Wednesday, September 18, 2024

Chapter 5: Talents (Group 13: Adept powers)



Adept Powers

Are purchased in the same way as talents are, but with some additional restrictions. Can only be chosen by Physical Adepts. These powers enhance physical, mental, and magical abilities, allowing adepts to reach extraordinary levels of performance.

Rules:

·         Adepts can only choose powers from Tiers open to them (exception: Tier 2 powers may be selected at character creation for 3 points). So no Tier 2+ Powers for Tier 1 characters.

·         The maximum number of tiers available is 2x Magic rating. When purchasing a higher version of the same power, only the highest level counts against this limit. This differs from standard Shadowrun, where Adepts are stuck with whatever powers they start with.

·         The maximum tier you can choose from is equal to your Magic rating. So you’d need Magic 4 to gain access to Tier 4, for example (in addition to being a Tier 4 character). This shouldn’t be a problem for ordinary Adepts, but if you start with a low priority and decide to get some cyberware, it could limit your end-game options regarding powers.


Tier 1 Powers

Acute Senses

·         Description: The adept’s senses have become highly tuned, allowing them to detect subtle changes in their environment.

·         Effect: You gain Advantage on Percetion checks using the Vigilance skill.

Astral Perception

·         Description: The adept can perceive the astral plane, allowing them to interact with spirits and magic users.

·         Effect: Gain the ability to see into the astral plane and perceive astral auras and entities (improve the Awareness skill to get good at it). You can attack astral forms that you can see (but you can’t hurt them unless you have a magic weapon, killing hands, or similar means).

Killing Hands I

·         Description: The adept’s unarmed attacks become deadly, infused with magical energy that can deal lethal damage.

·         Effect: Unarmed attacks deal 2d6 + Strength lethal (or stun) damage. You may choose to deal non-lethal damage if preferred.

Mystic Armor I

·         Description: The adept can summon a protective magical barrier that absorbs damage.

·         Effect: Gain PT 15 / DR 20 to all physical damage.

Physical Perfection I

·         Description: The adept’s training and magic have enhanced their physical abilities beyond normal limits.

·         Effect: Choose one Physical attribute (Strength, Agility, Vitality, Dexterity) and increase it by +1, up to the racial maximum. This Power can be picked once for each Physical attribute.

Preternatural Reflexes I

·         Description: The adept’s reflexes are honed to a supernatural level, allowing them to react with incredible speed.

·         Effect: Gain +2 to Initiative and +1 to Dodge Defense.

Rapid Healing I

·         Description: The adept’s body heals faster than a normal person’s, allowing them to recover from wounds quickly.

·         Effect: Gain +5 Health after each Short Rest.

Magic Resistance I

·         Description: The adept is highly resistant to magical attacks, reducing the impact of harmful spells.

·         Effect: Gain +2 to all defenses against magic spells.

Tier 2 Powers

Killing Hands II

·         Description: The adept’s unarmed attacks become more powerful, channeling even greater destructive energy.

·         Effect: Unarmed attacks now deal 3d6 + Strength lethal (or stun) damage.

Mystic Armor II

·         Description: The adept’s protective barrier becomes stronger, absorbing more damage.

·         Effect: Gain PT 20 / DR 30 to all physical damage.

Physical Perfection II

·         Description: The adept’s physical attributes are enhanced beyond normal limits, pushing their body to new heights.

·         Effect: Choose one Physical attribute and increase it by +1, then increase the maximum value for that attribute by +1. This power can be chosen for each Physical attribute.

Preternatural Reflexes II

·         Description: The adept’s reflexes become even faster, allowing them to both act quicker and dodge attacks more effectively.

·         Effect: Gain +2 to Initiative and +1 to Dodge Defense.

Rapid Healing II

·         Description: The adept’s healing abilities continue to improve, allowing for faster recovery from injuries.

·         Effect: Recover +5 Health after the end of each battle.

Magic Resistance II

·         Description: The adept’s resistance to magical attacks becomes stronger, making them harder to affect with spells.

·         Effect: Gain an additional +2 to all defenses against magic spells (stacks with Magic Resistance I).

Tier 3 Powers

Killing Hands III

·         Description: The adept’s unarmed attacks reach their peak, delivering devastating blows that can take down the toughest foes.

·         Effect: Unarmed attacks now deal 4d6 + Strength lethal (or stun) damage.

Mystic Armor III

·         Description: The adept’s mystical barrier is nearly impenetrable, offering supreme protection against physical attacks.

·         Effect: Gain PT 25 / DR 40 to all physical damage.

Physical Perfection III

·         Description: The adept’s physical prowess reaches extraordinary levels, allowing them to push their body to its ultimate limits.

·         Effect: Choose one Physical attribute and increase it by +1, then increase the maximum value for that attribute by +1. This power can be chosen for each Physical attribute.

Preternatural Reflexes III

·         Description: The adept’s reflexes are so finely honed that they can evade almost any attack.

·         Effect: Gain +2 to Initiative and +1 to Dodge Defense.

Rapid Healing III

·         Description: The adept’s body recovers from injury at an incredible rate, reducing the time needed for rest.

·         Effect: Recover +5 health at the start of each scene, including non-combat encounters.

Magic Resistance III

·         Description: The adept’s resistance to magic reaches its peak, making them nearly impervious to most spells.

·         Effect: Gain an additional +2 to all defenses against magic spells (stacks with Magic Resistance II).

Tier 4

TBA

Tier 5

TBA

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