
Use the adept's Intelligence in an Opposed Test against a voice recognization system's rating, or against another character's Intelligence whom they are attempting to fool.
Finally, the adept may "throw" their voice up to (Magic Attribute) meters away.
Perception Adept Powers Information
Master Index » Information Index » Magical Reference » Adept Powers » Perception » Perception Adept Powers Information
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Astral Perception
Blind Fighting
Combat Sense
Direction Sense
Eidetic Sense Memory
Electromagnetic Sense*
Empathic Reading
Empathic Sense
Enhanced Perception
Flare Compensation
High-Frequency Hearing
Improved Hearing
Improved Scent
Improved Taste
Low-Frequency Hearing
Low-Light Vision
Magic Sense
Microscopic Vision
Motion Sense
Sixth Sense
Sound Dampening
Supernatural Balance
Thermographic Vision
Time Sense
True Sight
Ultrasound Voice*
Ultrasound Vision*
Vision Magnification
Astral Perception
top
COST: 2 PP
This power allows an adept to astrally percieve as a mage would. It does not allow an adept to astrally project.
Blind Fighting
top
COSTS: 0.5 PP
Visibility modifiers for full darkness or blind fire are reduced to +4. Standard bonuses of cover remain the same.
Combat Sense
top
Valid Levels: 1 2 3
COSTS: level x 1 PP
This power grants an adept extra Combat Pool dice and the ability to use them on your Reaction test in surprise situations. Level 1 gives 1 extra die, Level 2 gives 2, and Level 3 gives 3. Level 1 allows 1/4 of the combat pool to be used on a Reaction test, Level 2 1/2, Level 3 all of them.
Direction Sense
top
COSTS: 0.25 PP
With a successful Perception(4) test, an adept will know her direction and position relative to the ground using this power.
Eidetic Sense Memory
top
COST: 0.5 PP
This power grants near-photographic memory of any sensory input. They can remember what they see, the way things smell, textures, the way food tastes, and so forth. Game-wise, this power gives the adept +2 dice for any Intelligence Test to remember sensory input. If this power exists on a character with Mnemonic Enhancers, use the greater of the two modifiers; they do not combine. Finally, the character can 'photo-read' ability, allowing you to read 10 times the speed of an average person of your intelligence and education level.
Electromagnetic Sense*
top
COST: 0.25
Normal human beings can feel strong currents of electromagnetic fields through their tactile senses. This power would be an enhancement of that, allowing the adept to make a tactile based perception check to detect nearby electronics, provided it uses enough juice. The target number should roughly be based off of the voltage something uses. A light or camera might be easy to detect while a ultrasound emitter or a ruthenium suit would be distinctly more difficult to isolate. Range is magic in meters. This power would also allow sensing of fields generated by magnets in a similar manner. One can be affected by multiple strong field, disrupting a clean signal. For every electrical device in range, a +1 mod is applied to detect the location of a specific electronic device. This sense cannot be used to identify devices, merely detect that they are there. (MAD in the wall, etc. But you wouldn't know it was a MAD, merely that SOMEthing is in the wall.)
Empathic Reading
top
Valid Levels: Any
COST: level x 0.25 PP
This power grants the adept greater ability to determine if someone is telling the truth or lying. The adept reads unconscious body language and biological signs people exhibit. The adept receives a -1 TN modifier per level to determine if a target is lying.
To determine if someone is lying, the character makes an Intelligence Test against the lying character's Negotiation's Open Test — Empathic Reading reduces the result, as mentioned, by -1 per level.
Empathic Sense
top
COST: 0.5 PP
This power allows a LOS ability to evaluate the emotions of others by a Perception(4) test. The information gained is comparable to the emotional information listed on the Assensing Table. Unless the adept is himself an initiate, Masking counters the power.
Enhanced Perception
top
Valid Levels: Any
COST: level x 0.5 PP
This power provides an extra number of dice equal to its level on Perception tests. The number of extra dice cannot be greater than the least of either the adept's Magic or Intelligence attribute.
Flare Compensation
top
Cost: 0.25 PP
This power functions in the exact same way that cybernetic flare compensation works.
High-Frequency Hearing
top
COST: 0.25 PP
Conveys the normal benefits gained by cybernetically granted High-Frequency Hearing.
Improved Hearing
top
COST: 0.25 PP
The Improved Hearing Power has the same game effect as the Hearing Amplification Ear Cyberware, -2 TN to most auditory Perception Tests.
Improved Scent
top
COST: 0.25 PP
This power allows one to identify scents specifically and sense the presence of someone presently or in the recent past by their distinct scent. Target modifiers for the local environment apply.
Improved Taste
top
COST: 0.25 PP
This power allows an adept to identify the ingrediants of anything she tastes by a successful Perception test.
Low-Frequency Hearing
top
COST: 0.25 PP
Conveys the normal benefits gained by cybernetically granted Low-Frequency Hearing.
Low-Light Vision
top
COST: 0.25 PP
This power grants the same advantages that low-light cybernetic enhancements give.
Magic Sense
top
COST: 0.5 PP
This power allows an adept to sense magic effects and energies according to the Detection Spell Table (pg. 192 SR3) with a Perception test. The radius of effect is the adept's Magic Attribute * 5.
Microscopic Vision
top
COST: 0.25 PP
This power grants the equivalent advantages of the cybernetic enhancement of microscopic vision.
Motion Sense
top
COST: 05
This power allows the adept to detect objects, creatures, or people by minute fluctuations in the mana around them, even when their five ordinary senses detect nothing. The range on this power is equal to the adept's Magic Rating in meters.
The adept may make a Perception Test against the object/person/creature moving into their range, using the table below or against the target's Open Stealth Test (if stealthing); apply any Background Count in the area as a Target Number modifier. Only one success is necessary to detect the object.
If a target is detected, the adept receives a -2 reduction to vision TN modifiers to strike at it. This power cannot detect movement through an Astral Barrier of any type.
Motion Sense Test
Moving thing is: TN
Smaller than a house cat 8
Smaller than average metahuman 6
Average mid-sized metahuman 4
Larget than mid-sized metahuman 2
Sixth Sense
top
Valid levels: Any
COST: level x 0.25 PP
This power allows an adept to add additional dice to Reaction tests per level when in a Surprise situation. The dice cannot be applied to normal Reaction tests, only those in a Surprise situation.
Sound Dampening
top
COST: 0.25 PP
This power grants the same advantages as the cybernetic enhancement sound dampening.
Supernatural Balance
top
COST: 0.25 PP
Works as the Balance Augmenter cyberware in all ways.
Thermographic Vision
top
COST: 0.25 PP
This power grants the same advantages as the cybernetic enhancement thermographic vision.
Time Sense
top
COST: 0.25 PP
This power gives an adept a fairly exact sense of the current time, much like the effects of the Retinal Clock. It can also be used to give a 'countdown' of sorts.
True Sight
top
COST: 0.25 PP
This power gives an adept additional dice equal to the power's level for Resistance tests against an illusion-spell or critter.
Ultrasound Voice*
top
COST: 0.25 PP
Allows the adept to produce ultrasonic sound the equivalent of an ultrasound sight.
Ultrasound Vision*
top
COST: 0.25 PP
This power mimics the cyberware Ultrasound Vision.
Reduces visibility modifiers by half.
Indirect Illusion spells that affect sight do not affect user.
+4 TN to any target visible only through ultrasound
Indirect Illusion spells that affect sound DO affect user.
Add the rating of any White Noise Generators in the area to any TNs involving ultrasound vision.
