Physical Adepts

Out with the old and in with the new. Or maybe it's back to the drawing board. Anyways, whichever aphorism you prefer, I'm making yet another revision to my adept rules, but this time it's on an item by item basis. Mana Pool is out, and we're back to the basic SR3 rules for adept powers. The powers contained herin may be adapted slightly, with rules limiting the number of times an adept power may be used before resting, with Willpower rolls to allow strong-willed individuals a chance to push these limits, possibly injuring themselves in the process.



Adept Powers

Power Magic Cost Karma to learn

Astral Perception 2 6
-- Byakugan Level 1 2 5
-- Byakugan Level 2 3 10
-- Byakugan Level 3 4 15
-- Sharingan Level 1 2 5
-- Sharingan Level 2 4 10
-- Mangekyou Sharingan 6 15
Attribute Boost 0.25 4
Berserker 4 or 6 10/15
Blind Fighting 0.5 4
Blur 2 5
Body Control 0.25 3
Breaking Blow 1/level 3
Bullet Evasion 2 3
Camouflage 0.5/level 3
Charismatic Aura 1/level 3
Claws of the Beast 1 3
Combat Sense 1,2,or 3 6
Counterstrike 0.5 2
Delay Damage 1 or 2 8
Distance Strike - Elemental 2 6
Distance Strike - Mana 2 6
Empathic Sense 0.5 4
Enhanced Perception 0.5 /lvl 1
Flexibility 0.5 or 1 1 or 2
Freefall 0.25 1
Great Leap 0.25 1
Improved Ability 0.25 1
Improved Physical Attribute 0.5 1
Improved Reflexes 2,3,or 5 2,3 or 5
Iron Will 0.5/level 1
Killing Hands 2,3,5 3,5,7
-- Jyuuken (Penetrating Chi Strike) 2 5
-- Chidori (Thousand Birds) 4 10
-- Rasengan 4 10

Power Magic Cost Karma to learn

Magic Resistance 1/lvl 1/lvl
Magic Sense 0.5 0.5
Magical Power 1/lvl -
Mesmerize 1 1
Mimicry 1 1
Missile Mastery 1 1
Missile Parry 1 1
Bullet Parry 1 1
Mystic Armor 0.5/lvl 1
Nega Mage 1 1
Nerve Strike I 1 1
Nerve Strike II Level/2 1
Pain Resistance 0.5/lvl 1
Pistol Mastery 2 8
Quick Draw 0.5 2
Quick Strike 3 6
Quick Move 3 6
Rapid Healing 0.5/lvl 2
Rooting 0.25/lvl 1
Sixth Sense 0.25/lvl 1
Smashing Blow 1 4
Spell Shroud 0.25/lvl 1
Suspended State 1 4
Temperature Tolerance 0.25/lvl 1
Traceless Walk 0.5 2
True Sight 0.25/lvl 1
Water Walk 1.0 4
Weapon Mastery 1/lvl 8

Adept Powers

Attribute Boost
Author/Source: FASA/pg. 168 SR 3rd Ed.
The adept with attribute boost power can call upon his inner self, enableing him to perform amazing feats far beyond those of which he is normally capable. The attribute boost power can be purchased for any of the Physical Attributes: Strength, Body, or Quickness. It cannot be purchased for a Mental Attribute, nor for Reaction, and must be purchased individually and seperately for each of the three PHysical Attributes.

The level purchased is the number of Rating Points by which the attribute is boosted. To gain the boost, the physical adept must make a Success Test, rolling a number of dice equal to his current Magic Rating against a target number equal to the one half current value of the attribute being boosted. If the Adept rolls no successes, the attribute remains at its current level. If the character achieves any successes, the Attribute is boosted by the full number of Rating Points. THe boost lasts only for a number of Combat Turns equal to the number of successes generated in the Magic Test. When the boost runs out, the physical adept must make a Drain Test, of sorts, to determine if he was weakened by the boost. The Drain target number is equal to one-half (round up) the obosted attribute value. THe Drain Level is based on the level of the boosted Attribute Rating compared to the character's Racial Maximum for that attribute per the table below.

