-A-
Animal Control (Type)* Power Cost .............
0.5
Description
This power allows the adept to control a single
animal at a time. The Adept rolls their Magic Attribute to determine
the effectiveness of this power, with skills in Animal Handling and / or
Psychology also being available as Complimentary skills when using this power.
For the animal to be controlled it must first be within Touch Range
after that, adept must remain within line of sight of the animal afterwards
for this power to remain in usage.
-B-
Binding* Power Cost .............. 0.5 (Self)
/ 1.0 (Others)
Description
This power allows the Adept to either adhere themselves
or someone else to some surface which is present in the area that the
Adept/target are currently touching in some form or fashion. To roll
the effectiveness of the Binding, roll the Adept's Magic Attribute with a
target number equal to the Object Resistance Rating of the type of material
being Binded to (this is a resisted test when used on an unwilling
target).
-C-
Clouded Minds (or By Race) Power Cost ..............
0.5 / level
Description
This a mana-based version of the Concealment power that
only conceals the Adept from living beings and spirits when in use. For
every level of this power, increase -ALL- target numbers to try and
perceive the Adept when this power is in use (this also applies to anyone
in the astral trying to see the Adept also). Should the Adept gain
access into Astral Space, this power will function, but only against other
beings either in the Astral or capable of astral perception. This power
does not function against Detection spells and technological devices.
The more restricted version of this power works only against a specific race, like Trolls, Elves, Canines, Felines (which does mean all of the cats, big and small), etc etc. When applied to spirits, the Adept must choose the individual types of spirits (City, Forest, Fire Elementals, etc). The power cost for this version is 0.25 / level.
Concealment*
Power Cost .............. 1.0
Description
With this power the Adept makes it more difficult for
anyone and anything to perceive the presence of the Adept when this power
is in use. For every level purchased, increase all target numbers for
-ALL- tests when attempting to perceive / aquire the Adept. This power
also works against beings that are are also in the astral too.
This power can also be limited to effect either livings beings or technological devices, however, the cost is not reduced in half for these limitations. To see these limited version of Concealment, see either Clouded Minds, Domain Cloak and/or Techno-Shroud.
-D-
Prerequisite .............. Radio Sense
Power Cost .............. 0.75 / level
Description
This allows the Adept to attempt to crack the encryption
of any radio signal they happen to tap into. The Adept rolls a Perception
test with an additional number of dice equal to the level of Decryption they
have purchased. If the Adept also has the skill of Cryptography, then
they can also use that skill as a Complimentary skill.
The Adept must achieve a number of successes equal to
half the rating of the Encryption before they understand the transmission.
At GM discretion however, should the Adept not get all of the successes
needed, the GM may give the Adept only partial information as to the content
of the transmission.
Prerequisite .................. Waterbreathing (Salt or Freshwater) Depth Enhancement = Body x Magic Attribute x Depth Multiplier |
Domain Cloak (By Domain)(By Specific Domain)
Power Cost .............. 0.75 / level
Description
This is a limited version of the Concealment power which
works only when in certain Domain types (Man, Land, Skies, Waters).
This works against everything living (this includes Spirits) and non-living
while the Adept is within the Domain they have chosen where their Concealment
power works in.
-E-
Elemental Strike
Power Cost .............. 3.0 (self) / Cost for Killing Hands Damage
Level
Description
This enables the Adept to attach an Elemental Effect
onto either themselves or their Killing Hands power they happen to have.
This power does not in any increase the power or level of the attack
unless the opponent happens to have either a Vulnerability or Allergy to
the Elemental Effect in question.
Electronic Counter-Countermeasures / Electronic Counter-Deception
Prerequisite .............. Radar Sense
Power Cost .............. 0.5 / Level
Description
This power reduces the modifiers for usage of Radar Sense
when there are active Electronic Countermeasures (ECM) that are affecting
the Adept. The reduction of modifiers in this case equals the number
of levels purchased for this power.