Ultrasound Vision requires Ultrasound Voice or an Ultrasound Emitter to function.
Vision Magnification
top
Valid Levels: 1 2 3
COST: level x 0.25
This power grants the same advantages as the cybernetic enhancement vision magnification.
Notes: *Powers with this asterisk are custom powers found on Denver Shadowrun MU*.
Physical Adept Powers Information
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Body Boost
Body Control
Deep Rooting
Flexibility
Freefall
Gliding
Great Leap
Improved (skill)
Improved Ability (combat)
Improved Ability (Physical)
Improved Body
Improved Quickness
Improved Reflexes
Improved Strength
Inertia Strike
Irong Guts
Iron Lung
Nimble Fingers
Pain Resistance
Penetrating Strike
Quickness Boost
Rapid Healing
Resilience
Rooting
Side Step
Smashing Blow
Sprint
Strength Boost
Supended State
Sustenance
Temperature Tolerance
Traceless Walk
Wallrunning
Body Boost
top
Valid Levels: Any
COST: level x 0.25 PP
This power grants a boost in the Body attribute equal to the power's level by making a Magic test against one half of the unaugmented Body attribute. The number of Combat Turns the boost lasts is equal to the number of successes on the test. At the end of this time period, the adept must roll Drain against a target number equal to half the boosted Body attribute (round up). The damage level of the drain is Light if the boosted Body attribute is less than or equal to the adept's Ractial Modified Limit, Medium up to the Racial Attribute Maximum, and Serious up to 2x the Racial Modified Limit. The power is only compatible with the Improved Physical Attribute power and no other enhancement technological or magical.
Body Control
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Valid Levels: Any
COST: level x 0.25 PP
This power grants additional dice equal to the level for any Resistance test against toxins or diseases.
Deep Rooting
top
COST 0.5 PP
This power acts as one level of Rooting (see Rooting), as well as allowing the adept to act as a stable firing platform. When deeply rooted, the adept reduces all recoil penalties by half (round down). The adept has a firing arc of 90 degrees to the front, and may only turn up to 90 degrees per action. Turning off this power requires a Complex Action.
Flexibility
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Valid Levels: 1 2
COST: level x 0.5 PP
This power reduces the target number for Athletics (Escape Artist) tests by 1 per level. This also applies to holds in unarmed combat.
Freefall
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Valid Levels: Any
COST: level x 0.25 PP
This power allows an adept to subtract 2 meters * <freefall power level> when determining the amount of damage needed to resist. This effectively means that if the distance is less than the amount the adept could subtract, he does not need to make a Damage Resistance test.
Gliding
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COST: 1 PP
This power allows the adept to run up to (Magic Attribute) meters across tangible surfaces that would not normally support their weight, such as thin ice, water, or even fragile tree limbs or lines. Any attempt to run longer distances requires landings and multiple uses of this power.
Using this power with Acrobatics, Jumping, or other measures will require an Athletics (Skill) Test against a target number assigned by the GM, with the move being considered at least Difficult.
The secondary effects of the movement and vibration still apply to this power; however, when combined with Traceless Walk these effects are removed.
Great Leap
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Valid Levels: Any
COST: level x 0.25 PP
This power allows adepts to add extra dice equal to the level for jumping tests. The level is also added to the character's Quickness when determining the maximum distance he can leap.
Improved (skill)
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Valid Levels: 1 2 3
COST: level x 0.25 PP
This only refers to Performance/artistic knowledge skills.
Improved Ability is described on p. 163 SR3. However, increasing numbers of adepts have learned to expand the limits of this ability through training, practice, and natural talent beyond the original scope, so that it is now applicable to other -performance or artistic- skills. When taken the skill this applies to must be selected and GMnoted on the PC.
Improved Ability (combat)
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Valid Levels: Any
COST: level x 0.5 PP
Adds a number dice equal to the powers level to roll to a combat skill. There extra dice are usable with all specializations of that skill as well. If you default to to a skill enhanced like this, you can only use half of those dice. This power level of this power is not allowed to be higher than the lower of base skill or magic attribute. This power is not increasing the level of the skill, just adding dice you can roll for the skill. That means you can only add CP up to the level of the base skill and not the enhanced skill.
Improved Ability (Physical)
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Valid Levels: Any
COST: level x 0.25 PP
This power operates under similar rules as Improved Ability (combat). The allowable skills for this power are Athletics, Diving, and Stealth.
Improved Body
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Valid Levels: Any
COST: Variable
Adds its Rating to Body.
Costs 0.5 Power Points base, double cost to raise above racial maximum.
Counts as a 'natural' attribute increase for karma-cost skill/attribute raises.
Improved Quickness
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Valid Levels: Any
COST: Variable
Adds its Rating to Quickness.
Costs 0.5 Power Points base, double cost to raise above racial maximum.
Counts as a 'natural' attribute increase for karma-cost skill/attribute raises.
Improved Reflexes
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Valid Levels: 1 2 3
COST: 2 3 5 PP
This power works similarly to the Wired Reflexes cyberware, adding +2 to Reaction and an extra Initiative die per level. It may never be combined with other improvements to Reaction or Initiative.
Improved Strength
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Valid Levels: Any
COST: Variable
Adds its Rating to Strength.
Costs 0.5 Power Points base, double cost to raise above racial maximum.
Counts as a 'natural' attribute increase for karma-cost skill/attribute raises.
Inertia Strike
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COST: 0.5 PP
This power allows the adept to make a powerful melee or unarmed attack, channeling energy into knocking his opponent down.
The base damage level of the attack is reduced by one (1) but, the opponent must make a knockdown test, even if no damage is sustained. This knockdown roll is made as if the damage level was one level higher than the base attack. A character who is inflicted with a serious wound or worse is automatically knocked down.
Irong Guts
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Valid Levels: Any
COST: level x 0.25 PP
A character with this power can eat and digest just about anything, and his body will pass it without harm. Each level in Iron Gut reduces the Power of ingested toxins by 2 (to a minimum of 2).
Iron Lung
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Valid levels: Any
COST: level x 0.25 PP
An adept with the Iron Lungs power has expanded lung capacity. Each level increases the amount of time that the adept can hold his breath by an extra 45 seconds. Also, each level reduces Fatigue Tests by -2.
Nimble Fingers
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COSTS: 0.5 PP
This power grants the adept the ability to perform simple reflex and timing tricks more effectively.
The adept enjoys +1 die to Stealth or Quickness Tests involving sleight-of-hand actions.
Also, the following Simple Actions are considered Free Actions for the adept:
Insert Clip
Pick Up/Put Down Object
Remove Clip
Use Simple Object
Pain Resistance
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Valid Levels: Any
COST: Level x 0.5 PP
This power allows an adept to subtract the level from the number of boxes he has in either Stun or Physical damage when determining target modifiers. This effectively means that if the amount of damage is less than the adept's level of the power, he can ignore target modifiers altogether. The power also allows him to pose a modifier of -<Pain Resistance level> to any TN for a Body or Willpower test to resist cohersion through interrogation or torture, or to resist the effects of illness, magic, etc.
Penetrating Strike
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Valid Levels: 1 2 3
COST: Level x 0.75 PP
This power allows the adept to channel great force, or possibly detect weak spots, while making an unarmed attack, thereby bypassing the target's Impact Armor.
For each level of the power, the adept to reduce the target's Impact Armor rating by 1 for purposes of determing damage only.
This power functions with Killing Hands, Gentle Hands, and Nerve Strike, but it does not function with Distance Strike or Inertial Strike.