As with a regular Drain ReSistance Test, to offset the Drain the character must make Willpower Test against the Drain target number. Every 2 successes reduces the Drain Level by one level. Drain damage is taken as Stun damage.

The Attribute Boost Power is not compatible with any form of cybernetic or bioware enhancements, nor spell-based increases. It is compatible with the physical adept ability Improved Physical Attributes.

Beast Mimicry
Author/Source: Macavity

Beast Mimicry (Gijuu Ninpou) - This technique gives the user the abilities of a particular animal - selected when the ability is learned. Certain aspects of the animal are also adopted by the user - claws grow, teeth elongate, areas of fur, scales, feathers or whiskers can appear. The user adopts the movement of the animal being mimicked within the limits of the human body. Four legged movement increases the speed multiplier by 1.5 (multiply exisiting speed multiplier by 1.5), wing-like arms allow longer leaps (double max jump).

Berserker
A dangerous and powerful ability, Berserker puts the Adept into a killing frenzy where they have little control over their actions for the duration. The first version is an involuntary killing frenzy (common among Bear & Shark shamanic adepts). Any wound that would normally push the adept into Deadly damage triggers the berzerker state. They may immediately use their increased body dice to resist the damage.

The more powerful and useful level of this power enables the Adept to voluntarily trigger the berzerker state upon a successful Willpower test whose TN varies according to the following table:

TN=14 - calm and relaxed, or drugged into a calm/relaxed state.
TN=12 - normal state
TN=10 - Tense atmosphere
TN=8 - Irritated or hyped.
TN=6 - Annoyed, or senses an imminent danger
TN=5 - If attacked or someone important to the Adept is attacked.
TN=4 - If Lightly Wounded.
TN=3 - if Moderately Wounded.
TN=2 - If Seriously Wounded.

Deadly wounds still provoke an automatic berzerker state. In either case, the berzerker Adept's mental stats are effectively reduced to zero and their physical stats are each doubled. The berzerk rage lasts a number of turns equal to the Adept's magic rating during which time the character must attack an opponent of choice until there is nothing with a weapon (friend or foe) in the berserker's LOS. At the end of the rage, the Adepts Attribute stats return to normal and they must resist Drain with a TN of their boosted strength rating during the rage.

Blind Fighting
Author/Source: FASA/pg. 168 SR 3rd Ed.
The adept is able to use their other senses to make up for any lack of vision. Reduce visibility modifiers for blind fire or full darkness to +4. Targets still gain standard bonuses from cover, but not from concealment.
Blur
Author/Source: Shadowdanceer modified by James
This power makes the Adept blurry and hard to see and causes major eye strain to the opponent -- even to those with cybereyes or cameras. Blue requires a Simple Action and Magic(5) test to activate. FOr every success, the power lasts one combat turn and increases all oppontn's Target Numbers by 2. This power cannot be activated again for a number of minutes equal to the combat turns it was active.
Body Control
Author/Source: FASA/pg. 148 MITS
This power enables the adept to better resist toxins and diseases. Each level of body control gives the character one additional die for use in Damage Resistance Tests against toxins and diseases.
Bone Razors
Author/Source: Shadowdancer adapted by Macavity
Similar to spurs, except made of bone. Damage code is Strength -1(M). Bone Razors can be extended and retracted at will. Each time they are extended from beneath the skin, the adept suffers Light Stun.
Breaking Blow
Author/Source: Pg 13 NERPS Shadowlore, Mark Mohan This power allows the adept to break and destroy barriers with his/her bare hands (a variation of Shattering Blow.) For each point purchased, the adept adds +1 to the power of the attack and subtracts 1 from the opposing Barrier Rating. This can be used in conjunction wiht Power Blow, but only in attacking objects with Barrier Ratings (such as cars.) Adepts trained in Breaking Blow and Power/Shattering BLow can be looked at as mobile, mini-demolition crews.
Bullet Evasion
Bullet Evasion lets the adept sense the direction an opponent in their field of vision is pointing their gun and gives them a greater chance of dodging the fire. The Adept rolls either a standard dodge roll with combat pool or an acrobatics/gymnastics skill, or they can dodge using a firearm martial art. When using a martial art specifically developed for this purpose, the Adept can add combat pool to their martial art roll. The base TN for dodging the round is 4 and modified by the same condition (lighting, movement, etc) modifiers that the attacker is subject to. If the Adept wishes to, he can instead intercept the bullet with a hand, arm, or small hand-held weapon or small shield weighing less than half their body.
Byakugan (White Eye or Evil Eye)
Byakugan - aura reading that allows an individual to read another opponent. At level 1, a successful aura reading roll determines intent, weaknesses & strengths and functions as Astral Perception.