This power is also useful against Electronic Deception
also, and requires the Adept to purchase it separately from any ECCM levels
they may purchase.
Empathy*
Prerequisite ............... Empathic Sense
Power Cost .............. 1.0
Description
This power allows an Adept to not only to be able to
feel the emotional state of the people and other living beings around themselves,
but also to be able to project their own emotions. This power enables
the Adept to send in addition to being able to receive. To use this
power, the Adept rolls their Magic Attribute with a target number equal to
the Willpower of the opponent, and the Adept needs to achieve a threshold
of at least half the opponent's Willpower for the Empathy to work in some
fashion (simple sendings do not require a skill roll, only things like
implanting suggestions, like, "You might want to do this.). The adept
can also use the skill of Psychology as a Complimentary skill if they also
have it.
To be able to actually influence or compel someone to do something requires that the Adept also purchase the power of Influence and/or Compulsion.
This power may change with the release of MITS and the situation surrounding Physical Mages, as this may allow for Physical Psionicists.
Encryption
Prerequisite .............. Radio Power Cost .............. 0.5 Description With this power, the Adept can encrypt any communications they send from themselves with a rating equal to the number of levels that this power is purchased at. |
Enhanced Breathing
Description |
Enhanced Movement*
Power Cost .............. 1.0 / level
Description
This power increases the running multiplier of the Adept
when enacted, and does it in the following manner. When the Adpet first
activates this power, nothing happens, on each turn (3 seconds) after that,
their running multiplier is increased by one each turn until the Adept's
running multiplier has been inceased by their levels in Enhanced
Movement.
-F-
There are currently no developed abilities in this section.
-G-
There are currently no developed abilities in this section.
-H-
Hypnotic Song*
Power Cost .............. 1.0
Description
This power allows the Adept to hold enthralled a single
target for the duration of the Adept's use of this power. The Adept
does not necessarily have to use song as the basis for the enthrallment,
as this can be applied to almost any other type of physical action that the
gm will allow. Therefore, the Adept must specify a skill with which
this power is linked to for purposes of determining the physical action (singing
is considered a physical action for these purposes, Public Speaking is also
allowable).
To use this power, the Adept rolls a number of dice equal
to their Magic Attribute, with the skill being able to be used as a Complimentary
skill, against a target number equal to the opponent's Willpower, and
the threshold for success is the Willpower of the target in successes.
When using this skill also, any action which might break the enthrallment
(dodging, engaging someone in melee combat, very loud and close explosions,
etc).
-I-
Influence*
Prerequisite .............. Empathic Sense -OR- Hypnotic Song
Power Cost .............. 2.0
Description
This power functions in the following way. The adept
rolls a number of dice equal to their Magic Attribute (appropriate Complimentary
skill is also allowed) with a target number equal to their opponent's Willpower,
and a threshold equal to half the Willpower of the opponent.
When successful, the Adept is able to implant a single
simple suggestion with but a single success. For every success that
the Adept gets beyond the threshold, the suggestion can be that much more
complex. Use the rules for Perception as an example.
-J-
There are currently no developed abilities in this section.
-K-
There are currently no developed abilities in this section.
-L-
There are currently no developed abilities in this section.
-M-
Magic Sense*
Power Cost .............. 1.0
Description
This power when enacted gives the Adept a form of Sensors
which exists to detect astrally active beings and objects. The Adept
rolls their Perception to detect any astrally active being or object that
is within their Magic Attribute in meters radius. A success means that
the Adept is aware of the being or object. Aura Masking and other astral
/ magical barriers increase the target number for the Perception test. A
note, this power is -NOT- giving the Adept astral perception, as it only
forms the adept of the location of the astrally active being within their
radius of awareness.
Mental Enhancement
Power Cost .............. 0.75 / level
Description
This power is similar to the bioware called Mnemonic
Enhancement. For every level of this power, the Adept gets to roll
an additional die for any memory test. At the same time, for every
two levels of this power, the Adept gains an additional die to any learning
when trying to raise any of the skill areas of Language and Knowledge
skills.