Quickness Boost
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Valid Levels: Any
COST: level x 0.25
This power grants a boost in the Quickness attribute equal to the power's level by making a Magic test against one half of the unaugmented Quickness attribute. The number of Combat Turns the boost lasts is equal to the number of successes on the test. At the end of this time period, the adept must roll Drain against a target number equal to half the boosted Quickness attribute (round up). The damage level of the drain is Light if the boosted Quickness attribute is less than or equal to the adept's Racial Modified Limit, Medium up to the Racial Attribute Maximum, and Serious up to 2x the Racial Modified Limit. The power is only compatible with the Improved Physical Attribute power and no other enhancement technological or magical.
Rapid Healing
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Valid Levels: Any
COST: level x 0.5 PP
This power allows an adept to add a number of extra dice equal to the power's level for any Body tests for Healing, as well as Body tests for determining whether an injury sustained is a Deadly Wound. Rapid healing cannot be used on tests against Magic loss.
Resilience
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Valid Level: Any
COST: level x 0.25 PP
This power allows the adept to stabilize Deadly wounds as well as minimize secondary effects of such wounds, such as cracked bones, severed limbs, and so forth. Each level of Resilience adds +1 die for stabilization tests (page 129, SR3)
Also, the adept gains an extra die per level when checking for Permanent damage from Deadly wounds (SR3, page 127)
Finally, the power reduces the target number by 1 per level when testing for Wound Effects (p 126, Man and Machine)
Rooting
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Valid Levels: Any
Cost: level x 0.25
This power allows an adept to take a Simple Action to add a number of additional dice equal to the power's level for use in any test to resist being knocked down, thrown, levitated, or otherwise moved against her will. An adept may not move while using this power, and must modify all attacks by +2 if her target is in range.
Side Step
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Valid Levels: Any
COST: level x 0.5 PP
This power grants the adept the ability read subtleties of motion and body language, giving them the ability to anticipate the timing and location of a ranged or melee attack.
Each level of this power grants the adept one additional Combat Pool die only for the purposes of Dodge and Full Dodge attempts.
Smashing Blow
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COST: 1 PP
This power allows an adept to make an Unarmed Combat test against a target number of 4 and add the successes to his Strength rating for use in a strike against a barrier. If an adept is astrally perceiving and attempting to break an astral barrier, he may add +2 to his charisma for use in the test. This power may be combined with increased strength or strength boost powers.
Sprint
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Valid Levels: Any
COST: level x 0.25 PP
This power allows the adept to run at increased speeds. Every level of Sprint grants the adept an extra +1 Quickness for determining running distance.
Strength Boost
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Valid Levels: Any
COST: level x 0.25 PP
This power grants a boost in the Strength attribute equal to the power's level by making a Magic test against one half of the unaugmented Strength attribute. The number of Combat Turns the boost lasts is equal to the number of successes on the test. At the end of this time period, the adept must roll Drain against a target number equal to half the boosted Strength attribute (round up). The damage level of the drain is Light if the boosted Strength attribute is less than or equal to the adept's Racial Modified Limit, Medium up to the Racial Attribute Maximum, and Serious up to 2x the Racial Modified Limit. The power is only compatible with the Improved Physical Attribute power and no other enhancement technological or magical.
Supended State
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COST: 1 PP
This power allows to enter a state similar to that gained by the Hibernate spell by rolling Willpower against a target number of 4. The effects of the successes on this test are the same as those for the Hibernate spell.
Sustenance
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COST: 0.25 PP
Shadowrun Denver uses special rules for the game-effects of this power. See +hr general working-time for details. Thematically, the effects are a reduction in sleep; the ability to stay up for 48 hours without ill effects and averaging out to only needing 3-4 hours of sleep a night indefinitely. It also reduces the need to purge wastes to being only needed once a day. Characters must still spend the normal amount of time healing and recovering from physical and stun damage however.
Temperature Tolerance
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Valid Levels: Any
COST: level x 0.25 PP
This power allows an adept to add additional dice equal to the powers level for the purposes of resisting the effects and damage of exposure to extreme temperatures, including the primary and secondary effects of elementals and elemental spells.
Traceless Walk
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COST: 0.5 PP
This power allows an adept to apply a +4 modifier to hearing-based Perception Tests for anyone trying to hear her movement. It also allows the adept to avoid tripping ground-based motion or pressure sensors and walk across deep snow or sand without leaving any traces. Think Legolas in the avalanche scene of Lord of the Rings ^_^
Wallrunning
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COST: 1 PP
This power allows the adept to move up to (Magic Attribute) meters along a sheer wall or vertical surface. Any attempt to run higher distances requires landings and multiple uses of this power.
Using this power with Acrobatics, Jumping, or other measures will require an Athletics (Skill) Test against a target number assigned by the GM, with the move being considered at least Difficult.
The secondary effects of the sound or tracks still apply to this power; however, when combined with Traceless Walk these effects are removed.
Adept Power Levels Power Point Cost
Counterstrike Any Level x .25
Delay Damage
Obvious Version None 1
Silent Version None 2
Distance Strike None 2
Gentle Strike
Deadly Force* None 2
Light Force* None .25
Medium Force* None .5
Serious Force* None 1
Killing Hands
Deadly Force None 4
Light Force None .5
Medium Force None 1
Serious Force None 2
Missile Mastery None 1
Missile Parry None 1
Mystic Armor None Level x .5
Mystic Blade 1 2 Level x 2
Nerve Strike None 1
Power Blow* Any Level x .75
Power Throw* None 1
Quick Draw None .5
Quick Strike None 3
Shockwave None 3
Magical
Adept Magical Powers
Adept Power Levels Power Point Cost
Animal Empathy Any Level x .25
Commanding Voice None .5
Cool Resolve Any Level x .5
Elemental Strike
Acid Element None .5
Blast Element None .5
Fire Element None .5
Ice Element None .5
Light Element None .5
Lightning Element None .5
Metal Element None .5
Sand Element None .5
Smoke Element None .5
Water Element None .5
Empathic Healing None 1
Enthralling Performance None .5
Facial Sculpting None .75
Iron Will Any Level x .5
Magic Resistance Any Level x 1
Magical Power Any Level x 1
Melanin Control None .25
Multi-Tasking None .5
Pain Relief None 1
Spell Shroud Any Level x .25
Voice Control None .5
Perception
Adept Perception Powers
Adept Power Levels Power Point Cost
Astral Perception None 2
Blind Fighting None .5
Combat Sense 1 2 3 1 2 3
Direction Sense None .5
Eidetic Sense Memory None .5
Electromagnetic Sense* None .25
Empathic Reading Any Level x .25
Empathic Sense None .5
Enhanced Perception Any Level x .5
Flare Compensation None .25
High Frequency Hearing None .25
Improved Hearing None .25
Improved Scent None .25
Improved Taste None .25
Low-Frequency Hearing None .25
Low-Light Vision None .25
Magic Sense None .5
Microscopic Vision None .25
Motion Sense None .5
Sixth Sense Any Level x .25
Sound Dampening None .25
Supernatural Balance None .25
Thermographic Vision None .25
Time Sense None .25
True Sight Any Level x .25
Ultrasound Voice* None .25
Ultrasound Vision* None .25
Vision Magnification 1 2 3 Level x .25
Physical
Adept Physical Powers
Adept Power Levels Power Point Cost
Body Boost Any Level x .25
Body Control Any Level x .25
Deep Rooting None .5
Flexibility 1 2 Level x .5
Freefall Any Level x .25
Gliding None 1
Great Leap Any Level x .25
Improved (Skill) 1 2 3 Level x .25
Improved Ability (Combat) Any Level x .5
Improved Ability (Physical) Any Level x .25
Improved Body Any Variable
Improved Quickness Any Variable
Improved Reflexes 1 2 3 2 3 5
Improved Strength Any Variable
Inertia Strike None .5
Iron Gut Any Level x .25
Iron Lungs Any Level x .25
Nimble Fingers None .5
Pain Resistance Any Level x .5
Penetrating Strike 1 2 3 Level x .75
Quickness Boost Any Level x .25
Rapid Healing Any Level x .5
Resilience Any Level x .25
Rooting Any Level x .25
Side Step Any Level x .5
Smashing Blow None 1
Sprint Any Level x .25
Strength Boost Any Level x .25
Suspended State None 1
Sustenence None .25
Temperature Tolerance Any Level x .25
Traceless Walk Any .5
Wall Running None 1
Combat Adept Powers Information
Master Index » Information Index » Magical Reference » Adept Powers » Combat » Combat Adept Powers Information
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Table of Contents
Counterstrike
Delay Damage (obvious)
Delay Damage (silent)
Distance Strike
Gentle Strike*
Killing Hands
Missile Mastery
Missile Parry
Mystic Armor
Mystic Blade
Nerve Strike
Power Blow*
Power Throw*
Quick Draw
Quick Strike
Shockwave
Counterstrike
[top]
Valid Levels: Any
COST: Level x 0.5 PP
This power allows an adept an additional amount of dice equal to the level of the power on all Counterattack tests for melee combat.