At Level 2, Byakugan enables the individual to sense living organisms in their direction of sight up to their magic rating x 10 meters. Make a perception check against the organism's signature.

Level 3 creates a 360-degree sphere of mystical sense centered about the Adept that extends a range equal to their Magic Rating. A perception check against the individual's signature allows the adept to perceive what they're doing.

Camouflage
Author/Source: Shadowdancer
This power gives close to the same effect as the critter power "Adaptive Coloration". Each Level adds a +2 modifier when completely motionless to opponent perception tests. The drawback is that anything worn disrupts the camouflaging ability, unless the worn item also has camouflaging ability (ala ruthenium ghost suits).
Charismatic Aura
Author/Source: Calvinoi Mindflyer
The adept with Charismatic Aura uses its magic to assist his/her body in the production of natural pheremones, and to astrally influence others. The adept must concentrate for a minute per point of Charismatic Aura purchased prior to the full activation of Charismatic Aura.

Each point purchased adds +1 to the adept's effective Charisma and +1 to all Social Skills for the duration of the effects. Upon completing concentraion, the adept rolls dice equal to the points purchased. The sum of the dice is the time in minutes the adept's charisma is boosted. After this time the magic's effects fade, and the pheremone production returns to norm. The Adept may not attempt another use of Charismatic Aura again for a nujmber of minutes equal to Level x 2. Charismatic Aura does not work over electronic sensing devices but does affect any manner of contact be it sight, touch, taste, hearing or smell. Boosted Charisma cannot exceed (Racial Maximum) x 1.5

Chidori (One Thousand Birds/Lightning Edge)
- This Killing Hands attack focuses mana in the hands until it creates a crackling ball of mana that makes a distinct chirping sound. The gathered mana does Killing Hands Deadly damage as an area effect with a range in meters equal to that of half the level of Chidori taken. This attack may only be used a number of times a day equal to the level of Chidori before exhausting the user taking 6S Stun Additionally it takes a number of turns equal to the level of Chidori to gather the mana. The Chidori is exhausted upon an attack, whether successful or not.
Claws of the Beast
Author/Source: James
Physical finger and toe nails become very hard and sharp, lengthening up to 2 inches. Damage code is (STR)L and the nails have a body equal to the Adept's Body + Magic Rating for purposes of breaking. This power is common among Shamanic adepts.
Combat Sense
Author/Source:SR3 pg. 169
Combat Sense gives the adept an instinctive sense about an area and any potential threats nearby. Each level gives you a number of extra Combat Pool dice, as well as the ability to spend a percentage of your Combat Pool dice on your Reaction Test in surprise situations (pg. 108).
Counterstrike
The Adept is particularly good at striking back at attackers. Each level gives the adept an additional die for COunterattack Tests in melee combat, either armed or unarmed.
Delay Damage
The delay damage power enables an adept to inflict damage in unarmed melee combat that does not take immediate effect. The adept declares the use of delay damage and then makes a standard Attack Test against the target. The Target resists with a Damage Test as normal.

A successful attack converts the damage into a stored "charge" of magical force that lingers in the target's aura for up to 24 hours. Aftera predetermined period - set by the adept - the damage from the attack takes effect against the target.

