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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