Delay Damage (obvious)
[top]
COST: 1 PP
This power allows an adept to make an attack against a target and set a time period within 24 hours in which the damage will be felt. An obvious attack must be made, it just seems to do no damage at the time. The adept must sustain the Delay Damage power and suffer a +2 modifier to all tests until the damage has been taken, dropping the sustainment will dissipate the damage. The Delayed Damage can be dispelled by rolling against the power of the attack and taking drain at the damage leve, of the attack.
Delay Damage (silent)
[top]
COST: 2 PP
This power allows an adept to make an attack against a target and set a time period within 24 hours in which the damage will be felt. The attack merely needs to be a brush or touch, the target will usually not notice. No Combat Pool dice may be used on that attack, but the target may not defend or counterattack. The adept must sustain the Delay Damage power and suffer a +2 modifier to all tests until the damage has been taken, dropping the sustainment will dissipate the damage. The Delayed Damage can be dispelled by rolling against the power of the attack and taking drain at the damage level of the attack.
Distance Strike
[top]
COST: 2 PP
This power allows an adept to make a melee attack from a distance. The range is equal to the adept's Magic attribute in meters. The target cannot counterattack, and reach modifiers are discounted, but all other norms of melee combat apply.
Gentle Strike*
[top]
Level COST
L Stun 0.25 PP
M Stun 0.5 PP
S Stun 1 PP
D Stun 2 PP
This power functions similarly to Killing Hands. When an adept attacks using this power, the strike does (STR)Level stun damage, but does it through a similar form of attack to that caused by some stun attacks — it leaves no physical traces on the opponent such as signs of being beaten. Attacks using this power will never cause overflow into physical damage. Trauma dampers or other items in the target that reduce stun damage *are* effective against this adept power.
Killing Hands
[top]
Level COST
L 0.5 PP
M 1 PP
S 2 PP
D 4 PP
This power allows an adept to turn a melee attack which normally causes stun damage into an attack that does the powers damage level in physical damage. Defensive bonuses for creatures with Immunity to Normal Weapons do not apply, and the ability may be used to attack in the astral as long as the adept is percieving.
Missile Mastery
[top]
COST: 1 PP
This power allows adepts to use non-weapon objects with the Throwing Skill to cause (half the adept's Strength rounded down)L physical damage if the object is pointed, or stun damage if it is blunt. Armor reductions apply as normal. With orthodox missile weapons, the adept adds +2 to the weapon's Power.
Missile Parry
[top]
COST: 1 PP
This power allows an adept to catch missiles thrown at her. The adept must roll a Reaction test plus combat pool against a target number of 10-<range base TN>. She must generate more successes on the test than her attacker. This is a free action.
Mystic Armor
[top]
Valid Levels: Any
COST: level x 0.5 PP
+Rating to Impact Armor
Mystic Blade
[top]
Valid Levels: 1 2
COST: Level x 2 PP
Requires Killing Hands as a prerequisite.
Allows use of Killing Hands (and any linked abilities) at +1 Reach compared to natural.
Manifesting Mystic Blade is a free action.
Can have up to Rating Mystic Blades manifested at the same time.
The form of the Mystic Blade is chosen when the power is purchased, and determines what skill (Edged Weapons, Clubs, Cyber-Implant Combat, etc) must be used for all attacks with the Mystic Blade power.
Nerve Strike
[top]
COST: 1 PP
This power allows an adept to reduce a target's Quickness by rolling a standard unarmed attack against a base target number of 4 plus the impact armor of the person he strikes. Each two successes reduce the target's quickness by one. Reducing the Quickness to zero leaves the target paralyzed. Quickness is recovered at one point per a minute. The base target number for critters is 6 instead of 4.
Power Blow*
[top]
Valid Levels: Any
COST: Level x 0.75 PP
This skill does not need a barehanded attack. It focuses magical energy into the point of attack, so the character adds the influence of the Power Blow to any melee attacks. Ranged combat cannot be improved because the adept cannot be in direct contact with the projectile to channel the magical energy. Each .75 adds +1 to the power of the attack. Note that this ability cannot be used with the electrical damage from stun gloves, stun batons, etc., as that effects are soley technological, but they may still increase the physical damage from the blow.
This power's effect is limited to half the adepts magic rating, or the adept's unmodified level in the associated combat skill, whichever is lower.
Power Throw*
[top]
Valid Levels: Nine
COST: 1 PP
This power adds 2 to the characters effective Strength solely for the purpose of determining range and damage of thrown weapons and objects. The bonus from this power is cumulative with that of Missile Mastery.
Quick Draw
[top]
COST: 0.5 PP
This power allows an adept to quick draw weapons other than pistols using the standard quick draw rules.
Quick Strike
[top]
COST: 3 PP
This power allows an adept to act first in one Initiative Pass per a Combat Turn. The adept's action is then used up for that Initiative Pass. The adept must have the ability to take an action during that Initiative Pass, and he must be unwounded.
Shockwave
[top]
COST: 3 PP
Allows an adept to knock an opponent away.
Net Successes in a Melee Combat Test may be spent to knock opponent back 1m per success, up to a maximum of the wielder's Magic Attribute. Individual Net Successes may still be retained to stage damage as normal.
If the opponent stages the damage down to nothing during the Damage Resistance Test this power has no effect.
If this power affects an opponent, they are Prone.
Notes: *Powers with this asterisk are custom powers found on Denver Shadowrun MU*.