Distance Strike - Mana
The Adept channels their chi to project an unarmed attack over a short distance and strike a target without physically touching them. The power has a range in meters equal to the mana pool spent in the strike, ignores Reach and inflicts the Adept's normal unarmed damage. The attack is mana, and not physical, so it is transmitted over the astral plane and is not stopped by physical barriers. Astral barriers do however block the attack. The target of the attack may use Combat Pool and Body dice to resit the attack as a ranged attack, if more successes are made on the target's Dodge Test, the strike is a complete miss.
Elemental Distance Strike
Uses Chakra to deliver a distance attack through the air. Sometimes this creates a slicing air attack, other times the weapon is used to send nearby earth or water flying. A rare kind uses fire. This type of distance strike uses a physical element, and is thus a physical attack, not mana. Each type must have a significant amount of the element available, and each type of element is a different kind of strike. Regular Distance Strike can be considered a Spirit Elemental attack. Elemental Distance Strike can cause secondary elemental effects per elemental manipulation rules.
Empathic Sense
A very limited form of magical awareness that gives an adept the ability to sense the emotions of those in LOS. A Perception(4) Test on the Assensing Table determines the emotional information the adept recieves. Masking defeats this power, unless penetrated normally. This is not assensing and not compatible with the Aura Reading Skill.
Flexibility
Author/Source: Shadowrun 3rd Ed
The Adepts limbs are unnaturally flexible, able to twist and bend in ways a normal person could never hope to do. (360 degree head turns!) For each level of this power, the Adept may reduce the target numbers for Atheltics (Escape Artist) Tests by 1 - such as slipping out of ropes, handcuffs, bindings as well as holds in combat. The Adept can also make Flexibility Tests to squeeze throught a small opening or passage - such as ventilation ducts, small sewage pipes, and other close quarters. The GM determines TNs for such tests.
Gaatsuga(Double Fang Attack)
This is a high speed tornado attack in which the Adept attacks the opponent by launching themselves into the air and spinning at high speed as they scratch, claw or cut their enemies into pieces. This attack is commonly performed with a cloned partner using Jyuujin Bunshin or some other magical cloning technique.
Gecko Crawl
Gecko Crawl - In a manner similar to Water Walking, this technique allows the adept to attach their feet to surfaces, enabling them to run up walls & along ceilings. The technique only lasts a limited amount of time and is fatiguing to the user. After a number of turns equal to their magic rating, the Adept must make a Willpower test with a TN = (# of turns) to continue using the power. Failing this test causes the adept to lose control of their mana and the attractive power of their feet and hands. If they succeed, then every two turns thereafter, they must again make a Willpower test with the new TN equal to the total turns the power has been used.
Great Leap
As it's name implies, Great Leap gifts the adept with supernatural jumping ability. Each level adds a die for Jumping Tests and multiplies the characters Quickness for the purpose of deterimining the maximum distance a character can jump.
Jyuujin Bunshin (Half-Beast Clone)
This spell transforms an animal into a clone of the individual with identical stats at the moment of transformation. With animal control, this can create a duplicate of the individual capable of fighting with identical skills and abilities until the animal takes damage. Upon taking damage, the animal transforms back into its orginal state and suffers the damage with its original stats, rolling body to soak.
Mangekyo Sharingan (Kaleidoscope Copy Wheel Eye)
The Mangekyo Sharingan user gains the ability to create hypnotic illusions on anyone who meets the gaze. This functions as a Gaze Attack whose images can be anything the Adept desires to be. This technique requires vast amounts of mana and the complete concentration of the adept as an Exclusive Magical activity. The Adept is unable to move while making this attack. Damaging illusions cause Stun damage and the target is unable to look away once caught. Time is relative inside the illusory world thus created. A lifetime of pain can be inflicted in mere seconds.
Mana Drain
A special ability that allows the user to reduce the available chi or mana of an opponent for a limited amount of time, reducing their ability to use PhysAd Abilities. A successful touch attack allows the ability to come into use. At level 1, for every 1 point of mana spent, the Adept drains 1 point of mana pool from their opponent. At level 2 for every 1 point of mana pool spent, the Adept drains 2 points of Mana Pool. At level 3, every point drains 4 points of mana pool.