Mimicry*
Power Cost .............. 0.5 / level
Description
This power allows an Adept to mimic any sound(s) which
they have heard (memory tests are allowable to recall sounds, but this
is limited to any sounds which the Adept has heard since the initial purchasing
of this power). The Adept rolls a number of dice equal to their
Intelligence + Levels of Mimicry. For a target number use the Language
Target numbers as the basis, with sounds that are very complex (like sentences)
having higher target numbers to Mimic (it is always easier to scream than
it is to speak).
Mist Form *
Prerequisite ............... Binding Power Cost .............. 2.5 Description This power gives the Adept the ability to turn themselves into a mist, just like certain other creatures can (like some Vampires).
|
-N-
There are currently no developed abilities in this section.
-O-
There are currently no developed abilities in this section.
-P-
Passive Sonar Sense
Power Cost .............. 1.0
Description
This power allows the Adept to be able to understand
and identify sound underwater just like a Sonar and use it navigate while
underwater. To use this power the Adept rolls a Perception test (Underwater
Noises skill can act as a Complimentary skill) with a target number equal
to the signature of the underwater vehicle or critter.
The effective Flux Rating of this power is equal to the
Adept's Magic Attribute, and the Adept can increase the range of their Sonar
by making a Centering test with a target number of 4, with the number of
net successes being the number of extra Flux points the adept gains for range
determination.
Pheromones
Description |
Platelet Factory
Power Cost .............. 2.0
Description
This power functions in the same manner as the Platelet
Factory bioware. Whenever the Adept takes any physical damage that
causes a Moderate or higher level wound, reduce the number of boxes of damage
by one box.
At the same time, the Adept also gains the disadvantage
of having to take an anticoagulant to keep their own blood circulatory system
from killing themselves (the cost for the anticoagulant is 25 nuyen in pill
form, 20 nuyen for an injected one). For every day that the Adept goes
without the anticoagulant, the Adept rolls Body with a target number of a
3, with each day beyond the first adding an additional +1 to the target number
for this test. A single success is all it takes to keep from going
to an automatic D physical and mental wounds state from the resulting brain
aneurysm.
Psychokinesis *
Prerequisite ............... Distance Strike (Self)
Power Cost .............. 3.0
Description
With this power, the Adept gains the ability of Magic
Fingers with which they can now directly manipulate objects and people using
this power. The Strength and Quickness of this power equals that of
the Adept's own Quickness and Strength, and as a result of such, the Adept
suffers no drain for the usage of this power.
The range of effectiveness of the Adept's Psychokinesis
is effectively line of sight, -BUT-, for every distance beyond their Magic
Attribute in meters away from themselves that they utilize this power (beyond
the Adept's own radius around themselves) the Adept suffers an additional
+1 modifier to all target numbers. The use of standard optic enhancements
reduce the modifier for according to the following chart :
Type of Enhancement |
Level of Reduction |
Imaging Scopes Vehicular Imaging Sensors Other types |
Level |
Please note, the above types of enhancement are
still limited in the effectiveness based upon the range at which they enhance
the Adept's ability to see. If an object or person is beyond the effective
range of the enhancement, then the enhancement does -NOT- help at all.
Just as with Magic Fingers, the Adept does suffer the
+2 to all target numbers when using any skill with this power. However,
to negate this modifier, the Adept can purchase this power with only that
skill in mind at a 2.0 Power Point cost.
-Q-
There are currently no developed abilities in this section.
-R-
Radar Sense
Power Cost .............. 1.0 / Level
Description
This power basically converts the Adept into a living
pulsed array radar. The Adept's effective level of sensors equals
the level of the Radar Sense that they have developed for themselves (centering
can assist this power), and the level of this power also determines the number
of dice that they roll.