Magical Adept Powers Information
Master Index » Information Index » Magical Reference » Adept Powers » Magical » Magical Adept Powers Information
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Table of Contents
Animal Empathy
Commanding Voice
Cool Resolve
Elemental Strike
Acid Secondary Effect
Blast Secondary Effect
Fire Secondary Effect
Ice Secondary Effect
Light Secondary Effect
Lightning Secondary Effect
Metal Secondary Effect
Sand Secondary Effect
Smoke Effects
Water Secondary Effect
Empathic Healing
Enthralling Performance
Facial Sculpting
Iron Will
Magical Resistance
Magical Power
Melanin Control
Multi-Tasking
Pain Relief
Spell shroud
Voice Control
Animal Empathy
[top]
Valid Levels: Any
COST: level x 0.25 PP
Characters with this power have a natural affinity for animals. Each level adds +1 die for any skill tests involving non-threatening handling attempts of animals, or attempts to threaten/frighten them.
Commanding Voice
[top]
COST: 0.5 PP
The power allows the adept to modulate their voice in such a way to import greater weight to certain words, subliminally affecting and influencing target listeners.
An adept with this power makes a Complex Action and issues a forcefull but simple order (three words or less) to another character. The adept pits his Charisma against the target's Willpower in an Opposed Test. For each extra person beyond the first that the adept attempts to "hit" with this command, the adept suffers a +1 TN modifier. If the adept wins, the target takes their next Free or Simple action to either obey the command or pause in indecision (Gamemaster's Call). The order does not carry any weight beyond this initial moment, and determined characters will continue doing whatever they originally meant to. This power is most useful to temporarily distract or fluster opponents.
This power may only be used on metahumans who can directly hear -and- understand the adept. It does not work when transmitted or amplified via technological means (bullhorn, loudspeakers, amps, etc).
This power is less effective on subsequent uses; apply a +2 modifier each additional time the adept attempts to use Commanding Voice against the same character within a 24 hour period.
Cool Resolve
[top]
Valid Levels: Any
COST: level x 0.5 PP
Characters with this power are unflappable in social situations. Each level of this power adds 1 die for resisting the use of Charisma-linked social skills against them to fool, manipulate, intimidate, and so forth. This power does not function vs. spells or critter powers, but is effective vs. other adept powers.
Elemental Strike
[top]
COST: 0.5 PP per elemental variant
This power requires the adept to have Killing Hands at any level.
The adept can channel his power into creating a secondary effect of Acid (see Magic in the Shadows, pp 51-53) when he strikes with Killing Hands. This creates a visible effect around the adept's feet and hands. Creating the elemental effect requires a Simple Action, and remains in affect for (Magic Attribute) Combat Turns or until the adept uses a Free Action to extinguish it. The adept may use a Simple Action to switch to another type of Elemental Strike should they possess one. Elemental Strike may not combined with Distance Strike nor Delay Damage.
Acid Secondary Effect
[top] [Base Power]
Objects may be pitted or turned to sludge, tires may flatten, armor may be reduced by 1 Ballistic and Impact due to corrossion and pitting. See MITS p. 51 for more details.
Blast Secondary Effect
[top] [Base Power]
Broken glass, shattered plaster and so forth. Unreinforced walls and structures may be damaged by the effect. See MITS p. 51.
Fire Secondary Effect
[top] [Base Power]
Fire can ignite flammable materials. Highly flammable materials add -1 to their Object Resistance. Ammo may explode. Fuel may explode. See MITS p. 51-52
Ice Secondary Effect
[top] [Base Power]
Normal plants wither and die, water may freeze, vehicles need to make Crash Tests, and more. See MITS p. 51-52
Light Secondary Effect
[top] [Base Power]
Intense light may overload optics, intense light may set fire to flammable materials. See MITS p. 51-52
Lightning Secondary Effect
[top] [Base Power]
Lightning may short out electrical equipment. Apply a -1 to Object Reisistance against these effects. Metal firearms may be destroyed and ammo cooked off. Engines may short out. See MITS p. 51-52
Metal Secondary Effect
[top] [Base Power]
Shrapnel may shred opponents or reduce armor by 1. Fragments may confuse some sensors and scanning objects. See MITS p. 51-52
Sand Secondary Effect
[top] [Base Power]
Fine grit may jam or damage machinery or weapons not fully sealed. See MITS p. 51-52
Smoke Effects
[top] [Base Power]
As a primary effect, smoke does stun damage. Continuing to inhale it can eventually overflow into physical damage. Secondary effects are limitation of vision, imposing a +4 modifier on visibility for the remainder of the combat turn.
Water Secondary Effect
[top] [Base Power]
Water may short out electrical or electronic gear or vehicle engines, but not cyberware. See MITS p. 51-54
Empathic Healing
[top]
COST: 1 PP
This power allows the adept to heal another person by transferring some or all of their wounds onto herself. The adept makes a Magic Test vs. a TN of (10-Target's Essence (round down)). The number of successes determines the maximum number of boxes of damage that can be transferred. The base time for this healing depends on the wound level transferred (use the Permanant Spell Base Time Table, SR 3 p. 178). Extra successes gained can reduce this base time.
The adept must maintain physical contact with the wounded character during the entire process. Additionally, only physical wounds may be transferred in this manner.
Enthralling Performance
[top]
COST: 0.5 PP
An Adept must have an Artistic Performance Knowskill (Dancing, Singing, Oration, etc.) before purchasing this power. The power only applies to the selected Knowskill (Enthralling Performance must be purchased separately if the adept would like to use it for more than one Knowskill.)
This power channels magic into the adept's performance, mesmerizing the audience with the flow of his movements or the cadence of his words and putting the audience at ease. Enthralling Performance induces a mild hypnotic state in the audience. The Adept makes an Open Test using the appropriate Performance Skill. Any audience members who fail to beat the Open Test with a Willpower Test give the adept their full, unwavering attention. While mesmerized, such characters suffer a +4 distraction penalty to Perception tests (instead of the usual +2 for distraction). Entranced audience members who are subjected to an act of stress (such as being knocked over or threatened) or obtrusive environmental distractions (like a gunshot) will automatically break out of the trance. The maximum period the adept can keep others entranced is equal to his Charisma * 10 in minutes.
Facial Sculpting
[top]
COST: 0.75 PP
This power allows the adept to change their facial features through slight shifts in muscle, bone, and cartilage and skin for a number of hours equal to their Magic Attribute.
Use of this power requires an Open Magic Test to determine the Target Number that others use for their Perception Tests to recognize them. This test requires (10-Willpower) minutes to perform.
Examples of what can be done:
Raise/lower cheek bones
Thicken/thin lips
Strech eyelids
Square/Round the chin
Alter Angle/Height of ears
Thin/Fatten the nose
Alter the perceived metatype (at least facially)
Create facial structe to speak Or'zet w/o penalty
If this power is used in conjunction with the Disguise skill to imitate a specific person, the target number of the Disguise Test is reduced by 2.
Iron Will
[top]
Valid levels: Any
COST: level x 0.5 PP
This power allows an adept to add additional dice equal to the power's level during any Resistance tests against attempts to control or alter his mind. The power does not defend against any form of illusion spells nor does it defend against mana-based combat spells.
Magical Resistance
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Valid levels: Any
COST: level x 1 PP
This power allows an adept to add a number of additional dice equal to the power's level on any Spell Resistance test. It also protects against Innate Spell powers of critters, but no other magical actions.
Magical Power
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Valid levels: Any
COST: level x 1 PP
Adepts of the Magician's way can use this power to allow themselves to act as mages. The level of the power is the adept's effective Magic Attribute when using the magical skills of Conjuring and Sorcery. There are numerous other complicated benefits and restrictions to this adept power, as it is given a full path in the Magic in the Shadows source book. More information about the exact usage of the power should be gathered from there.
Note: max level 4 in CG
Melanin Control
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This power allows to alter his hair or skin color /within the limits of natural skin tone/ for his metatype. This will last for a number of hours equal to his Magic Attribute.