Magic Resistance
Author/Source: Shadowrun 3rd Ed The adept with this power has a strong unconscious resistance to Sorcery, adding one die per level to Resistance Tests against spells in the same manner as spell defense. These dice are only usable by the adept and cannot be given to others. Magic Resistance does not affect voluntary spells or critter powers. Note that INitiate physical adepts who possess this power do not gain the benefits of Shielding.
Magic Sense
Author/Source: Shadowrun 3rd Ed This power is alimited form of astral awareness that allows the adept to sense magical energies and effects within a radius equal to the adept's Magic Attribute x5 in meters. Make a Perception Test using the adept's intelligence and consult the description fo the Detect Magic spll for general target numbers and levels of information gleaned with a successful test.
Mesmerize
Author/Source: This power allows the Adept to paralyze and impose his will on another person via a gaze attack. The Adept and target make an opposed success test with the Adept's magic Rating vs the target's Willpower. If the adept wins, then the victim is under the adept's control for as long as the adept maintain's eye contact with the victim. At level 1, the target is frozen in place, unable to move. At level 2, they will respond to simple one-word instructions. At level 3 more detailed instructions can be given. If the adept forces the individual to do something completely contrary to their nature (such as killing themselves, or attacking a friend) the Adept and target make another opposed success test, Magic Rating vs Willpower.
Mimicry
Author/Source: White WOlf #38, Herbert L. Helzer II This power allows an adept to produce sound effects and imitate people and animals, in the manner of a Sasquatch. Unlike the tonal shift feature found in a voice modulator cyberware, this ability can fool voice scanners. THe adept's Magic Attribute is the victim's base TN to identify a sound as fake. Typically, intelligent creatures roll their Intelligence vs. the adept's Magic Rating. An animal hearing imitated sounds of its own species gets a -2 TN modifier. THe adept's familiarity with the sound of the voice being modified also modifies the target number. Singing Skill augments Adept Mimicry. An adept recieves a +1 modfier for every two levels of singing skill.
Missile Mastery
Author/Source: Shadowrun 3rd Ed Missile mastery gives the adept the ability to turn everyday harmless items (pens, credsticks, etc..) into deadly thrown weapons. Using the throwing skill, unorthodox missiles have a base Damage Code of (1/2 STR, rounded down) L. Items with an edge or point inflict Physical, blunt inflict Stun, both resisted by impact. Standard throwing weapons increase thierPower by +2.
Missile Parry
Author/Source: Shadowrun 3rd Ed The adept can pluck slow-moving missile weapons such as arrows, thrown knives or shuriken out of the air. To perform this feat, the character rolls dice equal to his Reaction Attribute (lus Combat Pool dice, if the player so chooses) against TN 10 minus the range-determined base TN for the incoming attack. For example, to catch an arrow shot at long range, the adept has a TN of 2 (10-8). If the attack were made at short range, the TN would be 6(10-4)
Mystic Armor
Author/Source: Shadowrun 3rd Ed, pg 170
Adds 1 point of impact armor per level taken. The Adept is able to magically toughen his own skin and resist the effects of impact damage. Note also that Mystic Armor is cumulative with worn impact armor. Mystic Armor protects against damage in astral combat.
Nega Mage
Author/Source: White WOlf # 38, Herbert L. Helzer II
This power gives the Adept a spell defense pool equal to the Adept's Willpower or Sorcery Skill, whichever is higher. An adept with Astral Perception gains +2 dice while astrally perceiving.
Nerve Strike I
Author/Source: MITS, pg 151 This power allows the adept to magically inflict numbintg strikes against a living target's nervous system. A Nerve Strike is made like a normal unarmed attack, using the Unarmed Combat Skill with a base target number of 4. Instead of inflicting damage, however, every two net successes on the adept's Unarmed Combat Test reduce the target's Quickness rating by one. If the Quicknesss is reduced to zero, the target is paralyzed. Lost Quickness recovers at a rate of one point per minute. Against critters base target number is 6. Critters without nervous systems are immune to this power.
Pain Resistance
Author/Source: SR3, pg 170