The effective range of this power is equal to the Magic
Attibute of the Adept multiplied by the levels of Radar Sense the Adept has
purchased. This power does not function in the astral.
ECM and ED do work against this power as would normally
happen with vehicular sensors, they raise target numbers as normal.
The Adept has for all intents and purposes a flux rating
equal to their Magic Attribute for the determinance of their signal strength,
even though it has nothing to do with the effective range of the power.
Radio Sense
Power Cost .............. 0.5 Description This power allows the Adept to receive radio signals as if they were a radio receiver. For the adept to "tune" into a channel that they want to listen into the Adept needs to make a Perception test to "tune in." Target numbers are as follows :
Listening in is no problem for the Adept, however, should a signal be encrypted then the Adept will not be able to understand the communication. This problem can be removed by the purchasing of levels of Decryption. The power ECCM will also help the Adept should ECM be in active use and they are within it's area of effect. |
Radio Broadcasting
Power Cost .............. 0.5 / Level
Description
This power allows an Adept to send radio transmission(s),
but not to be able to receive them (to be able to do this, the Adept also
needs the power of Radio Sense). The Adept's effective range of
communication equals the number of level of this power times their Magic
Attribute in meters radius. To determine the level of success of this
power, the Adept rolls their Willpower with a base target number of a 4.
Anything which can jam this signal (ECM and too many other radio
transmitters) also increases the target number. In the case of ECM,
increase the target number as normal. In the case of too many radio
transmissions, treat the situation as if the receiving end has either Partial
or Total Cover to determine the modifier to this power.
A note, this signal that the Adept is sending out is also a
naked transmission, should the Adept want some form of
Encryption, then the Adept must also purchase the
power of the same name.
Resistance (By Disease, Elemental Attack Type, Pathogen, or Toxin) *
Power Cost .............. 0.5
Description
This power gives the Adept added resistance against the
type of attack they have chosen this power helps them resist. Add a
number of dice equal to the level of this power to any Damage Resistance
tests the Adept needs to make.
-S-
Symbiotes
Description |
-T-
Techno-Shroud
Power Cost .............. 0.5 / level
Description
This form of the Concealment power only works against
technological devices of all types.
Telepathic Sense *
Power Cost .............. 1.0
Description
This power is a variation on the Empathic Sense power
but applies only to the active thoughts of individuals. The range of
this power is the Adept's Magic Attribute in meters radius.
Telepathic Projection
Prerequisite .............. Telepathic Sense
Power Cost .............. 1.0
Description
This power allows the Adept to send their thoughts to
someone else or to an entire group of people in general. The range
of this power varies, for sending a message to a single person, the Adept
has a range limitation of line of sight. When sending a message to
an entire group of individuals, the Adept still has line of sight as a distance
limitation, but for determining the number of people receiving the message
use the Adept's Magic Attribute to determine the number of area of effect
of the sending, with anyone within the area receiving the message.
The target number for this message is the Intelligence
of the target (a 3 on average for groups of people). The Adept also
needs a number of successes equal to half the Intelligence of the group or
person to be able to send the communication, otherwise the sending comes
out garbled. The Adept rolls a number of dice equal to their Magic
Attribute with complimentary skill use being allowed depending on the type
of message being sent (subject to GM discretion).
-U-
There are currently no developed abilities in this section.
-V-
There are currently no developed abilities in this section.
-W-
Waterbreathing (Sea or Freshwater)
Power Cost .............. 0.5
Description
This allows the Adept to breathe either in Fresh
water or in Sea Water, to be able to do both requires that the Adept purchase
both types. The Adept is able to use this power normally at depths
up to 80 meters without the use SCUBA or LBA gear. An Adept can enhance
the depth they can dive to by purchasing additional levels of a power called
Depth Enhancement.
-X-
There are currently no developed abilities in this section.
-Y-
There are currently no developed abilities in this section.
-Z-
There are currently no developed abilities in this section.