Use of this power requires a Complex Action to shift either hair or skin one grade.
There are four standard grades of skin tone: albino, tan, brown, black. There are four standard grades of hair colour: white/grey, blonde, red/brown, black. Therefore, it takes three Complex Actions to go from albino to black skin tone.
The character may select variations within each skin tone/hair colour, of course.
At the end of the time period, the character must wait at least (Magic Rating) minutes to change their hair colour or skin tone again.
Multi-Tasking
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COST: .5 PP
This power grants the adept the ability to gather information from multiple senses as well as concentrate on two separate actions or thoughts at the same time.
The benefit of this is that the adept may take -two- Free Actions per Initiative Phase. For example, the adept may read data off a screen while simultaneously listening to his comm, giving each his full attention.
Pain Relief
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COST: 1 PP
This power allows the adept to channel their energy into the chakra/chi/ki/ch'i points of another living being (the adept may not use this power on themselves) in order to relieve pain, fatigue, stress, and tension.
To use this power, the adept makes a Magic Test with a target number equal to (10-the target's Essence), rounded down. Successes reduce the target's Stun by one level (i.e. from Serious to Moderate). This power requires a base time of thirty minutes, divided by the number of successes gained in the test (see below).
The adept must possess some form or variation of the following to use this power: Shiatsu massage, Reiki, or acupuncture. The number of successes in the above test is limited by the base rating in this skill, not modified by any form of magic, cybernetics, or bioware enhancements. (i.e. If the adept only has Shiatsu Massage at Rating 2, the most successes they can use from their test is 2, thereby reducing the base time to 15 minutes.)
This power requires skin to skin contact between the adept and the target for the entire length of the use of the power, as well as uninterupted concentration on the adept's part. This is considered an Exclusive Action on the adept's part. Any sort of combat, spellcasting, or other disruptive action immediately ceases the Pain Relief session with no benefit granted to the target.
Finally, this power can relieve Drain.
Spell shroud
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Valid Levels: Any
COST: level x 0.25 PP
This power allows an adept to add additional dice equal to the power's level for Spell Resistance tests against detection spells. It has no effect on astral observances.
Voice Control
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COST: 0.5 PP
This power grants the adept incredible levels of control over their voice. They may change their pitch, tone, and modulation at will, as well as raise or lower their volume.
The adept may imitate sounds and attempt to disguise their voice, all within the range of normal metahuman vocalization (no infra- or ultra-sound), including mimicing the voices of others.
Use the adept's Intelligence in an Opposed Test against a voice recognization system's rating, or against another character's Intelligence whom they are attempting to fool.
Finally, the adept may "throw" their voice up to (Magic Attribute) meters away.
Perception Adept Powers Information
Master Index » Information Index » Magical Reference » Adept Powers » Perception » Perception Adept Powers Information
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Table of Contents
Astral Perception
Blind Fighting
Combat Sense
Direction Sense
Eidetic Sense Memory
Electromagnetic Sense*
Empathic Reading
Empathic Sense
Enhanced Perception
Flare Compensation
High-Frequency Hearing
Improved Hearing
Improved Scent
Improved Taste
Low-Frequency Hearing
Low-Light Vision
Magic Sense
Microscopic Vision
Motion Sense
Sixth Sense
Sound Dampening
Supernatural Balance
Thermographic Vision
Time Sense
True Sight
Ultrasound Voice*
Ultrasound Vision*
Vision Magnification
Astral Perception
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COST: 2 PP
This power allows an adept to astrally percieve as a mage would. It does not allow an adept to astrally project.
Blind Fighting
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COSTS: 0.5 PP
Visibility modifiers for full darkness or blind fire are reduced to +4. Standard bonuses of cover remain the same.
Combat Sense
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Valid Levels: 1 2 3
COSTS: level x 1 PP
This power grants an adept extra Combat Pool dice and the ability to use them on your Reaction test in surprise situations. Level 1 gives 1 extra die, Level 2 gives 2, and Level 3 gives 3. Level 1 allows 1/4 of the combat pool to be used on a Reaction test, Level 2 1/2, Level 3 all of them.
Direction Sense
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COSTS: 0.25 PP
With a successful Perception(4) test, an adept will know her direction and position relative to the ground using this power.
Eidetic Sense Memory
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COST: 0.5 PP
This power grants near-photographic memory of any sensory input. They can remember what they see, the way things smell, textures, the way food tastes, and so forth. Game-wise, this power gives the adept +2 dice for any Intelligence Test to remember sensory input. If this power exists on a character with Mnemonic Enhancers, use the greater of the two modifiers; they do not combine. Finally, the character can 'photo-read' ability, allowing you to read 10 times the speed of an average person of your intelligence and education level.
Electromagnetic Sense*
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COST: 0.25
Normal human beings can feel strong currents of electromagnetic fields through their tactile senses. This power would be an enhancement of that, allowing the adept to make a tactile based perception check to detect nearby electronics, provided it uses enough juice. The target number should roughly be based off of the voltage something uses. A light or camera might be easy to detect while a ultrasound emitter or a ruthenium suit would be distinctly more difficult to isolate. Range is magic in meters. This power would also allow sensing of fields generated by magnets in a similar manner. One can be affected by multiple strong field, disrupting a clean signal. For every electrical device in range, a +1 mod is applied to detect the location of a specific electronic device. This sense cannot be used to identify devices, merely detect that they are there. (MAD in the wall, etc. But you wouldn't know it was a MAD, merely that SOMEthing is in the wall.)
Empathic Reading
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Valid Levels: Any
COST: level x 0.25 PP
This power grants the adept greater ability to determine if someone is telling the truth or lying. The adept reads unconscious body language and biological signs people exhibit. The adept receives a -1 TN modifier per level to determine if a target is lying.
To determine if someone is lying, the character makes an Intelligence Test against the lying character's Negotiation's Open Test — Empathic Reading reduces the result, as mentioned, by -1 per level.
Empathic Sense
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COST: 0.5 PP
This power allows a LOS ability to evaluate the emotions of others by a Perception(4) test. The information gained is comparable to the emotional information listed on the Assensing Table. Unless the adept is himself an initiate, Masking counters the power.
Enhanced Perception
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Valid Levels: Any
COST: level x 0.5 PP
This power provides an extra number of dice equal to its level on Perception tests. The number of extra dice cannot be greater than the least of either the adept's Magic or Intelligence attribute.
Flare Compensation
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Cost: 0.25 PP
This power functions in the exact same way that cybernetic flare compensation works.
High-Frequency Hearing
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COST: 0.25 PP
Conveys the normal benefits gained by cybernetically granted High-Frequency Hearing.
Improved Hearing
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COST: 0.25 PP
The Improved Hearing Power has the same game effect as the Hearing Amplification Ear Cyberware, -2 TN to most auditory Perception Tests.
Improved Scent
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COST: 0.25 PP
This power allows one to identify scents specifically and sense the presence of someone presently or in the recent past by their distinct scent. Target modifiers for the local environment apply.
Improved Taste
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COST: 0.25 PP
This power allows an adept to identify the ingrediants of anything she tastes by a successful Perception test.
Low-Frequency Hearing
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COST: 0.25 PP
Conveys the normal benefits gained by cybernetically granted Low-Frequency Hearing.
Low-Light Vision
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COST: 0.25 PP
This power grants the same advantages that low-light cybernetic enhancements give.