Pain resistance allows the Adept to ignore the effects of injury, although it does not reduce the actual damage. Subtract your level of Pain Resistance from your current damage before determining your injury modifiers. Pain Resistance also allows you to resist pain from torture, magic, illness, and so on. Subtract the level from target numbers to resist pain, such as a Body or Willpower Test against symptoms of interrogation, torture, a painful disease, or a Chew the Will Test.
Penetrating Chi-Strike (Jyuuken)
Jyuuken - damages internal organs, causes damage but does not cause penalties until the damage reaches deadly. Can not be soaked by body at the time of impact, only dodged or parried. When the deadly damage takes effect, the damage may be soaked by a willpower roll with TN 6. Similar to Killing Hands.
Pistol Mastery
A modern day outgrowth of Missile Mastery, Pistol Mastery turns the adept into an intuitive gunslinger. This technique is limited to pistols, for only these firearms are small enough, and suffer a limited enough recoil to effectively become an extension of the Adept's hand and body. The Adept's intuitive grasp of the pistol using this power enables her to counterattack with the pistol whenever the Adept is shot at - similar to how a martial artist would use their martial arts ability to defend and counterattack. This power uses the Gun Kata skill to counter attack, but the Adept may default to Pistols instead if they so wish.
Quick Draw
Author/Source: MITS, pg 151
The quick draw power allows an adept ot use the quick-drawing rules (p. 107.SR3) to quickdraw any weapon - be it a melee weapon, missile weapon, throwing weapon or firearm in one action. If using the weapon drawn requires a Complex Action, the adept may draw the weapon and attack in a single Combat Phase. If the weapon requires only a Simple Action to use, the adept can draw it and make two Attack Tests in a single Combat Phase. The adept must succeed in a Reaction (4) Test to quick draw.
Quick Strike
Author/Source: MITS, pg 151
Adepts with this power can take action with starteling suddenness. This power gives the Adept the ability to act first in one Initiative Pass per Combat Turn. This action uses up the adept's action for that Initiative Pass. The power cannot be used during an Initiative Pass when the adept does not have an action. The adept's Initiative Score is not affected. The adept must be unwounded to use this ability.
Rapid Healing
Author/Source: SR3, pg 170
Each level of Rapid Healing adds 1 die to Body for Healing Tests as well as Body Tests to determine if you suffer a crippling injury from a Deadly Wound. This power does not increase resistance to injury, toxins or pathogens, but does allow you to recover from their effects more quickly. Rapid healing has no effect on checks for magic loss.
Rasengan
Rasengan gathers the Adepts mana or chi into a spinning ball of power in the Adept's palm that imparts it's collective inertia to anything it touches, either boring a hole through it or sending it flying through the air. The Adept feeds mana into multiple angles of rotation. While the individual rotations start off small, they increase in speed and the collective ball stores enormous amounts of energy - much as a heavy metal flywheel. Rasengan otherwise functions as Killing Hands, and is bought according to damage level.
Rooting
Author/Source: MITS, pg 150
With a Simple Action, the Rooting power makes the adept an immovable object. Each level adds 1 die to all tests to resist being knocked down, thrown, levitated or otherwise moved against his will. THe adept cannot move while using this power but can otherwise act normally (including making attacks), modifying all target numbers by +2.
Sharingan (Copy Wheel Eye)
Sharingan - gives the ability of insight, allowing the user to understand and copy the moves of another. For each level of Sharingan, the Adept receives a cumulative -1 TN bonus to their martial arts rolls representing their enhanced ability to devise and carry out a martial arts counterattack. Each level also grants an additional die for Perception tests. The 1st level of Sharingan grants the above abilities.
At level 2, a successful Aura Reading roll vs TN = to the opponents skill rating allows the user to mimic any technique which the Adept might normally learn as long as the Adept has enough mana pool to activate that technique.
At level 3, the Sharingan gives the Adept a unique brand of hypnosis that convinces their opponent that the Adept can perfectly mimic every move their opponent makes, even before they do, making it appear as if the user can see the future. An opposed Aura Reading roll is required to maintain/see through this hypnosis.
Shunpo (Quick Move)
Author/Source: Macavity