Magic Sense
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COST: 0.5 PP
This power allows an adept to sense magic effects and energies according to the Detection Spell Table (pg. 192 SR3) with a Perception test. The radius of effect is the adept's Magic Attribute * 5.
Microscopic Vision
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COST: 0.25 PP
This power grants the equivalent advantages of the cybernetic enhancement of microscopic vision.
Motion Sense
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COST: 05
This power allows the adept to detect objects, creatures, or people by minute fluctuations in the mana around them, even when their five ordinary senses detect nothing. The range on this power is equal to the adept's Magic Rating in meters.
The adept may make a Perception Test against the object/person/creature moving into their range, using the table below or against the target's Open Stealth Test (if stealthing); apply any Background Count in the area as a Target Number modifier. Only one success is necessary to detect the object.
If a target is detected, the adept receives a -2 reduction to vision TN modifiers to strike at it. This power cannot detect movement through an Astral Barrier of any type.
Motion Sense Test
Moving thing is: TN
Smaller than a house cat 8
Smaller than average metahuman 6
Average mid-sized metahuman 4
Larget than mid-sized metahuman 2
Sixth Sense
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Valid levels: Any
COST: level x 0.25 PP
This power allows an adept to add additional dice to Reaction tests per level when in a Surprise situation. The dice cannot be applied to normal Reaction tests, only those in a Surprise situation.
Sound Dampening
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COST: 0.25 PP
This power grants the same advantages as the cybernetic enhancement sound dampening.
Supernatural Balance
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COST: 0.25 PP
Works as the Balance Augmenter cyberware in all ways.
Thermographic Vision
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COST: 0.25 PP
This power grants the same advantages as the cybernetic enhancement thermographic vision.
Time Sense
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COST: 0.25 PP
This power gives an adept a fairly exact sense of the current time, much like the effects of the Retinal Clock. It can also be used to give a 'countdown' of sorts.
True Sight
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COST: 0.25 PP
This power gives an adept additional dice equal to the power's level for Resistance tests against an illusion-spell or critter.
Ultrasound Voice*
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COST: 0.25 PP
Allows the adept to produce ultrasonic sound the equivalent of an ultrasound sight.
Ultrasound Vision*
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COST: 0.25 PP
This power mimics the cyberware Ultrasound Vision.
Reduces visibility modifiers by half.
Indirect Illusion spells that affect sight do not affect user.
+4 TN to any target visible only through ultrasound
Indirect Illusion spells that affect sound DO affect user.
Add the rating of any White Noise Generators in the area to any TNs involving ultrasound vision.
Ultrasound Vision requires Ultrasound Voice or an Ultrasound Emitter to function.
Vision Magnification
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Valid Levels: 1 2 3
COST: level x 0.25
This power grants the same advantages as the cybernetic enhancement vision magnification.
Notes: *Powers with this asterisk are custom powers found on Denver Shadowrun MU*.
Physical Adept Powers Information
Master Index » Information Index » Magical Reference » Adept Powers » Physical » Physical Adept Powers Information
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Table of Contents
Body Boost
Body Control
Deep Rooting
Flexibility
Freefall
Gliding
Great Leap
Improved (skill)
Improved Ability (combat)
Improved Ability (Physical)
Improved Body
Improved Quickness
Improved Reflexes
Improved Strength
Inertia Strike
Irong Guts
Iron Lung
Nimble Fingers
Pain Resistance
Penetrating Strike
Quickness Boost
Rapid Healing
Resilience
Rooting
Side Step
Smashing Blow
Sprint
Strength Boost
Supended State
Sustenance
Temperature Tolerance
Traceless Walk
Wallrunning
Body Boost
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Valid Levels: Any
COST: level x 0.25 PP
This power grants a boost in the Body attribute equal to the power's level by making a Magic test against one half of the unaugmented Body attribute. The number of Combat Turns the boost lasts is equal to the number of successes on the test. At the end of this time period, the adept must roll Drain against a target number equal to half the boosted Body attribute (round up). The damage level of the drain is Light if the boosted Body attribute is less than or equal to the adept's Ractial Modified Limit, Medium up to the Racial Attribute Maximum, and Serious up to 2x the Racial Modified Limit. The power is only compatible with the Improved Physical Attribute power and no other enhancement technological or magical.
Body Control
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Valid Levels: Any
COST: level x 0.25 PP
This power grants additional dice equal to the level for any Resistance test against toxins or diseases.
Deep Rooting
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COST 0.5 PP
This power acts as one level of Rooting (see Rooting), as well as allowing the adept to act as a stable firing platform. When deeply rooted, the adept reduces all recoil penalties by half (round down). The adept has a firing arc of 90 degrees to the front, and may only turn up to 90 degrees per action. Turning off this power requires a Complex Action.
Flexibility
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Valid Levels: 1 2
COST: level x 0.5 PP
This power reduces the target number for Athletics (Escape Artist) tests by 1 per level. This also applies to holds in unarmed combat.
Freefall
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Valid Levels: Any
COST: level x 0.25 PP
This power allows an adept to subtract 2 meters * <freefall power level> when determining the amount of damage needed to resist. This effectively means that if the distance is less than the amount the adept could subtract, he does not need to make a Damage Resistance test.
Gliding
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COST: 1 PP
This power allows the adept to run up to (Magic Attribute) meters across tangible surfaces that would not normally support their weight, such as thin ice, water, or even fragile tree limbs or lines. Any attempt to run longer distances requires landings and multiple uses of this power.
Using this power with Acrobatics, Jumping, or other measures will require an Athletics (Skill) Test against a target number assigned by the GM, with the move being considered at least Difficult.
The secondary effects of the movement and vibration still apply to this power; however, when combined with Traceless Walk these effects are removed.
Great Leap
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Valid Levels: Any
COST: level x 0.25 PP
This power allows adepts to add extra dice equal to the level for jumping tests. The level is also added to the character's Quickness when determining the maximum distance he can leap.
Improved (skill)
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Valid Levels: 1 2 3
COST: level x 0.25 PP
This only refers to Performance/artistic knowledge skills.
Improved Ability is described on p. 163 SR3. However, increasing numbers of adepts have learned to expand the limits of this ability through training, practice, and natural talent beyond the original scope, so that it is now applicable to other -performance or artistic- skills. When taken the skill this applies to must be selected and GMnoted on the PC.
Improved Ability (combat)
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Valid Levels: Any
COST: level x 0.5 PP
Adds a number dice equal to the powers level to roll to a combat skill. There extra dice are usable with all specializations of that skill as well. If you default to to a skill enhanced like this, you can only use half of those dice. This power level of this power is not allowed to be higher than the lower of base skill or magic attribute. This power is not increasing the level of the skill, just adding dice you can roll for the skill. That means you can only add CP up to the level of the base skill and not the enhanced skill.
Improved Ability (Physical)
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Valid Levels: Any
COST: level x 0.25 PP
This power operates under similar rules as Improved Ability (combat). The allowable skills for this power are Athletics, Diving, and Stealth.
Improved Body
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Valid Levels: Any
COST: Variable
Adds its Rating to Body.
Costs 0.5 Power Points base, double cost to raise above racial maximum.
Counts as a 'natural' attribute increase for karma-cost skill/attribute raises.
Improved Quickness
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Valid Levels: Any
COST: Variable
Adds its Rating to Quickness.
Costs 0.5 Power Points base, double cost to raise above racial maximum.
Counts as a 'natural' attribute increase for karma-cost skill/attribute raises.
Improved Reflexes
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Valid Levels: 1 2 3
COST: 2 3 5 PP
This power works similarly to the Wired Reflexes cyberware, adding +2 to Reaction and an extra Initiative die per level. It may never be combined with other improvements to Reaction or Initiative.
Improved Strength
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Valid Levels: Any
COST: Variable
Adds its Rating to Strength.
Costs 0.5 Power Points base, double cost to raise above racial maximum.
Counts as a 'natural' attribute increase for karma-cost skill/attribute raises.
Inertia Strike
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COST: 0.5 PP
This power allows the adept to make a powerful melee or unarmed attack, channeling energy into knocking his opponent down.
The base damage level of the attack is reduced by one (1) but, the opponent must make a knockdown test, even if no damage is sustained. This knockdown roll is made as if the damage level was one level higher than the base attack. A character who is inflicted with a serious wound or worse is automatically knocked down.
Irong Guts
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Valid Levels: Any
COST: level x 0.25 PP
A character with this power can eat and digest just about anything, and his body will pass it without harm. Each level in Iron Gut reduces the Power of ingested toxins by 2 (to a minimum of 2).
Iron Lung
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Valid levels: Any
COST: level x 0.25 PP
An adept with the Iron Lungs power has expanded lung capacity. Each level increases the amount of time that the adept can hold his breath by an extra 45 seconds. Also, each level reduces Fatigue Tests by -2.
Nimble Fingers
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COSTS: 0.5 PP
This power grants the adept the ability to perform simple reflex and timing tricks more effectively.
The adept enjoys +1 die to Stealth or Quickness Tests involving sleight-of-hand actions.
Also, the following Simple Actions are considered Free Actions for the adept:
Insert Clip
Pick Up/Put Down Object
Remove Clip
Use Simple Object
Pain Resistance
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Valid Levels: Any
COST: Level x 0.5 PP
This power allows an adept to subtract the level from the number of boxes he has in either Stun or Physical damage when determining target modifiers. This effectively means that if the amount of damage is less than the adept's level of the power, he can ignore target modifiers altogether. The power also allows him to pose a modifier of -<Pain Resistance level> to any TN for a Body or Willpower test to resist cohersion through interrogation or torture, or to resist the effects of illness, magic, etc.
Penetrating Strike
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Valid Levels: 1 2 3
COST: Level x 0.75 PP
This power allows the adept to channel great force, or possibly detect weak spots, while making an unarmed attack, thereby bypassing the target's Impact Armor.
For each level of the power, the adept to reduce the target's Impact Armor rating by 1 for purposes of determing damage only.
This power functions with Killing Hands, Gentle Hands, and Nerve Strike, but it does not function with Distance Strike or Inertial Strike.
Quickness Boost
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Valid Levels: Any
COST: level x 0.25
This power grants a boost in the Quickness attribute equal to the power's level by making a Magic test against one half of the unaugmented Quickness attribute. The number of Combat Turns the boost lasts is equal to the number of successes on the test. At the end of this time period, the adept must roll Drain against a target number equal to half the boosted Quickness attribute (round up). The damage level of the drain is Light if the boosted Quickness attribute is less than or equal to the adept's Racial Modified Limit, Medium up to the Racial Attribute Maximum, and Serious up to 2x the Racial Modified Limit. The power is only compatible with the Improved Physical Attribute power and no other enhancement technological or magical.
Rapid Healing
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Valid Levels: Any
COST: level x 0.5 PP
This power allows an adept to add a number of extra dice equal to the power's level for any Body tests for Healing, as well as Body tests for determining whether an injury sustained is a Deadly Wound. Rapid healing cannot be used on tests against Magic loss.
Resilience
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Valid Level: Any
COST: level x 0.25 PP
This power allows the adept to stabilize Deadly wounds as well as minimize secondary effects of such wounds, such as cracked bones, severed limbs, and so forth. Each level of Resilience adds +1 die for stabilization tests (page 129, SR3)
Also, the adept gains an extra die per level when checking for Permanent damage from Deadly wounds (SR3, page 127)
Finally, the power reduces the target number by 1 per level when testing for Wound Effects (p 126, Man and Machine)
Rooting
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Valid Levels: Any
Cost: level x 0.25
This power allows an adept to take a Simple Action to add a number of additional dice equal to the power's level for use in any test to resist being knocked down, thrown, levitated, or otherwise moved against her will. An adept may not move while using this power, and must modify all attacks by +2 if her target is in range.
Side Step
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Valid Levels: Any
COST: level x 0.5 PP
This power grants the adept the ability read subtleties of motion and body language, giving them the ability to anticipate the timing and location of a ranged or melee attack.
Each level of this power grants the adept one additional Combat Pool die only for the purposes of Dodge and Full Dodge attempts.
Smashing Blow
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COST: 1 PP
This power allows an adept to make an Unarmed Combat test against a target number of 4 and add the successes to his Strength rating for use in a strike against a barrier. If an adept is astrally perceiving and attempting to break an astral barrier, he may add +2 to his charisma for use in the test. This power may be combined with increased strength or strength boost powers.
Sprint
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Valid Levels: Any
COST: level x 0.25 PP
This power allows the adept to run at increased speeds. Every level of Sprint grants the adept an extra +1 Quickness for determining running distance.
Strength Boost
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Valid Levels: Any
COST: level x 0.25 PP
This power grants a boost in the Strength attribute equal to the power's level by making a Magic test against one half of the unaugmented Strength attribute. The number of Combat Turns the boost lasts is equal to the number of successes on the test. At the end of this time period, the adept must roll Drain against a target number equal to half the boosted Strength attribute (round up). The damage level of the drain is Light if the boosted Strength attribute is less than or equal to the adept's Racial Modified Limit, Medium up to the Racial Attribute Maximum, and Serious up to 2x the Racial Modified Limit. The power is only compatible with the Improved Physical Attribute power and no other enhancement technological or magical.
Supended State
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COST: 1 PP
This power allows to enter a state similar to that gained by the Hibernate spell by rolling Willpower against a target number of 4. The effects of the successes on this test are the same as those for the Hibernate spell.
Sustenance
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COST: 0.25 PP
Shadowrun Denver uses special rules for the game-effects of this power. See +hr general working-time for details. Thematically, the effects are a reduction in sleep; the ability to stay up for 48 hours without ill effects and averaging out to only needing 3-4 hours of sleep a night indefinitely. It also reduces the need to purge wastes to being only needed once a day. Characters must still spend the normal amount of time healing and recovering from physical and stun damage however.
Temperature Tolerance
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Valid Levels: Any
COST: level x 0.25 PP
This power allows an adept to add additional dice equal to the powers level for the purposes of resisting the effects and damage of exposure to extreme temperatures, including the primary and secondary effects of elementals and elemental spells.
Traceless Walk
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COST: 0.5 PP
This power allows an adept to apply a +4 modifier to hearing-based Perception Tests for anyone trying to hear her movement. It also allows the adept to avoid tripping ground-based motion or pressure sensors and walk across deep snow or sand without leaving any traces. Think Legolas in the avalanche scene of Lord of the Rings ^_^
Wallrunning
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COST: 1 PP
This power allows the adept to move up to (Magic Attribute) meters along a sheer wall or vertical surface. Any attempt to run higher distances requires landings and multiple uses of this power.
Using this power with Acrobatics, Jumping, or other measures will require an Athletics (Skill) Test against a target number assigned by the GM, with the move being considered at least Difficult.
The secondary effects of the sound or tracks still apply to this power; however, when combined with Traceless Walk these effects are removed.