This power doubles the movement multiplier of the adept for one turn. If the power is used on a consecutive turn, the Adept must make a Willpower test with a TN equal to X, * where X = 4 + # of turns the power has been used. If the Adept fails, they take Light Stun and are fatigued. If the Adept attempts to use this power when wounded, or for more consecutive turns than the adept has Body, the Adept takes a L(X*) physical wound.
Sixth Sense
Author/Source: MITS, pg 151
Sixth Sense endows the Adept with the ability to immediately sense personal danger and leap into action more quickly. Each level allows the adept to roll an additional die when making Reaction Tests for Surprise only.
Smashing Blow
Author/Source: MITS, pg 151
Smashing blow allows an adept to focus magical energy into a barrior smashing, devestating strike. The adept makes an Unarmed Combat Test, TN 4. Add the successes to the adept's Strength and compare the result to the unmodified Barrier Rating, determining the effect according to the Barrier Effect Table. Smashing blow may be used against objects via the adepts Astral Perception, if she has that power, including astral barriers.
Spell Shroud
Author/Source: MITS, pg 151
Adepts gain the ability to cloak their presence from detection spells. For each level of the power, the adept adds 1 die to Spell Resistance Tests against detection spells only. The Spell Shroud power does not affect attempts to read the subjects aura via astral perception or otherwise spot the character in astral space; nor does it affect Masking in any way.
Suspended State
Author/Source: SR3, pg 170
A meditative state which reduces the metabolic requirements for food, water, & air, or the rate of bleeding and bodily decomposition. Make a Will(4) test with the number of successes, doubled indicating the factor of metabolic slowdown. If 4 successes are rolled, then the body's metabolism slows by a factor of 8.
Temperature Tolerance
Author/Source: MITS, pg 151
The Adept's body becomes resistant to extremes of heat and cold. Each level bestows an additional die for resisting hte effects and damage of exposure to extreme temperatures. This power protects against both primary and secondary effects of elemental manipulation spells. In addition, even 1 level of this power can prevent an adept from feeling discomfort in minor changes in heat & cold - a hot summer day or a cool autumn night. The adept will not even perspire if the heat is not truely intense.
Traceless Walk
Author/Source: MITS, pg 151
Traceless Walk gives the adept the power to walk over soft or brittle surfaces such as snow, sand or thin paper without leaving any visible traces. The adept makes no noise from contact with the floor or ground (clothes or gear may still cause noise); apply a +4 modifier to hearing-based Perception tests. The adept can still be tracked by nonvisual clues, such as scent, but will not trip ground-based motion or pressure sensors.
True Sight
Author/Source: MITS, pg 151
True Sight grants an Adept a resistance to the effects of illusions. The adept recieves an additional die for each level of this power when making Resistance Tests against illusion spells and illusion-based critter powers.
Water Walk
Author/Source: Macavity
Water walk is the next level up from Traceless Walk. Water Walk gives all of the benefits of Traceless walk and in addition permits the adept to cross calm water by focusing his chi on the sole of his foot and multiplying the strength of the surface tension of the water to create a solid-feeling surface to stand upon. Any turbulance in the water disrupts this power, however adepts have been known to run across choppy waters by moving fast enough (Quickness (6) Test) to take advantage of the momentary surface-tension of the water's surface and push off before sinking.
Weapon Distance Strike
Author/Source: Macavity
A modified distance strike that uses a customized weapon focus to deliver the attack. The weapon foci allows the phys-ad to channel their chakra through the weapon and boosts the damage by the force of the weapon focus.
Weapon Mastery
Author/Source: Macavity
Weapon mastery must be purchased for a specific weapon: armed, unarmed or projectile. It can not be purchased for firearms related skills. Weapon Mastery allows the adept to reduce negative modifiers while using this skill by 1 per level of Weapon Mastery. Weapon Mastery may be purchased up to level 4. This power must be purchased seperately for different weapons and techniques.


Adept Magical Gear

Everyone knows about Weapon foci, but other foci are out there for the Adept intent on honing their powers. Some enchantments reduce the karma cost for learning a technique (for instance, training with enchanted weights to build superhuman strength or using enchanted needles to increase chi flow) Others increase their range or power. Still others reduce the amount of mana required to use the power.


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